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Nycidian

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  1. Anyone know of a mod that adds a confirmation dialog box or another similar option to both space center buttons. I have tried searching but have not been able to find anything yet. Essentially what I keep running into is for some reason on occasion I hit Space center instead of revert flight, every time I do so I realize the mistake as I'm doing it so a small delay would completely stop this. If anyone knows of a mod like this I would appreciate the info.
  2. This would make finding mods that have been updated for a paticular release much easier.
  3. I am still working on this however I will be waiting until after 1.0 to upload anything.
  4. Version 0.5 is up Added an inflatable solar panel Fixed Ion engine, it's thrust should work correctly Added dependency to NearFutureSolarPower
  5. I'm pretty sure your overestimating quite a bit http://wiki.kerbalspaceprogram.com/wiki/Electric_charge I'm pretty sure '20 ⚡/kg' is supposed to be W·h/kg Also of note is right now with current technology flywheel batteries can reach energy densities of 100–130 W·h/kg the best technology being carbon fiber composite flywheels with magnetic bearing in a vacuum at the moment (from what I understand). These densities only reached in non commercial applications but most kerbal parts are supposed to be analogous to NASA level tech which is not really commercial. http://en.wikipedia.org/wiki/Flywheel_energy_storage#Physical_characteristics Any way I hope the information helps.
  6. Just adding an update on the new piece being added based on this technology [TABLE=width: 500] [TR] [TD=width: 256][/TD] [TD]A Bihedral Inflating Solar Array Obviously the materials need some work but I have finished the animation and worked out how to have the energy return be based on how much of the inflated array is being hit by sunlight Note: The animation is at 1/10th speed, and the viewpoint is retreating so you can see the entire balloon. [/TD] [/TR] [/TABLE]
  7. I'm trying to set set up a solar panel that tracks in two axes like the panel in this mod I looked at the config files and I understand how it works on that end but I can't seem to get it to work no matter how I set up my model. I can get one pivot to track on one axis and the other to track on the other axis but combining the two doesn't seem to work. This is how the config is structured [B]​[/B]PART { name = suncatcher module = Part author = Nycidian MODEL { model = KnomicLimited/KarbonFiber/Models/suncatcher position = 0.0, 0.0, 0 scale = 1,1,1 rotation = 0, 0, 0 } rescaleFactor = 1.0 TechRequired = composites entryCost = 2500 cost = 250 category = Structural subcategory = 0 title = TBD manufacturer = Knomic Limited description = TBD attachRules = 1,1,1,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 3 maxTemp = 3000 breakingForce = 400 breakingTorque = 600 MODULE { name = ModuleDeployableSolarPanel sunTracking = true raycastTransformName = panel1 pivotName = pivot1 isBreakable = false resourceName = ElectricCharge chargeRate = 0 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleDeployableSolarPanel sunTracking = true raycastTransformName = panel2 pivotName = pivot2 isBreakable = false resourceName = ElectricCharge chargeRate = 0.75 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } NODE { name = top transform = node1 size = 0 method = FIXED_JOINT } NODE { name = bottom transform = node0 size = 0 method = FIXED_JOINT } } I have tried to set up the model in all sorts of different ways none of which worked. The way I thought it should of worked was base pivot1 panel1 pivot2 panel2 I also tried base pivot1 panel1 panel2 pivot2 base pivot1 panel2 pivot2 panel1 And many others but I can't seem to get it to work and unfortunately I can't seem to open the mu file in blender from the mod I linked to so I could get an idea of how they set up their model. Any help would be appreciated
  8. Sorry I should have responded sooner Thanks for the input I don't know how to make the nodes smaller, there at size 0 now, but I did take your advice on the surface attachment so thanks I did some testing and I set angularDrag to 2 and while it does not completely fix the issue it does seem to stop the effects at normal time rate. It already is
  9. After much trial and tribulation the next installment is ready https://github.com/Nycidian/Karbon-Fiber/releases/tag/v0.4 Version 0.4.0 Reworked File structure a bit more Added agency definition Added decoupler Added ion engine with emisive animation Added support for remote tech for probe cores Made it so hydrogen and argon fuel tanks only appear if near future propulsion is installed Bundled three necessary mods Tech Manager (anonish) Community Tech Tree (Nertea) Module Manager (Ialdabaoth | sarbian)
  10. Mod is updated V0.3 Further updates should come a bit quicker I was very sick and had jury duty the last 2 weeks.
  11. Added Fully functional Directional Antenna with a config for RemoteTech2. Still some work left to make the Remote Tech information display properly however.
  12. Well no promises but depending on complexity of the piece i'm hoping to get out at least 1-2 pieces a week, with quite a bit of variety.
  13. Make sure in edit mode you have all the vertexes selected, the easiest way is to toggle any you have selected off by hitting the key 'a' then with nothing selected hit 'a' again, all the vertexes then should be selected you can then use unwrap.
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