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Siphonophore

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Posts posted by Siphonophore

  1. On 8/2/2016 at 4:51 PM, Bonus Eventus said:

    Updates slowed due to a back injury. I pulled one of my erectors when doing jefferson curls. Couldn't sit upright for about a month. Luckily I have a standing desk at work. Unfortunately, I do not have a standing desk at home. I'm working on some models right now, post images as soon as possible.

     

    Dang, stop injuring yourself at the gym! Any more injuries, and you might get hospitalized for a long time, and we REALLY wouldn't want that!! :0.0: All I'd suggest is to be very, very, VERY careful when you're exercising, also I hope you get better HYPER SOON!

    More suggestions!!

    A gigantic, circular solar array

    Large Spacecraft Spine inline cockpit

    Transfer tubes for ALL the small spacecraft spine trusses

  2. On 7/6/2016 at 10:56 AM, Bonus Eventus said:

    I've been working on the design here, and there. I got side-tracked by some really great books, so my modding time eroded a bit. I'll try to post some concept art soon.

    Nice to know that you're still working on the mod! BUT, what I'd suggest for the centrifuge's design is one similar to the "HOPE" centrifuge with a counter-rotating, 8-tooth gear-shaped flywheel section (most credible) or maybe an initially compact, solid ring that furls into shape via elaborate hydraulics. (think Hermes; but with hydraulic, expandable pipes replacing the truss) I'd also really suggest for the smaller Spacecraft Spine trusses to have crew transfer tubes on the inside ^^;

  3. 3 hours ago, Bonus Eventus said:

    Tonight I finally got the basics of the second version of ModuleCentrifuge working. This version, ModuleMutipartCentrifuge, aids the creation of custom flyweels that can rotate any stack node attached part not named "top" or "bottom". Surprise!

     

    Really wonderful work as always! I can already sense the potential for this plugin, plus I think you might be able to make a centrifuge like the one in that video of the Bussard ramjet generation ship video :D Btw, did you like it?

  4. Well, about the issue about the resources, and for making self-sustaining motherships/mobile space stations, I think a giant fuel scoop would be very useful for those problems. So basically you should make a giant fuel scoop which unfurls like an umbrella, a translucent hexagon-patterned membrane held in shape by a thin but really strong frame, and can be changed to vacuum up xenon gas, argon gas, or LH2 as the ship it's attached to travels across space. If RealFuels is installed the scoop will siphon up different resources and transport them to their respective containers in any fuel tank on the ship it is added to.

    @Bonus Eventus Also, I found this awesome video of a generation ship concept on YouTube that utilizes artificial gravity - this might be incredibly useful for part ideas. :wink:

    I think some HUGE asteroid mining utilities would be very cool too - like giant cone-shaped drills on robotic arms and converters and whatnot :D 

    On 6/10/2016 at 10:17 AM, panarchist said:

    Also, count me as a +1 for a Hermes-style centrifuge.  That and the DarkSide Technologies centrifuges are my favorite styles (as you can see from the ones on that craft I posted).  Anyway, I really like the styling of the Kerbodyne Plus parts, so that's another reason I'm looking forward to what you do with this mod.

    I totally agree with a Hermes-style centrifuge - but I think the truss segments should be replaced with hydraulic, expandable transfer pipes supported with internal frames. AND the windows should be fairly small and not gigantic, as the centrifuge's integrity would drop, making it more susceptible to impact from asteroids and one of the windows potentially shattering and the atmosphere leaking out of small cracks.

  5. 53 minutes ago, Bonus Eventus said:

    Thanks Man :D

    I think I should mention that I plan on releasing the centrifuge plugin separately so that modders like @Badsector can make sweet IVAs for their mods. Mother will require the plugin, and include it with the install. As far as Mother's centrifuge, I'm partial to this one:

     Hegagonal_inflatable_space_station_1962.

    However, I don't haven't really formed much of an opinion about it :wink:

     

    Well, I can help with that!

    I think you can make the centrifuge a lot like the Hermes, which has an undeniably awesome centrifuge. So it can be identical to that, but the whole structure can fold up to fit within 3.75m fairings - each of the four sections expand out, and a flexible, pressurized tube extends out and unfolds rather like an oversized accordion from each section, and links to a transfer hole on each section, the structure of the centrifuge-shape-making tubes supported by a thin but incredibly strong collapsible frame. You can also include windows on the back, but they should be small, so as not to increase the risk of micrometeorites impacting the glass as the centrifuge spins, or they can be whatever size you see fit. There is also a counter-rotating flywheel section which has six boxy sections jutting out that section, each one containing tanks full of fuel for the rotation-engaging engine located on one of the centrifuge's sections which activates when it finishes deploying. Essentially, every time you reverse the rotation, this engine spins around and fires in the opposite direction.

