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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Awesome! Plugging this into the current MKS dev version, will let you know if weirdness occurs.
  2. FYI don't need modeling for this, it can be handled purely in the config file.
  3. Yep, tho I may end up releasing 0.18 early because if it's goodness volume, despite it's save-breaking nature.
  4. FYI, plugged in native CLS into the next MKS version. Also making a strong recommendation to use Ship Manifest (no sense in reinventing the wheel).
  5. My recommendation - just download Blender and give it a whirl. Not tough, just takes practice and will, in the long run, make you a lot more self sufficient as a modder.
  6. There is a nice inline supply unit that you can stock full of colony supplies (as well as life support). Also, watch this vid on Expando Tubes
  7. You attach them as needed - each one adds space for a couple of more Kerbals. So a stock Kerbitat can handle... zero. Then for each inflatable you add, capacity goes up linerally by a couple of Kerbals. Same with the greenhouse, which actually (at it's scale) could support a single human given it's square footage of aeroponics, so I figure it's good for two Kerbals. (These are designed to plug all of the nodes on your module bases, so you should have no shortage of Kerbal space, etc).
  8. hmm... will fiddle with it and see if I can repro.
  9. And you installed the World Cup 2014 mod correct? It's required
  10. None that I am aware of - do you have the latest version?
  11. (Edit - was thinking wrong mod of mine) Yes please, KAS goodness would be nice
  12. hmm... assuming you're on a substrate spot, you have the right tank, and the kethane drills should work fine. RE adding spots to KSC, I'd check in the Kethane thread, you should be able to do the thing for any kethane resource.
  13. Are you on a water deposit (as shown in Kethane's grid overlay for that resource)?
  14. The problemo is generally the supply quantity. Hypothetically, how long would you need endurance to be? The way these guys are set up, they are modular enough that something could be done...
  15. Thought about that tbh, but figure Squad already made the DLL and you can dump the soccer balls. But you never know, just not now as the plate is pretty full
  16. New version up (0.1.5) that includes FAR configs, and adds heat shielding to the engine compartment. Also made the collider of the pod a lot more 'round'.
  17. So I am in a quandry. I recently created an escape pod - it consists of two parts. One has a heat shield, and the other has a parachute. As a result, with FAR, both of them have zero drag, resulting in much sadness (I expect this is because of how FAR auto-adds attributes). Does anyone have an example of, either, how to add my own FAR attributes to a capsule, or how to make FAR recognize these parts? TIA!
  18. Yeah, I'm calling this one a FAR bug - likely in the form of their auto config. Despite having exactly the same drag characteristics of a Mark 1 pod. it pretty much refuses to let the pod slow down. The second I attached another part (i.e. a MechJeb bit just to test things) it suddenly worked... So now to dig in and see why FAR hates me. FYI my guess is that it's the built in heat shield, and the engine has a built in parachute... both of which cause FAR to ignore them.
  19. I'd start by saying I can't test every possible mod that may interact with mine - my test bed includes DRE, but no FAR, and testing was primarily realchutes and DRE since generally FAR isn't too rough to deal with. That being said, I installed FAR, and deorbited from a 150KM orbit to an aerobraking altitude of 25KM, turned off SAS and RCS (granted I was out of monoprop by now anyway), armed my chute (stock, not RealChute), and let the pod drop. And yes, this thing blows through the atmosphere like a greased egg. So looks like I get to play with the configs and add some drag to this (for the record, it's drag is comparable to that of a stock capsule) so that the darn thing will slow down with FAR installed (even aerobraking was surprisingly difficult. (edit) BTW - I avoided burning up and instead just killed Jeb with G-forces.
  20. hm, thought that was fixed, will take a look. Probably just a matter of adding the inflate code to some other events.
  21. Yep - balancing. It has a slightly higher ISP than a stock monoprop, and a capacity consistent with the volume available in the propulsion module. You won't be launching with it tho
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