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Sudragon

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Everything posted by Sudragon

  1. A question about Far Future...I'm running Career mode and KCT, does this block the Antimatter factory? If not, when does it open?
  2. Request for information. I remember an add on for SSTU that added the ability to put USI materials in SSTU tanks via the config containers menu. Is it still around?
  3. Question: would it be possible to adjust the COS tourist pods to have power supplies dependant on the tech tree? For example, starting with a monoprop (or hypergolic, or cryo fuel) fuel cell , up grading to a rtg/micro fission setup then a small fusion reactor? They feel a little bit game breaking at the moment. Which is not to say I don't like them, they're very useful. All you need is IVA's . Also, would this be useful, possibly converted into a patch config? It converts the Volcano from Cryogenic Engines into SSTU cluster engine format. // 1.25m lower stage engine (Vulcain) with added cluster tech! PART { name = cryoengine-125-3 module = Part author = Chris Adderley TechRequired = advRocketry entryCost = 4800 cost = 2300 category = Propulsion subcategory = 0 title = VL-1C 'Volcano' Cryogenic Rocket Engine manufacturer = Ariadne Space Industries description = VL-1C 'Volcano' Cryogenic Rocket Engine. MODEL { model = SSTU/Assets/EmptyProxyModel } rescaleFactor = 1 node_stack_top = 0.0, 0.6956104, 0.0, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.8083692, 0.0, 0.0, -1.0, 0.0, 1 node_attach = 0.0, 0.6956104, 0.0, 0.0, 1.0, 0.0, 1 attachRules = 1,0,1,0,0 MODULE { name = SSTUModularEngineCluster engineModelName = CryoEngines/Parts/Engine/cryoengine-125/cryoengine-125-1 transformsToRemove = Shroud,RingStructure,Cyl001,Cyl002,Cyl003,Cyl004,CylSleeve001,CylSleeve002,CylSleeve003,CylSleeve004, currentEngineLayoutName = Single engineSpacing = 1.2 engineHeight = 1.5039796 engineYOffset = -0.6956104 engineScale = 1 partTopY = 0.74 smokeTransformName = SmokeTransform smokeTransformOffset = -1 diameterIncrement = 0.625 engineMountDiameter = 1.25 upperStageMounts = true lowerStageMounts = true } mass = 1.60 // heatConductivity = 0.06 // half default skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3600 bulkheadProfiles = size1 tags = propuls rocket sustain hydrogen hydrolox cryo 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 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = smokeTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = CryoEngines/FX/cryoEngine125-exhaust-1 transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX thrustVectorTransformName = thrustTransform engineID = KSX runningEffectName = running_closed exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 230 heatProduction = 40 fxOffset = 0, 0, 0 EngineType = LiquidFuel PROPELLANT { name = LqdHydrogen ratio = 1.5 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 0.1 } atmosphereCurve { key = 0 422 key = 1 385 key = 4 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = GimbalBone gimbalRange = 1.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = CryoEngine125-1-Heat } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 4.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } MODULE { name = SSTUNodeFairing diffuseTextureName = SSTU/Assets/SC-GEN-Fairing-DIFF nodeName = bottom canDisableInEditor = false snapToNode = true canManuallyJettison = true canAdjustSections = true canAdjustBottom = true FAIRING { canAdjustBottom = true canAdjustTop = true } currentTextureSet = Fairings-White TEXTURESET { name = Fairings-White } } MODULE { name = FXModuleLookAtConstraint // Unringed CONSTRAINLOOKFX { targetName = CylSleeve005 rotatorsName = Cyl005 } CONSTRAINLOOKFX { targetName = CylSleeve006 rotatorsName = Cyl006 } CONSTRAINLOOKFX { targetName = CylSleeve007 rotatorsName = Cyl007 } CONSTRAINLOOKFX { targetName = CylSleeve008 rotatorsName = Cyl008 } CONSTRAINLOOKFX { targetName = Cyl005 rotatorsName = CylSleeve005 } CONSTRAINLOOKFX { targetName = Cyl006 rotatorsName = CylSleeve006 } CONSTRAINLOOKFX { targetName = Cyl007 rotatorsName = CylSleeve007 } CONSTRAINLOOKFX { targetName = Cyl008 rotatorsName = CylSleeve008 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.5 maxDistance = 30 falloff = 1.5 thrustTransformName = thrustTransform } }
  4. Smoke test..It works. Apart from all the KIS storage when in storage mode winds up under the pilot's seat. Would it be possible to add the 'science' payload from MOLE?
  5. I tried making a patch like this, I couldn't work out how to keep the 'ship supplies' TAC separate from the 'cargo' TAC. I'd either have none or a a years supply. And do you have one for the Patin?
  6. How does this interact with TAC? Would I have to add Food, Oxygen and Water to the resources to keep line?
  7. Now I'm imagining someone like Adam Savage standing half a mile away, in the heatsuit toasting marsmallows on a looooo-ooong stick.
  8. Did it qualify for 'Oh look, the sun's coming up.' levels of brightness? Or was it more 'MY EYES! The goggles they do NOTHING!'
  9. Typo: mrk-SM_b.cfg. 'TechRequired = commandModule' Should be TechRequired = commandModules
  10. Ahhh sarcasm. I was trained to recognise sarcasm. I may need refresher training.
  11. <shrug> Up to you. Spacedock seems to have come...undocked. are you hosting anywhere else?
  12. well, yup. it's easier than me just asking for you to include it. If I put in the odds and ends of the config file you can just cut and paste it in for everyone else.
  13. Code fragment for science boxes: // Knes Capsules @PART[Knes_Command_K-CEV|Knes_Command_K-IXV] { MODULE { name = ModuleScienceContainer reviewActionName = #autoLOC_502201 //#autoLOC_502201 = Review Stored Data storeActionName = #autoLOC_502202 //#autoLOC_502202 = Store Experiments evaOnlyStorage = True // i.e. can nearby regular vessels also do this, or EVA only storageRange = 1.3 canBeTransferredToInVessel = True canTransferInVessel = True showStatus = True } }
  14. I will gladly pay the $10 a month (Netflix Australia) to avoid the mind-bendingly awful biological waste that is television advertising. That and a lot of shows are breaking away from the commercial lock of 42 minutes of content in a one hour show. I liked Discovery. I foresee people at cons wearing black leggings and t-shirts with DISCO on them on days where that Next Gen dress uniform might be just a little to hot. I look forward to the next season.
  15. Typo alert. That's meant to be KSO station tug. Too many TLA's starting with K.
  16. dagnabbit, there once was a mod with a set of rcs booms that would extent out and up, but I cannot remember the name of the mod or part. May have to deep dive the forums and hope it's still there. Found them. the KOS station tug. It is, however, optimised for the 1.85m form factor.
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