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UbuntuLinuxKing

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About UbuntuLinuxKing

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  • Location
    Indiana
  • Interests
    Making Python games, making KSP mods, playing ALL OF THE SPACE GAMES

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  1. Could you tell me where the .dds file is for the tank model? I found the correct one, but I can't find its matching textures.
  2. Mechjeb does work - I tested the drive with several autopilot modes and it worked great, even when landing. I've actually looked into a brachistochrone autopilot, but the amount of time I'd need to put into it is far beyond what I can do. This is a little side project, not a massive one like KSP Interstellar. Maybe we could petition the MechJeb authors to add it. What do you mean, you made your copy work with Community Tech Tree? Also, could you point me to the tank model you mentioned? I do agree the stock one I'm using right now is pretty awful.
  3. That's... interesting. I don't think there is anything in the CFG files that would cause that - they are all hacked together with modified code from stock parts. I'm not familiar with Kerbal Engineer - if you happen to know what could cause that, then by all means check the code on GitHub or in your download of the mod and tell me if you find anything. I'm working on cleaning up the code for the next version, and I'll gladly incorporate any suggestions. In the meantime, look up "KSP Delta V calculator" or something along those lines if you need those numbers.
  4. *facepalms* It's up now, I forgot like the world's biggest idiot.
  5. Kerman Drive Technologies proudly presents... version 1.3 of the Kerman Drive Technologies mod! CHANGELOG -Basic Drives and Limited Drives have been removed. -Kerman Drives now have two modes, LowG and HighG. LowG has a maximum thrust of 5000kn, and HighG has a maximum thrust of 20000kn. ISP has also been increased to 500000 for both modes. README Kerman Drive Technologies v1.3 By Wheatley13/UbuntuLinuxKing Reactor models from KSP Interstellar, liscensed under the KSP Interstellar Liscense Drive models from the Space Opera mod, licensed under CC-BY-SA 4.0 Fuel Pr
  6. Thrusting during an SOI change is safe, I've tested it. What summons the Kraken while using torch drives is entering an atmosphere at a shallow angle with the drive firing.
  7. Thanks! That's probably easier than screaming at Unity to give me an exact flip point. One word: BetterTimeWarp. You can do 20x Phys Warp without much issue. Alternatively, I could make an option to spend some time coasting, during which you could TimeWarp.
  8. Hi all, I am wondering if it would be possible to create a Mechjeb-like interface that can control the ship with three parameters: 1: A target planet or ship. 2: A selected amount of acceleration force measured in gravities. 3: Whether or not the ship has the delta-v to complete the brachistochrone trajectory. Once all three of these are fulfilled, the ship should (hopefully) burn at the target, flip 180 degrees at the exact midpoint, and burn to arrive at a safe speed. These rules do assume a torchdrive, but that's easy - just set the thrust value and ISP of your torc
  9. I had a ring station at about 500km, with about 250 parts. It actually worked pretty well, although without struts it always got eaten by the Gyro Kraken. However, when my 50-part shuttle entered physics range, the entire station just soundlessly came apart. Literally, nothing exploded - all the joints between parts just vanished, and my station turned into a debris cloud slowly floating apart. I wish I had a screenshot of it.
  10. So basically... you fall so fast that you avoid burning up?
  11. Yeah, that's the mod. That mod is like touch powder explosive. Just look at it wrong and things will die, break, explode or all three of those things simultaneously. The Real Solary System mod was cool... for the five seconds it took me to realize that the distances were also realistic. Your nuclear rockets cannot save you now. Please enlighten me on this. Please.
  12. Alright, that worked. Thanks! However, in the primary mode, the engine effects don't show up. It still works, but can you explain to me why the plume and smoke aren't showing up? Thanks!
  13. Yes. It's a Kerman Drive, which is essentially a torch drive for KSP. Or an Epstein drive if you've seen The Expanse. The first mode is a Low-G mode for ensuring your Kerbals aren't reduced to a fine paste by the acceleration. The High-g mode is for when you just feel like getting somewhere fast with a probe and/or crushing some kerbals.
  14. Here you go: PART { name = lkermanDrive2 module = Part author = TD (Modified by Wheatley13) // --- asset parameters --- mesh = NewModel rescaleFactor = 0.5 scale = 1.0 node_stack_top = 0.0, 1.5, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -1.5, 0.0, 0.0, -1.0, 0.0, 2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = Thrust emission = 0.0 0.0
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