    So basically, I, for one, think the centrifuge should REALLY be like the one on the Hermes.

    And I agree with @Table, Mr. Eventus, you really should make the centrifuge like the Hermes'!

  6. 4 minutes ago, Bonus Eventus said:

    So long Kerbodyne Plus

    Development of Kerbodyne Plus will stop after 1.075. Wait, let me finish (please), Kerbodyne Plus will become a new mod called Mother. This might seem kind of drastic, but it's something I've been thinking about for several weeks. When I started K+ in 2014 I had no intention of making it publicly available. Originally, it was something I made just to deal with part counts on Mac. At the time my Mac couldn't handle mods like B9 without crashing. And being that I've made mods for other games in the past, I just naturally started tinkering with KSP. Anyways, a friend of mine encouraged me to share it with the KSP community. I thought it could be fun to develop a project like this with lots of community input, so I made Kerbodyne Plus Alpha 0.1. At that time there was no specific goals for the project. I came up with the name Kerbodyne Plus, partly because I saw mods use plus in the title (read lazy) and I happened to set each part's manufacturer to Kerbodyne. I had no intentions at the time other than to publish it and see what happens.

    As development progressed so did my ideas about what Kerbodyne Plus should be/was meant to be. I thought the mod should have some stated goals, to keep it moving forward. I also thought that the scope of the project should be well defined. I tried to be realistic as to what I could accomplish. That's how I arrived at not supporting other mods (less work) and the general goal of end game parts (open ended).

    Fast forward to 2016. With tons of community feedback and learning more about spacecraft design, a vision started to develop. That vision, put simply, is to supply parts that help players build realistic motherships. However, to do that I would need to incorporate/support other life support mods. This conflicts with the stated goals of Kerbodyne Plus. The more I thought about this seeming problem, the more I realized that I had more problems from not incorporating these mods than the imagined work that supporting them would offer. Also, with KSP 1.1 changes to 64 bit Unity 5, performance has increased dramatically and marking a turning point with KSP where the code is now much less likely to change.

    I know this is a bit unexpected, however I think it's a logical and natural change. I know some of you have wanted this for a while (support other mods pls). And after thinking about it I realized I want it to. I hope everyone who supported/supports Kerbodyne Plus will transition to using Mother, but if not thank you for all your encouragement and support.

    Hello Mother

    Mother is a mod with a very specific agenda. Make realistic interplanetary motherships. Here's what to expect going forward.

    • Parts will be renamed to avoid conflict with Kerbodyne Plus
    • Most parts will be included in Mother
    • New parts will support major life support mods (greenhouses, oxygen tanks, water systems, etc) 
    • Existing parts will be altered to support life support mods
    • Support for KAS
    • Support for Community Resources and Tech Tree
    • KSPI-E progression
    • Module Manager support
    • Possible custom code/plugins (Centrifuges!)

    When will this change happen?

    Kerbodyne Plus 1.075 will be released as planned, but instead of releasing Kerbodyne Plus 1.1, Mother 1.0 will be released instead.

    To make the new mod, requires me to adjust folder paths hard coded in each cfg file, setup new repositories, setup different gits, so expect delays. Could be weeks could be months, hard to say before I get my hands dirty. 

    Mother Dev Thread

    TL;DR

    • Kerbodyne Plus will become the mod Mother. 
    • Changing the name because it will now support community mods and be focused on motherships
    • Mother 1.0 will be released instead of Kerbodyne Plus 1.1
    • Kerbodyne Plus 1.075 will be released as plans
    • Changes won't take place until after 1.075
    • Thanks for supporting Kerbodyne Plus! Please support my ongoing efforts with Mother.

    Oh, that's too bad KP 1.1 won't existalize, but Mother sounds so cool! I looked at the dev thread, and now that I think of it, I so agree with making a new mod - and when you release Mother, PLEASE, PLEASE keep the Leviathan Solar Wings - they're essential for MOAR POWER!!!!!

    Oh, and can I give some part suggestions for Mother?

    • A 7.5m foldable heatshield that expands to 30 meters in diameter
    • Titanic centrifuge habitat with a counter-rotating flywheel section
    • A larger version of the ELF thruster with gimbal (and make the ELF radially attachable too
    • A giant storage tank/cargo haul
    • ISS-esque robot arm (requires KIS/KAS)
    • Giant greenhouse with lots of windows for plenty of light to shine in
    • Massive spherical fuel tanks
  7. Just now, Bonus Eventus said:

    Well, I've thought about that a lot, so I'll answer you with a question. What things would you want to store in a pressurized container? 

