Rivvik

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About Rivvik

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    SPACESHIP!!!
  1. Will do, @allista, I'll be testing it later on with a slightly different "toy" craft.
  2. Hey, guess what works with but a minimum of alteration!! Here's the config modified from Alista's Boxfairing. Adding only KIS functions and a slight scaling modification! PART { name = ToyBoxFairings module = Part author = Allis Tauri MODEL { model = Hangar/Parts/Models/BoxFairings } rescaleFactor = 0.1 scale = 0.1 node_stack_top = 0.0, 1.12532, 0, 0, 1, 0, 2 node_stack_bottom = 0.0, -1.26244, 0, 0, -1, 0, 2 TechRequired = generalRocketry category = Pods subcategory = 0 title = Toybox Fairing Hangar manufacturer = AT Industries description = This fairing box uses our newest Hangar (TM) technology to provide the easiest and safest transfer of your payload to other planet or moon. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 //================================= BoxFairings ================================== //base: 1.589m^3, 0.1769204t, 556.8185Cr // surface: [18.04m^2 x 0.002m], 2.63t/m^3, 0.0948904t, 86.592Cr // content: 1.4765m^3, 0.02t/m^3, 0.02953t, 1.4765Cr // batteries: 0.0125m^3, 0.2t/m^3 0.0025t, 68.75Cr // energy amount = 50.0 // jettison-charge: 0.1m^3, 0.5t/m^3 0.05t, 400.0Cr // //cap-left: 1.24m^3, 0.0930748t, 63.544Cr // surface: [12.98m^2 x 0.002m], 2.63t/m^3, 0.0682748t, 62.304Cr // content: 1.24m^3, 0.02t/m^3, 0.0248t, 1.24Cr // //cap-right: 0.88m^3, 0.0749866t, 53.248Cr // surface: [10.91m^2 x 0.002m], 2.63t/m^3, 0.0573866t, 52.368Cr // content: 0.88m^3, 0.02t/m^3, 0.0176t, 0.88Cr // //walls: 1.8148m^3, 0.192128t, 404.48Cr // surface: [50.56m^2 x 0.002m], 1.9t/m^3, 0.192128t, 404.48Cr //--------------------------------------- --------------------------------------- //Total volume: 5.524 m^3, 0.124430 t //Total surface: 92.490 m^2, 0.412680 t //Additional mass: 0.040000 t //Additional cost: 450.000 Cr //Resources cost: 0.000 Cr entryCost = 5645 cost = 1529 mass = 0.577110 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 3 crashTolerance = 10 breakingForce = 200 breakingTorque = 200 maxTemp = 2700 fuelCrossFeed = False stageOffset = -1 childStageOffset = -1 bulkheadProfiles = size2 CrewCapacity = 0 vesselType = Ship // --- FX definitions --- //does not need particle emitter // fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple INTERNAL { name = Placeholder } MODULE { name = HangarFairings LaunchVelocity = 0, 0, 0 EnergyConsumption = 0 HangarName = Box Fairing Fairings = wall, cap-left, cap-right FairingsCost = 50 FairingsDensity = 0.1 //beware the negative mass: this density should be in agreement with part mass BaseCoMOffset = 0, -1.1588, 0 JettisonDirection = 1, 0, 1 JettisonForce = 650 DecoupleNodes = top } MODULE { name = SingleUseHangarStorage HangarSpace = hangar-space SpawnTransform = launch-position SpawnOffset = 0,0,-1 //move spawned ship on ship.bounds.extents.y } MODULE { name = ModuleDecouple ejectionForce = 10 explosiveNodeID = top isOmniDecoupler = false menuName = Detach Container stagingEnabled = False stagingEnableText = Detaching Not Staged stagingDisableText = Detaching Staged } MODULE { name = ModuleCommand minimumCrew = 0 RESOURCE { name=ElectricCharge rate = 0.03 } } MODULE { name = ModuleKerbNetAccess MinimumFoV = 17 MaximumFoV = 63 AnomalyDetection = 0.12 DISPLAY_MODES { Mode = Terrain } } MODULE { name = ModuleDataTransmitter antennaType = DIRECT packetInterval = 0.35 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 antennaPower = 5000 antennaCombinable = True } MODULE { name = ModuleTestSubject // nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8 environments = 15 useStaging = true useEvent = True } MODULE { name = AnisotropicPartResizer specificMass = 0.12443, 0.4126798, 0.0, 0.04 //weights: [ 0.215608884133, 0.715080215238, 0.0, 0.0693109006293 ] specificCost = 472.3465, 605.744, 0.0, 450.0 //weights: [ 0.309108982747, 0.396405841146, 0.0, 0.294485176107 ] size = 1 } MODULE { name = ModuleKISItemEvaTweaker volumeOverride = 3 editorItemsCategory = false carriable = true equipMode = part equipSlot = jetpack equipMeshName = jetpack_base01 equipBoneName = bn_jetpack01 equipPos = (0,0.21,-0.3) equipDir = (280,0,0) runSpeed = 0.8 } //resources RESOURCE { name = ElectricCharge amount = 50 maxAmount = 50 } } //:mode=c#: EDIT: I have since fixed the orientation issue and the drone flew properly.
