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BlazingAngel665

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Everything posted by BlazingAngel665

  1. I was sending a new batch of parts through Unity, so I decided to update my part tools to .23 first. I downloaded them, and noticed they were no longer a "unity asset" so I followed the directions and dragged them into my project. Unity didn't mind until I tried to add them to a part. Then it gave me a pop-up saying "Can't add script Can't add script behaviour PartToolsEditor. You need to fix all complie errors in all scripts first!" I am self trained on Unity, so this is greek to me. Any suggestions? I have already tried redownloading (Not corrupt), loading through the asset package loader like the old part tools (nothing to load), and am frankly out of ideas. Help is appreciated.
  2. Majir, I believe I located a bug in the KAS 4.7 release. The issue comes while reverting a flight from EVA whilst "grabbing" a part. The steps to replicate this bug involve 1. Launch a ship from the pad. Make sure there is an octagonal strut somewhere within reach. 2. EVA a kerbal from the launched vessel 3. Grab a cubic octagonal strut. I can't confirm this bug with any other pieces (yet) 4. go to the escape menu and "revert to VAB" 5. proft. (crash) I can provide a craft file if necessary. Here is the output_log: http://dumpr.info/td/1pbp1tu Relevant information? The cubic octagonal strut in question was the base piece for a rover. There were no ill effects when the piece was initially grabbed. I play with other mods: FAR DR EVE Kethane MKS Texture Replacer Firespitter.dll Infernal Robotics Docking Indicator Realchute Active texture management I am running a windows 7 system. If anything else can be provided to help you let me know. Thanks for all the time you invest in these mods.
  3. Looking great, I look forward to seeing this in MKS. I am having a lot of fun with your mods. Good Work RoverDude
  4. Could you create an animation module based on the % crew capacity full? Or maybe a way to define the functionality of the resource module by crew population. Huge fan of your drills btw.
  5. Both of these are glorious ideas. Also since the processor is a computer . . . doesn't it make sense that you could control from there? But the surface cube core is a great part to have in general. I love the radial torque wheels too.
  6. How are the sparkers coming? I'm really excited to use them.
  7. Gorgeous art pass. Do you think you could add the pre-sparkers from the shuttle sequence? They would go great with they cryogenic boil off.
  8. They are cylinders except for they payload interstage, a cylindrical cone, and the DCSS which is three cylinders and an animation
  9. Alright guys, first off, optimizations! All Delta IV parts made by Clueless now have custom physics meshes. These are low poly, and highly optimized. The piece with the most polys is the DCSS with a little more then 200 (still too many in my opinion, but a huge optimization over the basic model) I also created placeholders for two bits Clueless hasn't finished yet, note his textures will look much nicer if experience is anything to judge by. The CBC has been in game, with awful lag (this is what prompted the new meshes) and hopefully I can get some beta tests out by Monday. PM for a spot. I also heard that some more pictures were wanted. . . . how about these? total tris count 139k!!! That can be fixed though.
  10. Back in Action. The 4m DCSS is almost (*read* not at all) ready. The animation on the engine bell is awful, and hides my beautiful engine details, so I scratched it for now. This should also solve most spontaneous dis-assembly issues.
  11. Back in Action. The 4m DCSS is almost (*read* not at all) ready. The animation on the engine bell is awful, and hides my beautiful engine details, so I scratched it for now. This should also solve most spontaneous dis-assembly issues.
  12. Check your waste heat levels. Make sure you have enough radiators or you will end up shutting your solar panels down.
  13. A large, loosely focused laser could be errected, targeted toward the planet and left on for a while. The laser wouldn't even have to melt anything, within weeks the planet would be uninhabitable due to increased atmospheric activity (assuming surface oceans), increased temperature, and a decimated biosphere with scorched ground and dead vegetation. If you need the planet deader then that , Use your drive system to sling a couple tons of asteroid at .8c. The first one stops any antagonism from this species. The second one stops this species, and the third one stops life for a good long while. a 2km asteroid at no-relativistic velocities is quite dangerous. A 20km asteroid is a serious extinction level event. Also remember that energy scales faster with velocity then with mass. Ke=1/2MV^2 so .8c is actually quite devastating. Further add in the nonlinear acceleration energies when approaching c and you can cause quite a lot of damage with just one very fast moving rock.
  14. Russia doesn't buy space on our supply missions because it is far more economical for them to launch the stuff on their own rockets. They also don't pay for seats, as they own their own rocket. Roscosmos has an approx. budget of 54 billion USD (not sure where I heard that, if it's incorrect don't shoot me)
  15. I feel like no one here has really met the Kraken, save perhaps Sal Verger Himself. I have a tale to tell you youngling though. Back in the days of .14, (persistance mind you.) there was a lonely planet, with a single moon, spinning round the single planet, orbiting a single star in the black void. A mission was embarked, to prove that the yellow sphere in the sky, was in fact, made of molten cheese. A 30 engine launcher was assembled. Three brave pilots flew into the black void. They burned for interplanetary space. The dove towards the sun.Then at about 40km/s the ship started spinning out, it disintegrated at 109km/s phantom forces ate the universe killing the three brave kerbals. That my friends, is the kraken. He's dead now by the way.
