taniwha

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About taniwha

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  1. taniwha

    [1.5.1] Extraplanetary Launchpads v6.3.2

    15kt... that's a big station :)
  2. taniwha

    [1.5.1] Extraplanetary Launchpads v6.3.2

    @Tharl: close. The amount of fuel consumed stays constant (I'm not sure what it does if it can't actually convert anything, need to check), but the amount of Metal produced varies with efficiency. When the smelter is really cold (< 273K) no Metal is produced at all. As for the skin: it is the smelter's core that gets hot,, not the skin (usually: it may get hot eventually, but very slowly as there's some good insulation in there). The ratio of Metal to ScrapMetal or Metal to MetalOre does not change (the first is 100% because it's just melting metal that's in unusable shapes, the second is about 70% because of chemistry (there's 1116.9g of Fe in 1596.882g of Fe2O3)), but the speed of production does vary. If you want the gritty details, check section 2.1.2 of the manual (pdf in GameData/ExtraplanetaryLaunchpads).
  3. taniwha

    [1.5.1] Extraplanetary Launchpads v6.3.2

    @Tharl: Smelter efficiency is a function of internal temperature: 0 below 273.15K, 1 above 1873K. Note that a smelter will get to only about 0.53 because the smelting process requires more heat than that which the amount of LFO required for the smelting process itself can produce. Smelter efficiency is how much Metal you get out for the amount of LFO you put in. Scrap metal remelting can get an efficiency of one because there's no chemical reaction consuming heat. Thus running both can boost the efficiency of the smelter while reducing the efficiency of the remelter. The only waste heat you need to worry about is that which is transferred to your metal storage containers or any parts consuming metal, as the heat in the metal is transferred too.
  4. taniwha

    [1.4-1.5] Survey Transponder 0.5.4

    I have released version 0.5.4 of Survey Transponder. 0.5.3 was too short-lived to worry about (I forgot to make a cfg tweak and remove some log spam). Changes from 0.5.2: Readme (linuxgurugamer) StagedAnimation has a field to disable the staging icon (linuxgurugamer) Comms support StagedAnimation (ie, it can be specified as a DeployFxModules module for comms stuff). The survey transponder part now includes science capable antenna that works only when staged. This means no need for an additional antenna for science drops. NOTE: the antenna is slower, but uses less power.
  5. taniwha

    [1.4,1.5] Early Bird 0.1.7

    I have released version 0.1.7 of Early Bird. This fixes incorrect calculation of day length for moons. The error was particularly noticeable on Mun.
  6. I have just pushed (to both master and the blender2.79 branch) a fix for incorrectly exported tangent vectors.
  7. taniwha

    [1.5] Modular Fuel Tanks v5.11.2

    I have released version 5.11.2 of ModularFuelTanks. This fixes the delta-v indicator for ships with edited tanks (especially for LV-N).
  8. @linuxgurugamer: yet another inflatoflat patch. This time I fixed the position of the ladder collider such that the kerbal no longer does the ladder slide.
  9. Diamond Grid Trusses and Containers This is a parts mod loosely based on the old Tri-Hexagonal Structural Strut (THSS) mod by Semni, who has long since disappeared from the KSP community. Sadly, he had released THSS as All Rights Reserved so nobody could pick it up for him. This pack contains several truss and matching container parts, along with a support part for bases (requires Extraplanetary Launchpads 6.3.2+) and a "balloon" tank. More parts will come later, including larger versions. Supports Modular Fuel Tanks. Download: DiamondGrid 0.1.0 License: GPLv3 Source: github (includes readme). Trusses (8 parts) Containers (6 parts) NOTE: the requirement for Extraplanetary Launchpads applies only to the DGT-NoLaunchClamp as it relies on EL to do the mesh-cloning for the tower extension. Also, the DGT-NoLaunchClamp is of limited use without EL because while it behaves like a launch clamp in that it holds your base steady, it does not ever release your base. (ok, there's a minor bug in EL where it is possible to force a release, but that is via the PAW, not staging)
  10. taniwha

    [1.5.1] Extraplanetary Launchpads v6.3.2

    I have released version 6.3.2 of Extraplanetary Launchpads. Changes from 6.3.1: Fix productivity updates on rocket workbench for KSP 1.5. Fix rocket workbench seat names in boarding PAW (for KSP 1.5). Rocket workbench support seat assignment in the VAB or SPH. Move the construction drone into a real tech node (was set for some custom tech tree, I guess). Can set the orbital dock and stock claw as target. The dock because it can be useful to pull up near the dock for repairs and the claw because I saw a situation in a stream (don't remember whose now, though) where it would be useful. Use of launch clamps at bases vastly improved: stock clamps now extend properly, KSP does not twist the build to be parallel to the ground, and better support for custom clamps (documentation forgotten but coming soon). Fix long delay in showing the correct vessel productivity on scene load. Some of my recent streams on twitch show off the launch clamp behavior (and misbehavior in one stream, since fixed).
  11. As Blender 2.80 has finally gone beta, I have merged my blender2.8 branch into master and created a blender2.79 branch to continue support for 2.79. This update brings a lot to the table: Much faster import of dds images, especially dds normal maps (shader hacks to do the conversions instead of in python). Much better blender material creation from KSP shaders (not all shaders supported yet). Looks great with Eevee :). Initial skinned mesh/armature support (animations broken still). Support for CoMOffset, CoPOffset and CoLOffset when generating cfg files from cfg.in (just add an empty with the right name to your hierarchy). Full support for collection instancing (including nested collections) on export. Better collider workflow (don't need to add a zillion empties for complex collider setups). Duplicated primitive colliders (sphere/box/capsule/wheel) do copy-on-write when a duplicate is tweaked. Models are now always imported at the cursor. Directory hierarchy cleaned up: much easier to find the command line utilities. Mu Tools buttons moved to blender's new tool properties panel. Clear parent inverse tool added: recursively clears the parent inverse transform of objects. This is necessary for correct transform handling in Unity, and makes for cleaner animations in blender anyway (yeah, what is "parent inverse transform"? Hard to explain but the important thing is that blender's default parenting behavior will mess up your hierarchy if the parent object is transformed). Attach node transforms import correctly (ie, correct orientation) There are bugs still (and likely will be some due to recent blender API changes), but I have been using blender 2.80 for "production" for a while now.
  12. taniwha

    [1.4.x] Kerbal Alarm Clock v3.9.0.0 (Mar 17)

    @TriggerAu: I have send you a PR that fixes the rendezvous alarm so it works when the current vessel is on a hyperbolic trajectory (broken since KSP 1.2).
  13. @KSPrynk: I do not use USI, so I would not know how to do it right. The CLS patches actually require an update to CLS as I had to fix that too (papa_joe said he would get to my PR soon), and EL is one of my mods, so I know how to tweak those. I'm sure linuxgurugamer would be happy to receive PRs for USI updates from someone who does know how to do it right.
  14. @linuxgurugamer: I've sent you two PRs, one tweaking the EL configs, and one for CLS support, both on the inflatoflat.
  15. @Papa_Joe: I've sent a PR with a few fixes: CLS now updates properly when a hatch is opened or closed and multiple docking ports on a part are supported (and ModuleDockingHatch is generally cleaner).