    Well for one, besides IRL application of pressurized containers like storing fuel and stuff, if I had a pressurized, hollow T404 separated from the unpressurized T404 hangars by a two-door hydraulic airlock, I think I'd store a custom-made, really elaborate interior inside it complete with seats and separate rooms for some of my Kerbonauts besides the main crew, reminiscent to one of those Bigelow habitats. Plus, it'd allow players a bit more freedom in making giant starships with enough habitation space for your intrepid crew to goof around inside, and for that T404 airlock bulkhead - it's supposed to link T404 modules and make them look sturdier and not look fragile with some of those frames exposed.

    Also, are you plannin on overhauling the T404 crew tank's model to fit the new T404 system? And could you try to show me a list of planned T202 modules, like that deployable antenna I suggested a while ago?

    Plus, decided on a potential centrifuge design? I think the centrifuge design could be at least 15m wide, and supported by the same piston things on the (current) T404 to 3.75m adapter - read that artificial gravity article from Atomic Rockets I posted way back - oh, and have ya made a new T404 to T202 adapter?

    Also, I know this is a little off-the-top here, but have you thought about a T101 truss system that's hexagonal in shape and functions the same as the T202 truss? And here's a little suggestion; why not make the xenon tanks inside that T202 xenon tank you were talking about spherical and in a row of at least 2-3-what fits your preference? And I don't think reducing the ISP of the ELFT engine is a good idea, because I've seen concepts of some interplanetary ships - most of em have one engine, and they can travel really far - think about the Hermes from The Martian - it has only one engine, but it travels to Mars while consuming a fairly low amount of fuel.

    Sorry for all the techno-babble, but it's the best I can do. I'm really looking forward to K+ 1.1 by the way!

  8. 1 minute ago, Bonus Eventus said:

    I think this could make a good door (it actually is for hangars). This is a SpaceX facility at Cape Canaveral.

    6FzPlZF.jpg 

    That's a really clever idea to use for a T404 door - but why not make it open in two?

    Oh, and I appreciate your thoughts on this if you don't take it, but why not make a part that lets T404 parts be pressurized, such as an endcap/opening airlock door?

  9. 11 minutes ago, Bonus Eventus said:

    You bring up a good point, I've been considering the last couple of days. I went with the orange in these WIPs because it matches the large orange adapters, and the Kerbodyne logo has orange in it (also orange stands out in the blackness of space). However, I know that if you try to attach t202 to t404 it might seem awkward, seeing as t202 is structural as well and ad being light gray in color. T202 is also made out of angular metal struts, while the new T404 is made out of round metal tubes. So, one way I could resolve that is by making the t202 out of round orange tubes, another way is to make the T404 tubes light gray. The issue there is that the metal panels that make up the curtain walls of the T404 would have to be a different color or they would overmatch with the tube framing. However, there is a third option which is embedding some similar elements into the t202 system or some t202 transitional adapters.

    I don't know, but the good news is I don't' have to have an answer right now.

    BTW, @Table what's wrong with orange? Is it that you just don't like orange?

    Nonsense! I like the orange color - it makes it seem pretty utilitarian IHMO, and nothing's wrong with that sorta color. BUT, since the T404's gonna be overhauled, are you gonna overhaul the adapters too?

    Oh, and are you working on that T202 communication antenna I suggested? and did you settled on the round bulkhead? Oh, and why not add some integrated RCS thrusters and some grabbable handrails?

  10. 1 hour ago, Bonus Eventus said:

     

    EDIT: I dunno, some things are working, others not so much. I think the amount of radial capacitors is too high, I might try something more like a rounded box.

    NHH9592.png?1

    That looks just perfect! Definitely go with this one 100% :D

    Oh, and I sorta agree - keep this form, but decrease the number of capacitors for each row down to 12 individual capacitors, and make em all slightly taller - and why not add rings connecting em 

     

  11. 2 hours ago, Bonus Eventus said:

    CPt4NoC.png?1

    I'm happy with the nozzle but the capacitor bay needs love. I need to find some good ref for them. I just roughed it in for now

    This is gorgeous! I think you could model the capacitor bay after this one from the WIP ion engine model collection: 4ZY6Wpm.png?1

    Oh, and I suggest its diameter to be 2.5m for easy clustering for a much higher DV - but you'd need more electrical storage and more solar panels, and lastly the engine's purple glowing part and exhaust could change color from gray to blue to blue-purple to purple depending on how much power it's given - with a longer exhaust trail - and keep my idea in mind - and inevitably use it! 