  3. I almost pulled it off with the box hangar fairing. However, the KIS containers saw the Hangar as it's default scale, despite tweaking. I'm trying to "commandeer" a certain cardboard box to test the concept of "nesting" the hangar'd box in a KIS inventory. Also installing Unity with the part tools is proving difficult
  4. Ok, cool! So theoretically a box part with hangar functionality could work?
  5. I queried this in the KIS thread, but to be proactive, I want to take a stab at doing this myself: I made a tiny drone but assembly with @IgorZ KIS system is not possible as it uses Tweakscale, heavily, and KIS cannot accept full craft or sub assemblies into its Inventories. And @allista's Hangar mod does not supply a small enough item, nor are said items manipulable using KIS' EVA or inventory functions. So here's my plan: I would like to create a Box. This box will be able to be carried by a Kerbal in EVA and stored in an inventory using KIS functionality. This box will also utilize Hangar functionality to store a very small craft within itself. Upon placing the Box on a surface, an option to open or pick up the box will be presented upon interaction. Picking up the box will simply pick it up. Opening the box will trigger the Hangar spawning function of the assigned small craft. At this point the box will simply be a return point and sit on the ground. The spawned craft will act as a craft. The craft, upon landing or stopping on the box, will allow the box to be closed. Upon closing, the box will enact Hangar's deconstruction function, and the box will return to being a simple EVA item. This will then allow the box to be moved, re-opened, stored, etc. I would like to make small boxes of various dimensions afterward, supposing this test works. I have never made a mod before, but I want to learn. Thank you for any help provided.
  6. Oh I have it, but I was thinking of having a small Box, one that could be placed in a KIS inventory. From there, it could be brought out and carried in EVA. Upon placement in the environment. it could be opened or deployed, where it would enact the Hangar functionality and spawn the small craft, like a quad copter drone or an RC car style drone. I've never worked with plugin modding so I'm not exactly sure what to do. How would I go about making a part a KIS-enabled part. I looked at configs, and see about the eva equipping, but how would I be able to make KIS see that this box could be put into an inventory?
  7. Damn, thanks. But this gives me an idea. EDIT: Would help if I expounded: would it be possible to create an EVA-able item, a little deployment box, that could use functionality of the Hangar plugin?
  8. You only need one Accelerator as your first unit, the rest should be networked.
  9. I built a very small Quad-copter drone. It's smaller than a Kerbal. I wanted to put it in a KIS Box as a subassembly, but I'm assuming this is impossible. I could attempt assembly in EVA, but this craft made heavy use of Tweakscale. Am I missing something? Or am I correct in assuming this function is not available (maybe "Yet"? HMMMMMMMM? lol)
  10. Kerbal Foundries (Was then RBI tracks), Mass Driver, B9 HL Parts, Infernal Robotics (including the rework), and I think I had FAR on there at the time too.
  11. [1.3.1] Large Boat Parts Pack v3.9.2

    Thank you, @SpannerMonkey(smce). With a culmination of mods, built around your carrier parts, I did a good thingy.
  12. [1.3.1] Hangar

    I'd like to thank @allista for this mod. After I figured out how to get it to work, I did things.
  13. [1.3.1] Sonic Realism

    i MISSED THIS SO MUCH!!!
  14. [1.3.1] SM Armory 1.3.1 [1.3.1 beta] SM_AFVs

    It's all good. I actually put up the vid not for support, but to thank you for making it! EDIT: OK, now I need a bit of help. Though not with a technical issue, per se. Any tips on Loading a VLS properly in the SPH? This has been a pain for a very long time for me. I seem unable to reliably get missiles to reliably sit in the center of the launch tubes, if I get them in to a sufficient launcher depth, they stick to the sides of the tube. I have a little idea to try out, I'll let you know how it goes. EDIT 2: My idea won't work since the missiles are not able to be a root part