  16. Duna Outpost Challenge Schedule MET Day 1-56 Phase 1 Initial Deployment Day 1 Launch 1 Duna RAV (Reusable Ascent Vehicle) A mostly reusable Ascent vehicle for manned return missions. This is the mission critical component. Launches first for maximum flexibility in case of failure Day 2 Launch 2 Pilot return mission from LKO using Aeris 4a to rendezvous with RAV. A mistake on my part, forgot to remove pilots from craft prior to launch. I suppose they snuck aboard for the snacks. Day 32 Launch 3 Duna HAB Module (Hibernation And Bathroom Module) Launch This is another mission critical piece. Launched with plenty of time to abort mission to next launch window. Contains 400 days worth of supplies for my TAC Lifesupport. Day 36 Launch 4 Duna UT1 (Utility/Transport #1) Unessential supplies giving a crew of three over 1340 days worth of supplies. Also carries experimental propulsive landing system. Has extra large insertion stage to place on "quick" transfer to test high energy Dunian Aerobraking. Quick launch justified by 1m parts. They assembled it in a different VAB stall or something. It has 6 of those right. This is a WELL FUNDED mission after all *cough cough congress* Day 54 Launch 5 Duna T/DV 1 (Transit/Descent Vehicle #1) A Mk1-2 Pod with heat-shield, parachutes, and experimental propulsive landing system. Has a Cruise stage with 240 days worth of supplies. Enough energy remaining in Drive stage to abort once around. Abort procedures further down in post. Day 55 Ejection Preliminary Burn: All vehicles use fuel reserves in Titan Booster to raise orbit to 1,000km x 1,000km, separate from Titan Booster, propulsive landing. MET Day 56-113 Phase 2 Ejection, Cruise, and EDL Day 56 All Vehicles insert to Duna Encounter using approximately 900-1000m/s dV from drive stages. Unknown date Mid Course correction burn to place Peridune at 200km. Arrival Date Aerobrake to highly elliptical orbit using Engine as heat-shield (works for SpaceX, works for Deadly Re-Entry, works for me) Also note, not using NERVAs so there are no problems with the rules. Day 112 EDL1 UT1 commences Atmospheric interface. Target is the Canyon lowlands at the equator. Landing should prove the parachute model as well as the Landertron technology deployed on the other craft. This is KSC's first attempt at using automated landing devices. Results uncertain. Day 112 EDL2 Duna RAV attempts precision landing near UT1. This is a go no go. If landing is unsuccessful then the Duna T/DV will exchange supplies with the still orbiting Duna HAB module, discard, and execute a return to Kerbin. We will tell the populous that this was planned and that the mission was never designed to land. They will never know. . . Day 113 EDL3 Duna HAB module begins decent. After the landing procedure is started the T/DV can no longer abort to Kerbin without landing first. It would lack the supplies. If the HAB module experiences SVDS then the mission can proceed. It will be crampt, but UT1 already on the surface has the supplies to last until the Duna-->Kerbin window. Day 113 EDL4 Duna T/DV lands. This would be the 4th use of the landing system so it will be well tested by now. It is qualified to land on parachutes alone, this however places far more G's on the crew, which is bad. MET Day 114-250 Phase 3 Surface Operations Day 114 Jebediah, Bill, and Bob use materials aboard UT1 to connect lifesupport systems aboard T/DV to UT1 and HAB. This is time critical, the T/DV descends with only 24 hours worth of supplies. Day 116 Bob and Bill use KAS ground pylons to secure all materials int the event of a Dunian Weather Event, most probably a sandstorm or dunequake. ~~~Science Activities conducted~~~ Day 250 Jebediah and Bill Ingress the Duna RAV and launch. They rendezvous with the discarded T/DV cruise stage and await the window to return to Kerbin. (Supplies are tight here, the lighter craft may be sent on an accelerated return trajectory dV is not by any means an expensive commodity on this drive system) Abort procedures All manned craft have functioning LES systems on the Launch Vehicle. The T/DV SPSI has a docking port for Kerbin return at any time. Resupply may be necessary. At any point in time there will be enough supplies either in Duna orbit or on the ground so that the loss of one mission will not endanger the crew. There are also enough supplies that Kerbals could remain on Duna for three cycles while awaiting rescue. Craft and Album from start of mission Mods Ohh, the mods. FAR, Deadly Reentry, TAC Lifesupport, Kethane, KAS, SCANsat, KW, Stockalike, Near Future Propulsion, Interstellar mod (nothing cheaty, I want to land a reactor eventually, I also like the radiators. Visual Enhancements, Infernal Robotics, texture replacer, Alarm Clock, Landertrons, maybe some others I forgot. I will let you know If I remember any more.
  17. Are there any kind of Star Ops experiment? Can we gain science by just looking at the stars?
  18. Are KAS struts allowed? One of the rules prohibited Quantum struts, but KAS struts are *less* cheaty, they have mass and need to be installed.
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