     

  12. Just now, Bonus Eventus said:

    7.5m ion engine cluster? That would be huge! My thoughts were to have:

    1st tier interstellar engine - 3.75 or 2.5 (whichever is best) electrodeless lorentz force accelerator (type of magnetoplasmadynamic thruster)

    2nd tier interstellar engine - undetermined type of fusion propulsion (z-pinch or something)  

    I was talking about this: ZZQQxPS.png?1

    This one, IMO, works best as the 2nd tier engine - and from what I can tell by that giant purple nozzle thingamajig, that's definitely a WIP ion engine. Plus, the 1st tier ion engine could have a gimal of 6 degrees and like some form of "afterburn" mode producing far more thrust and using up slightly less electricity at the expense of a much higher rate of fuel consumption.

  13. 2 hours ago, Bonus Eventus said:

    I was lazy with the release notes and left out a bunch of updates:

    • Yes, I deleted the T202 to T404 adapter. If I add it back it will look like the T404 to 3.75M adapter (I think the T404 to 3.75M looks good with T202).
    • Added bulkhead sort, all the parts have a custom bulkhead of "kp", so you can quickly get to all the Kerbodyne Plus parts. You can also search for "kp" or "kerbodynePlus" in the tag search (as well as "behemoth" or "behe" for all the behemoth parts and "t404" for all the t404 parts). T404, T202, and behemoth have custom bulkhead profiles, so you can sort that way to ("t404", "t202", "behemoth"). 
    • I added new tag entries for all parts.
    • Rebalanced all the part costs and tech tree placement.
    • Increased the size of XL Landing Strut.
    • Rebalanced weight and heat tolerance for all parts.
    • Added new RSP-A3 Radial Stack Point (acts like a hardpoint with 2 attach nodes. It's physicless so it transfers mass to the part its surface attached to like the cubic octagonal strut).
    • Changed the texture for T404 inner walls from orange to black, because in some cases, the t404 b struts were turning orange when zoomed out do to mipmapping.  I'll probably remap the texture to prevent this in the future. 
    • Changed the size and placement of the particle effects for Behemoth engines.
    • Added the new T404 B-2 and B-3 trusses.
    • Added new T202 B-2 integrated truss.
    • Added T202 BA-64 Battery Array - 6000 ec
    • Added 3 new structural Tank Couplers each with 10 attachment points but different configurations. These new orange structural parts will make up a third tier of construction for the purpose of making even bigger superstructures.
    • Added S6 radial decoupler part of the behemoth launch system.
    • Added T404 H-3 which replaces the older T404 B-3 (naming was weird before, the size was 2 and it's configuration and purpose are fundamentally different).
    • Added Kerbodyne S6-7890 X4 Tank Cluster (4x 7.5m tanks, t404 center) and Kerbodyne S6-7890 Tank Cluster (5x 7.5m tanks, no t404 center).
    • Added R-D HLRX4 (behemoth class rcs)
    • Changed the Kerbodyne S3 Smart Cone SAS torque from 75 to 300 for 1.1 stability
    • Rebuilt the cfg file for XL-6 Landing Strut using 1.1 wheel modules (thanks to @NecroBones @sarbian for their help with this).
    • Remodeled all T404 parts adding struts to sidewalls (now they really look like trusses!).
    • Remodeled Leviathan Solar Wing increasing total length by 20M. Remade panel animations. Replaced the central mast truss from alpha texture to real geometry. (Each panel has its own collider, making for a part with hundreds of colliders. This causes lag. However, when the part is destroyed every panel tears off quite spectacularly. In ksp 1.1, on my machine, the lag was tolerable. I plan to rebuild this part in the future to accommodate a more compact animation, so will try to optimize the physics at that time).
    • Redesigned T404 3.75M Adapter (adapter is now hollow, has cool struts similar the XL-6 Landing leg and now longer holds any electric charge).
    • Adjusted the scale of the CM 1 internal space for compatibility with the new 1.1 crew overlays.
    • Added new S6 7.5M Fairing (increases to 15 meters in diameter)
    • There's an easter egg I left (mistake) I wonder if anyone found it. 

    To answer @Table's question, I haven't started modeling the nuclear reactor. Instead I've been working on this:

    v7brMdw.jpg?2

    I immediately recognized this as a ion engine!!! Ooooh, I can't wait to see what you do with it...

    Oh, and about that 7.5m ion engine cluster, why not include it as a separate part?

  14. 15 minutes ago, Bonus Eventus said:

    I liked your idea for adding small rockets to the radial decoupler, BTW. I just can't get to it now.

    Thanks! BUT, the release's supposed to come out 2night, and I CAN'T WAIT!!!

    Maybe the decouplers could be added in v1.1 WITH the separating rockets like I suggested.

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