whale_2

Members
  • Content count

    79
  • Joined

  • Last visited

Community Reputation

39 Excellent

1 Follower

About whale_2

  • Rank
    Rocketry Enthusiast

Recent Profile Visitors

1508 profile views
  1. [1.3.1] Mk2 Expansion v1.8.04 [update 10/10/2017]

    This one works for me : //Use this patch to add Electric Banshee lift fans using ElectricCharge. +PART[M2X_FuselageLiftFan]:FOR[Mk2Expansion] { @name = M2X_FuselageLiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (Electric) @description = A 2 meter internal fuselage mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. This one is ventrally mounted in a fuselage housing. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} } +PART[M2X_LiftFan]:FOR[Mk2Expansion] { @name = M2X_LiftFan_E @title = D-ZZY-E 'Banshee' Lift Fan (2 variants) (Electric) @description = A 2 meter side-mounted lift fan for vertical propulsion in atmospheric environments lacking oxygen, this engine is designed to allow VTOL applications on bodies where jets cannot function and rockets would be prohibitively inefficient. Although it is lighter and cheaper than a jet engine, it is also comparatively less powerful. (Electrically driven) @MODULE[ModuleEnginesFX] { @PROPELLANT[LiquidFuel] { @name = ElectricCharge @ratio = 10000 } !PROPELLANT[Oxidizer] {} !PROPELLANT[IntakeAir] {} } !MODULE[ModuleAlternator] {} }
  2. [1.3.1] Mk2 Expansion v1.8.04 [update 10/10/2017]

    I've made it another way - I modified the patch a bit to create a copy of Banshee with slightly different name and EC as the power source.
  3. Follow the instructions above and drop or replace DLLs that come with Model Rework pack.
  4. This probably means that something else has changed, perhaps somewhere in the game core.
  5. Happened to me, but was mostly noticeable on ailerons. I tried to look through config diffs and code in that part that calculates stress and found nothing. So far I sometimes increase mass-strength modifier from 0.4 - 0.5 what I have used in KSP-1.2 to 1.2 - 2.0. Luckily, ailerons don't weigh much, so this happened to be a minor issue. Wings were apparently ok. Failed parts not showing up in the log window should be reported as GitHub issue, I believe.
  6. Sorry for that, please try 0.4.0, should be fixed there.
  7. How embarrassing. Will look into it shortly.
  8. This tiny mod empowers your every day tourists for much more kourageous adventures. With a little bit of training they finally can disembark the space (and other types of) craft. For their efforts not to be left forgotten, they can picture themselves in the most distant places imaginable. And last, but not least - they're willing to pay some good money for their entertainment. Sample of picture of group of tourists visiting a Mün base. Note those happy faces. Some more screenshots: Now, some technical details. This mod temporarily promotes tourists to crew members in order to allow them go EVA. However, actual EVA ability is restricted based on current tourist experience level and vessel situation. These restrictions are configurable with defaults as follows: Level EVA allowed when Jetpack 0 Landed on Kerbin; not moving No 1 Landed or Splashed on Kerbin, Landed on Mün or Minmus; surface speed below 1 m/s No 2 Landed or Splashed anywhere; surface speed below 3 m/s No 3 Landed or Splashed anywhere or being on stable orbit; no speed restrictions No 4 Landed or Splashed anywhere or being on stable orbit; no speed restrictions Yes Level 5 tourists, if they survived to this, can do basically everything. Tourists gain experience just like regular crew, so for training them to level one, just take them to orbital spaceflight around Kerbin and recover. Level 2 could be obtained by Mün/Minmus landings and this is enough for every possible contract destination. You can also train them onsite using facilities that provide Level up crew function, albeit it does not seem safe enough. Jetpack fuel is drained if tourist level does not allow using it. Tourists still can not perform things like taking surface samples, collect experiment data or pilot ships, however they can carry stuff if KIS is installed and can take photos of themselves. All kerbals in the scene will notice that and express some emotions depending on their courage and stupidity levels. The photo could be found in standard screenshot directory and looks like Glerina Kerman-Mun-17-03-01-12:06:18.png, i.e. file name contains the name of the kerbal taking photo, planetary body and time when it was taken. This mod also adds three new types of contracts that depend on tourists ability to de-board the vessel. Walking on the surface of celestial body Taking picture of tourist group when they walk on the surface of celestial body Taking picture of tourist group when they stay nearby some point of interest (currently anomalies on Kerbin and Mün; exact location is not given, only some hints; make use of your scanners) Needless to say that all contracts require safe recovery of all involved tourists. Mod Compatibility This mod was tested and found compatible with following EVA-related mods: EVA Fuel Continued EVA Enhancements Continued EVA Follower With latest version of EVA Fuel, the jetpack fuel that was drained from vessel's tanks, is returned back, in previous versions it would be lost. Kudos to @linuxgurugamer for adding a patch for this. EVA Follower is rather old mod, but is very handy and was rebuilt for 1.3, look it up in the end of the forum thread. Issues Contract rewards are bit skewed, please suggest some improvements. Please report if you find any other issue. Bugs could be fixed faster if you provide your log file when debug is turned on - see GameData/KourageousTourists/Kourage.cfg Development thread (if of any interest) can be found here Changelog Future improvements I'd like to have real selfie-stick KIS prop, but lack modelling skills to make it. If you feel like you could do it, please contact me. Also, contract suggestions (or any other suggestions) are welcome. Side effect With ability to board and de-board vessels, you can really seize re-usability. See inside: Source code on GitHub License (MIT) Download Releases on GitHub Latest release is 0.4.0 Happy planetary vacations!
  9. [1.3.1] EvaFuel Continued. No more infinite EVA Fuel!

    We've discussed this in PM thread in July. Yes, this is about changing max amount of EVA propellant by another mod. I might be missing some cases, though. Can try to improve it if you hint me which ones I miss.
  10. [1.3.1] EvaFuel Continued. No more infinite EVA Fuel!

    @linuxgurugamer What about that PR --> https://github.com/linuxgurugamer/EvaFuel/pull/6 ?
  11. Added anomaly discovery contracts. KourageousTourists-0.3
  12. [1.3] Procedural Wings

    Is a bit hard to call this "coding". Just put that lines into some file with .cfg extension and drop somewhere under GameData.