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About SingABrightSong

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    Spacecraft Engineer

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  1. Checking the status on GitHub, work does appear to be ongoing, though I would like to ask confirmation as to whether the release is planned for 1.8.1, or if you're holding out for 1.8.2
  2. So I attempted to write a config for MAS support, but unfortunately, while all the props *technically* work, they only work when the flight scene is first loaded, and to update your MFDs or whatnot you have to leave the flight scene and return for any changes to take effect. I don't know if you're planning to support MAS with this plugin, but if you are I hope my testing saves you some effort.
  3. There's also a tickbox in the debug menu to show biomes
  4. Full illumination, for now, but I intend to add the light knob once I get more data on what other instruments people would like to see.
  5. Many thanks! I've gone ahead and added your suggested tweak, as well as pushed the now-finished IVA for the Mk3 Cockpit. Additionally, I've made an IVA for the Probe Control Room mod, but I'm uncertain that PCR will run properly without RasterPropMonitor being installed.
  6. Once upon a time, I started an IVA-only playthrough, which was strongly disrupted by the lack of interactive IVAs for the stock parts, and the lack of MAS IVAs in general. Having found none suitable, I recalled a certain maxim: "Be the change you wish to see in the world." Thusly, I set out to make my own. These may not be the prettiest or most well-planned cockpits imaginable, but they exist now, and that's good enough for me. Obligatory screenshots: Download from GitHub: Depends on MOARdV's Avionics System, for obvious reasons. Not included.
  7. Kopernicus is still pending an update, but when that releases or if you're playing on 1.7.3, this is accomplished by Sigma Dimensions. Sigma88 appears to have shuttered their forum account, but a 1.7.3 release of Dimensions has in fact been posted to Github
  8. Significant overlap, as it would happen, as both mods implement Porkjet's Part Overhaul, in addition to adding variants to existing parts. I'd estimate that the overlap approaches an eclipse
  9. The flipside of this is that it now falls upon the modders to update their bundled MiniAVC version, which otherwise causes KSP to spit out NREs continuously.
  10. I seem to recall that there was some manner of breaking change with this update that precludes use in earlier game versions. Unity 2019 did this to a lot of mods
  11. I don't believe it's mentioned anywhere, but the Missing History parts do appear to have built-in compatibility with Indicator Lights, as one would expect.
  12. Those worried about timed exclusivity deals, rest at ease.
  13. There are images in the KerbalX pages, but I was running out of available effort and didn't bother embedding them in the forums. I'll make a note to go back and edit some images in.
  14. Greetings, kerbonauts! I've accumulated a sufficient amount of designs that I believe it is prudent to put them all in one place. Henceforth, I present to you Brightsong Development, where I shall consolidate information on my current craft and also post future developments. Before I start, I would like to give a very special thanks to @Rune, whose SSTO and Surface Base designs were in large part the inspiration for my own craft. If I mention that something is designed to fit into a cargo bay, chances are it was made with his SSTO fleet as the first consideration. And without further delay... Modular Mobility The initial offering for the modular mobility section is the Kentipede, a rugged mobile base. I have personally driven it off the edge of the Dres canyon and ridden it out completely intact. No word on the Mohole yet; It seems that my launch vehicle can no longer survive physics initialization, interrupting plans to test it there. Nonetheless, should you be able to haul it to orbit, each module possesses provision for landing, with aerospike engines, parachutes, and a fuel reserve. Kentipede modules are built out of Mark3 cargo bays, so they will not fit into them for obvious reasons. KerbalX Next up is the Katerpillar. While just as capable in terms of onboard facilities as the Kentipede, the Katerpillar is designed to fit into a Mk3 cargo bay, so it lacks the sheer ruggedness and the ability to self-deploy. It resembles earlier prototypes of the Kentipede, but boasts a much lower part count, as well as regular module length. so extant deployment solutions are much more feasible to use. The wheels were, of course, an issue, but I discovered that they still work even if attached at an angle. If you have an open-ended cargo bay, say, one with a ramp at the end, it can even drive itself out after decoupling. Quite satisfying to pull off. KerbalX After designing a base to fit in a Mk3 bay, the obvious next step was to design one for Mk2. Thus was born the Krawler. No driving out for this one, I fear, but it is rocket-powered, due to the necessity of using landing gear instead of motorized wheels. Thus, if your Mk2 spaceplane has to deploy it before landing, it is theoretically possible to land under its own power on, say, Gilly, though it is recommended that you just flip the cargo bay in the SPH. It lacks the power, of course, of its older siblings, but is still capable of research and ISRU operations. KerbalX And of course, the logical extreme of the preceding process is to make something that fits into a Mk1 cargo bay. Enter the Kreeper. There is not actually a Mk1 cargo bay in stock KSP, however, and the 1.25 Service Bay is too small and fragile to be much use in this scenario, so instead I used the Structural Fuselage as my design guide. There are very few 0.625m modules in stock KSP, therefore making an actual *base* was out of the question, but if you staff it with an Engineer kerbonaut it should be capable of gathering science indefinitely in any rocky environment, provided it doesn't explode on the way there. KerbalX That concludes the initial offering for Modular Mobility, but I have several concepts I wish to explore. Modular seabases? Modular aircraft? I'd look into modular orbital bases but I think that's already kind of standard. Landers, however... Miscellaneous Inspired by the "experimental aerospike" from the comic book series Atomic Robo, from which it draws its name, the Tesladyne is a "light chemical SSTO", that, while not of much utility, has proven quite fun to fly. It's design is not, in fact, based off its inspiration, but was instead an attempt to see how tiny and tidy I could make a Mk2 SSTO. I deemed it a success after making it to orbit and back intact, but I am not a very good SSTO pilot so chances are the veterans around here can do better. Any similarity to designs by a certain dropship dealership is purely coincidental KerbalX And that's it, for now, but I do expect that I shall continue to experiment, and at least some of those experiments will likely end up here. Brightsong Development: Did somebody order a bright idea?