Jump to content

rogerwang86

Members
  • Posts

    76
  • Joined

  • Last visited

Posts posted by rogerwang86

  1. On 11/19/2022 at 3:14 AM, Cdodders said:

    Is there a decoupler for this or is it just use the OV-100 decoupler for now?

     

    On 11/19/2022 at 11:40 AM, xD-FireStriker said:

    I have been using the OV-100 decoupling while patiently waiting for OV-200 mounting hardware. 
    there is a OV-200 Adapeter part that is the fuel passthough doors that acts like a docking port. Been meaning to ask @rogerwang86if a version of that part could be made for the OV-100 like the drag chute has a version for OV-100

    SPOCK will have its own decoupler, release with C-5 galaxy carrier.

  2. 16 hours ago, Soviet_Velir said:

    Congratulations on the release of this wonderful mod!Pathfinder is  just great!
    But I have a question: how can it be easily launched into space?:P
    Or does everyone have their own fantasy have to work here?
    I just tried to combine the shuttle and the A300, and was able to take off only 2000m by plane, which is very little

    cSzAB6PjIGxA6_x48hYN-s4-v8IH4ug8-DfZxzdu

    The carrier is  too weak, you need something bigger and stronger. At least one with more than 4 engines

  3. SCKwUQR.png

    SPOCK v0.2.0 -The NERVA

    Warning! This Update Will Destroy The Previous Ship Saving!

    And Make Sure You Removed The Old "shuttle_OV200" File When You Install The New One!

    The update's Content and features:

    • New part: "LV-N209 "NERVA" Pathfinder Nerva Main Engine". The Nerva engine used on Pathfinder
    • A lot of parts rebalance
    • Landing gears fixing
    • Move the depthmask plugin into plugin folder
    • Remove the "RS-25N" engine
    • Adding waterfall effect to engines
    • Rename the "Saber" engine to "CR-24 "Longbow" Engine"

    Screenshots:

    yWVHG5G.pngEBQNPVM.png

    Download:

    GitHub(Same as above)

  4. 045pPZ7.png

    Photo by @Talverd 

    SPOCK - Shuttle Pathfinder Orbiter Construction Kit [WIP]

    Stockalike Nuclear Shuttle Pathfinder From For All Mankind

    Shuttle Pathfinder Orbiter Construction Kit is a mod recreating the Pathfinder, a second generation nuclear shuttle series came from the TV show For All Mankind Season 2 by @benjee10's SOCK art style.

    Promo video by Matthew Cable

    Key features:

    • Highly detailed textures
    • Switchable Shuttle names, texture, designations & decals
    • Almost in the same way to construct the vehicle as SOCK
    • Can equip utility design for SOCK's cargo bay
    • Redesign and add some parts to make it playable
    • The drag chute can switch to SOCK type

    Still WIP:

    • The C-5 air-launch carrier(will make it to a mod)
    • Balance 
    • Main engine model (temporary borrow from @Nertea 's ReStock Vector engine)
    • IVA model (temporary borrow from SOCK)
    • Engines effect
    • A lot

    Dependencies(all in the download file):

    • B9PartSwitch
    • Waterfall 
    • Benjee10 Shared Assets (for AJ-10 engine)
    • Shuttle Orbiter Construction Kit (temporary)

    Licensing:

    Under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

     

    Download:

    GitHub

     

  5. On 6/26/2022 at 1:16 AM, 1124max said:

    Absolutely beautiful, thank you.

    Also is the airlock supposed to have it's own tech node, as the tech required is currently listed as "Altair Airlock"?

     

    On 6/27/2022 at 12:02 AM, DeadJohn said:

    @rogerwang86 Thank you for this.

    One of the files is misspelled "depoupler.cfg". It doesn't break anything just something to note.

    EDIT: I haven't tested this new feature of Skyhawk Science System but the changelog suggests my patch is no longer needed. "The addition of a automatic patching system to allow for unsupported mods to have their parts still show up properly in the tree"

    If anyone wants to use this with the Skyhawk Science System tech tree, by default none of the parts will load. The spoiler has a draft patch to place Altair parts into Skyhawk. I just put everything into the same tech node for testing. Skyhawk's modded fuel types look like they are getting correctly applied to Altair's tanks.

      Reveal hidden contents

    //AltairSkyhawkTree.cfg
    //patch to make Altair parts available with Skyhawk Science Tree

    @PART[Altair_Airlock]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    @PART[Altair_AscentStage]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    //file is misnamed "de*p*oupler.cfg" but part name is spelled correctly
    @PART[Altair_Decoupler]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    @PART[Altair_DescentStage]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    @PART[Altair_Ladder]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    @PART[Altair_LandingLeg]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

    @PART[Altair_RCS]:AFTER[Altair]
    {
        @TechRequired = capsules9
    }

     

    Those problem will be in next update

    19 hours ago, DeadJohn said:

    @rogerwang86 I can't find a "crew report" experiment in the ascent module or airlock. Is it supposed to be there?

    Screenshots from my 1st Altair mission using a modified Saturn lifter. I skip the Earth rendezvous by launching with a crew return capsule already attached. The descent stage uses hypergolic fuel (Skyhawk Science System) to get lots of DV for biome hopping and freedom from boiloff concerns.

    Hi8CLWe.jpg

    u9PNAvk.jpg

    QEIRq3d.jpg

     

    Yes it only support basic operation now

    Due to my computer is under repairing now, I can't do anything to mod. Next update will take a little time.

  6. On 6/25/2021 at 2:59 AM, RhodeWithBrim said:

    Whenever I install this mod, I end up in the middle of Florida and no Cape ever actually appears, I have all the dependencies. Is this a known bug or am I doing something wrong?

    What version your KSP, KSRSS and Cape Kanaveral you use? 
    KSP1.8.1 -> KSRSS 0.6.1 -> CapeKanaveral-KSRSS 0.6.1 (On GitHub)

    KSP 1.8+ -> KSRSS 0.7 -> CapeKanaveral-KSRSS 0.7 (On both GitHub and SpaceDock)

  7. Emergency update 1.1.1 is released on github (I can't upload new file to SpaceDock now). 

    4 hours ago, slaintemaith said:

    Mine still looks like my above screenie a couple posts ago.
    Is there something I need to *do* to KSRSS (latest github) 2.5x to make this go in 1.11.2?  I have the latest Sigma installed as well.

    My fault. I updated the wrong file.(gosh. I need to learn how to manage my project)

  8. 12 hours ago, NateDaBeast said:

    Is the Constellation Mars Lander still being worked on? Curious because I might want to use it for my KSRSS game. Sorry to bother, but it has been a while since we have heard anything!

    side note - congrats on the ksrss cape mod release, looks cool!

    I didn't touch it for a while. Because modeling a mod with few low quality pictures is a painful thing and it spend more time than I expect. So I turned to revamp Cape Kanaveral which I made it for fun last year. Konstellation program won't be abandoned .I will back to work on it someday.

×
×
  • Create New...