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steedcrugeon

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Everything posted by steedcrugeon

  1. The Multi-Role Kapsule has been added to the development Repo on Github (This is based on the real world concept "BAe Multi Role Capsule" circa 1987, which could have flown in the early nineties). This adds an extra folder in GameData alongside the CommonwealthRockets folder called "MRK". With this folder are the parts to build your very own KAe Multi-role Kapsule! Whilst every effort has been made to make it as true to life as the original concept as possible it should be noted that the masses of the vessel have been roughly calculated to be used all together (I had to reverse engineer the individual item weights from the proposed total masses). As such they may be a a little off from IRL and some items are much heavier than their stock counterpart (I'm looking at you antenna!). Also, to increase the 'playability' of the MRK when 'in-filght' there is an additional part which is new and would not have existed as part of the original design. This is the 'MRK-6f Thruster' of which two can be seen below on the Service Module either side of the Solar Panel. In the real application of this capsule, after launch the orginal MRK was designed to be flown backwards once on orbit using the large thrusters around the nose section. The Multi-Role Kapsule would approach the station and be berthed to a CBM using a manipulator arm, of course this is not doable in KSP without IR or similar. So this small RCS thruster has added for better gameplay, and to allow for docking manoeuvres and driving the MRK onto its target docking port. another artistic license I have taken is to add a RPM camera to the service module for 'Flying It Backwards'. At this point it shoul dbe noted that the IVA relies on @Nertea's Near Future Props and that in turn has a RPM dependency. There are some stock parts t the IVA but it will be very sparse with only them. And credit goes to @cxg2827 for allowing me to use his CBM docking ports as a basis for the ECBM docking port found on MRK, to get the full benefit I recommend you download his Station Parts Mod as the docking ports there are fully compatible with the MRK: Belo are some screen shots of the MRK in Game, forgive the liberal use of Stock parts in these screen shots but they are taken from my Dev version of KSP (very little by way of Mods).
  2. This is possibly the best way to go about getting a mod maker to include a new feature. kudos to you for being willing to put in the time.
  3. I'm confused, the mk1C I in the current release of REKT, this is the orange CryoPod. I've just had a look at this on the Github source and you are correct. The 'surfaceAttach' node is not setup correctly, I've raised it as an issue and this will be rectified in the next release. If you don't use the landing gear parts of the OTAV then you can without the KSPWheel, if you do want to use the landing gear on the OTAV then I'd suggest going to this thread and downloading the latest:
  4. Erm, no not at all in-fact this is quite incorrect. The RetractableLiftingSurfaces folder should only be in GameData and not inside the SHED folder at all.
  5. Not technically accurate, I collaborated with Fendrin on the evolution of SpaceDock and its sister Mod, ShipYards. I actually have some knowledge and old conversations of how the mod was progressed and where it was/is headed. Alas I lack the technical coding ability (in any form) to carry this mod further. Fendrin unofficially abandoned development of this mod towards the end of December last year (that is the last time I was in contact with him). But development on the Deployable dock models progressed and there are as yet unreleased variants.
  6. No, Denko has only 're-boxed' the previous release of SpaceDock components. The ShipYards plugin that Fendrin wrote is not compatible with 1.3/1.3.1 (that's the part that allows you to use the SpaceDock as a engineer).
  7. Glad to hear your are enjoying the Mod! With respect to the mk1D pod (dee for Deep-Space) there should actually be 30 Days worth of supplies in the pod if there is not then the MM patch is not implementing it correctly. As I have no first hand experience with TAC-LS its only when players, such as yourself, report a discrepancy that I can act upon. I also have no experience with Remote Tech and there is no MM patch to implement its modules onto the Pod so yes, that's definitely an issue with RemoteTech. I do appreciate the idea of integrate recesses for Hex-Cans but that really is only applicable to TAC-LS and does not cater for other Life-Support programs. As to your suggestion of incorporating other modules they do sound all very viable to implement through Module Manager and I think I just may implement the 'mk1D as a FTL Beacon' idea, that makes rescue within a reasonable time frame possible. The deepfreeze mod has already been implemented and is currently in its second revision? May I ask what version of REKT your are using and where you downloaded it from?
  8. I do like your BAe capsule, did you stick with the 1.875m profile? I've opted for 2.5m but using the ~62.5% (or there about) reduction and it comfortably seats 6 in the 'recovery' role. I find it amusing that we embarked on the same pod at roughly around the same time
  9. So, hopefully by mistake, you have chosen to create one of the most difficult types of parts for KSP; wheels. Now it is possible to make wheels for KSP but using the stock modules is somewhat of a dark art and there are a few tutorials in the Add-on sub forums which can help, whilst they may be a bit older than others the general way in which KSP does wheel hasn't changed because of how borked it is. However, there is a simpler, better documented way with one drawback; its reliant on another mod. This would be to make your wheels/landing gear using @Shadowmage's excellent KSPWheel mod. (see the link below) I have used this for the integral landing gear on the REKT Mod's OTAV part (its a little orbit return capsule with aerodynamic controls) which is designed to be able to land on the KSC runway. Shadowmage gave me some pointers on how best to implement his Modules after I got a bit stuck.
  10. Hopefully this resolves your issue but if it does not please let me know then I can poke around in the configs.
  11. Glad you're enjoying the Mod, can you tell me which pod you landed in the ocean and where you obtained the mod from?
  12. Going from previous Caveat's that LinuxGuruGamer has stated it is unlikely. To change this kerbal's position would require either alteration to the External Model or the Internal model. LinuxGuruGamer has in the past said: Edit: That being said, you could possibly manipulate the config for the INTERNAL model for the cockpit and move it forward and down to create the desired correction?
  13. None taken, I never pretended that I could keep up with the dependencies, I just try to at each release.
  14. @Jivaii the mods does work but (until I finish the release) you might want to download the more up to date version of RetractableLifitngSurface (version 0.1.5 is for KSP 1.3.1) for the OTAV parts directly from LinuxGuruGamer's thread here: The RetractableLiftingSurface parts are probably not functioning correctly, grab the latest form the thread linked above.
  15. Tantares features a 1.875m fairing and is stock-a-like (GREY)
  16. you must manually replace the textures if you wish them to switch. Texture switch is a planned feature (as I recall) but only once it comes out in stock which is dues to happen with Making History?
  17. I think there is a mod called backgroundProcessing or similar which lets the life-support stuff continue to work for unloaded vessels?
  18. Now @JadeOfMaar I'm not particularly good with asteroids (I have yet to successfully rendezvous with one, let alone capture). however I do like where this idea is going. what say I throw a little sumtin' sumtin' together for you to test for me?
  19. Thank you for this @Nertea I would have gladly used this for the Rack and components alone but the coffee and not pads are too good to pass up! Its the extra detail my habs needed.
  20. Is something not functioning as intended? I did not think the 1.3.1 had upset the PicoPort mod to warrant an update?
  21. I learnt mostly from this tutorial and reading around here on the forums. its a very good start point:
  22. I love it! another @Beale part which goes very rapidly from "I'll just quickly model this.." to "I did a quick pass/finished the greebles and emissive textures" all before we've had time to finish admiring the previous pictures. I wish I could turn out parts that fast.
  23. I'd say that's a matter of perspective. This 'micro-meteorite detector' could be nothing more than two thin sheets of foil that, register when impacted by a micro-meteorite (or debris, or kerbal ham-fistedness). That seems suitably low tech enough to me?
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