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  1. ya so not the type i envisioned goto ebay and type in paper fan http://www.ebay.com/itm/Chinese-art-paper-handmade-oil-paintings-Fans-of-the-qing-dynasty-/281751459692?pt=LH_DefaultDomain_0&hash=item4199b2176c stuff along that lines is what i been thinkin, but smooth / no bends once open, prolly 90 deg sweep though i admit i'll def be using DRE module to change lift values in a FAR module, only way that makes sense functionally to me no idea if theres a decent way to do it in stock modules for stock aero so prolly not a project youd want, so i prolly gotta gotta learn ksp animations lol
  2. just thought of a new part today, seems like it fits your mod, but would likely require a plugin so you might not like would be nice to have glider style wings that fold up, think of the paper fans fits inside of fairings as you send it up, when you reach duna fairings protect it until you aerobrake off enough speed then you jettison fairings, deploy the wings, the high lift to mass ratio of hang glider wings would serve better for the thin atmo would need a plugin prolly as i dont think stock has any modules,perhaps ModuleControlSurface itys used on flaps else DRE has a moduleanimate2value so could adjust lift from 0 to whatever is full but then thats a dependancy dunno DRE license if itd let you pass out just that module
  3. NOW it should work -.- flippin logged out n downloaded my own mod, sorry for trouble first mod i bothered to hand out so first time usin kerbalstuff interesting sidenote, while no teleporting, i can glitch it into a 'paused' animation got panels to 1/2 retract, then pause, and rotor spinning em XD reminded me i need to install dangit/entropy but ya, no mid-anim-retract > teleport glitchyness
  4. fixed link above sorry, for future ref its just a tag at end of link heh had time to play around with the 2.5M panel, overall i love the mechanics, my only complaint would prolly be when you extend the panels, the solar cells themselves 'stretch' i know i'm just bein kinda .... about it, but its the kinda thing i notice the other panels keep their shape as they 'unfold' while the new ones has an accual stretch to it i would say add more folds to it, so the end result doesnt stretch a panel then perhaps key the animation so start of opening is the faster speed,and ending is slowest to keep the rotation of a 'pane' constant feel free to hate on me for noticing edit: got time to play with new mk1 model now, animations all look great nly thing i noticed is cant retract/deploy mid animation anymore, have to wait for it to finish i can live without that though, gj
  5. [Defunct link removed by a moderator] when using 2 ModuleDeploableSolarPanels you have 2 sets of numbers on right click menu of the part, saving issues, etc the above mod provides a new ModuleSolarTracking (use it instead of the 2nd ModuleDeployableSolarPanel thats 0 chargeRate) it inherits the stock module, does not hide buttons, changes nothing, just hides the 'useless' lines of power/sunexposure since the module name changes, it looks to have fixed the saving issue play with it, dont care what you do with it made it or me, just thought id toss it out to share and be nice lol i was tempted to hide the buttons as well, merging function into 1 button set, but leaving it gives me flexibility
  6. as for the solar panel issues, i wrote a mod (have to register to kerbalstuff now -.- or dif way to give to ya) that just changes module name and hides the extra 3 lines of 'useless' solar panel text on right click menu, looks to also solve your save issues (likely from module name change)
  7. the shape of em is fine, but only reason i dont really use the hubs is the color, just doesn't quite fit, too....grey....seems like it should be white such as the plane parts yay solar panel updates, time to retest main reason i got the mod was solar panels and skycranes heh edit: +1 for the service bay + solar panel part, but having 3 panels might cause more issue for tracking lol upside they only need be single axis, downside the 120 deg seperation
  8. for the MK1 (first) rotor panel, i like how you fixed the animations so now extend is perfect and jerk free, in any order retract can still jerk it for the rotor module, any chance of cleaning that up? edit: IMO the 'speed' the panels themselves deploy is way quick, about 1 sec, i wouldnt mind that being atleast 5 sec minimum
  9. is there a mod that can be used with tweakscale, to give more info on the stats of a part after tweakscale changes them? i'm trying to write custom configs for some parts, and i'm the type that would like to see every number that is effected i've tried saving craft, launching/savegame, to view files and see what gets edited right click menu shows resources, you can watch cost of vessel and with work get the change but i cant find a way to see the rest, heatconduction, emmisives, tolerances, maxtemp, etc if there is no mod or other way to see, perhaps add a partmodule that would list full stats in vab on rightclick?
  10. was playing with the panels (granted was on kerbin surface) but at 'noon' sun exposure says 0.38 at 'sunset' sun exposure reaches 1.00 seconds after hits 0 somethin sounds screwy and backwards, but stock modules so -.-
  11. when using a part with 2 moduledeployablesolarpanel, such as dr jet chopshop 2 axis solar panels, the autodeploy module does not work, and exceptiondetector says it had an error in ToggleAutoDeploy also to fix when theres 2+ (besides the above error) it should deploy all of the modules on the part, not just the first, so 2 axis panels can deploy correctly
  12. got everything from there, found a few things i didnt have yet anywhere else?
  13. for afteburner, there is ToggleAfterBurner event, could you also add an EnableAfterBurner and DisableAfterBurner plz? edit: enabling afterburner should also set throttle to max normal engine operation is more efficiency, afterburners is literally dumping fuel into the exhaust for extra thrust so nobody in their right mind should use afterburner without max thrust that said i'm sure some nut would complain, so perhaps a KSPField SetThrootleMax = false then if config sets true, it acts as i suggested, else works current way edit: just realized throttle applies to all engines uh... some way to max throttle / ignore throttle + set full while afterburner on? edit: XD maybe some extra fiery exhaust effect while afterburner active dont hate me for bein a thinker!
  14. ya like i said i added to both, been workin fine since, new crafts though each time, im not concerned with saves for a while heh rather expand my ksp to all it can be, then play a perfect game
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