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RoverDude

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Posts posted by RoverDude

  1. i hope you like it if we get some people to replay and get it out there maybe we can get a 3d modelist to model some parts

    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.

  2. Great mod, but there seems to be a problem with tweak scale. When you scale down the "jaw" the max-amount of rock goes down from 1.0 to .13 or so. Since the "drill-collect rock up to 1.0 units-vent-do it again" cycle never reaches 1.0 the process cannot continue. I had to edit the rock value in the persistence file by hand, and now its working again.

    But nice work, i really like the effects, from iva it looks like 2001 :)

    Thanks for the bug report! Will take a look

  3. Awesome mod!

    How do i send more Colony supplies? I only seem to get some stashed in the Colony Hub. I could add a colony hub on each launch structure, transfer to another module and then drop at launch; but that seems a bit awkward.

    I also had some terrible time trying to build the base using the expando tubes. So i resorted to Infernal Robotics, by having small stock docking ports pushed by pistons.

    Another thing is that the colony modules dont accept any clipping (unlike stock parts) and so placing things like landing gear and pistons requires quite much detail. Not saying that its a bug, especially if its intended so, just saying...

    http://jupiter.planeetta.com/~jaakko/kolony.png

    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 :)

  4. New inflatables! I like :) Are they attachable to Habitat? Or do they come preattached?

    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).

  5. This does not work for me. I can attach the airbags in the VAB and can usually inflate/deflate them on assembly, unless they are placed with symmetry. However when launched I can not deploy the airbags. Action groups don't do anything, either. I have the Kerbin Cup Mod installed. Any advice? Known incompatibility to other mods?

    None that I am aware of - do you have the latest version?

  6. according to kethane scan im on top of the water and of the substrate so there is no problem on the location.

    For the water problem I think the problem was the tanks, but still do not know how to proceed on the substrate department.

    I got the tank , I got the recourses so what's missing

    This one is my main Rig: (this one works great) did not try to mine water or substrate but it mines ketahne and minerals real nice (ore probably to).

    http://www.custume-server.com/up/uploads/rigg.jpg

    This is the problematic rig :

    http://www.custume-server.com/up/uploads/rig.2.jpg

    Is suppose to have store space for the substrate and it is on top of the resource but there is no flow, it have fuel line all hover the place but the tanks don't get fill.

    Any ideas, do I need a refinery like in the rig 1 ??

    Regards to all

    EDIT: is there a way (like editing the kethane list) of adding a spot next to the runway for testing the rigs before I send them ??

    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.

  7. I'd have to reiterate the idea of an interplanetary version with no landing provisions, but extended life support consumables...

    High Endurance Recovery Pod...:D

    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...

  8. 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!

  9. 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.

  10. Out of the mods you've made, you've shown yourself a great mod maker... but do you realize that (at least on my game) it is absolutely impossible to reenter the atmosphere? I'm using the latest everything, so a new FAR update could've screwed the pod up royally, but the thing simply refused to slow down. In fact, it was accelerating still until about 24 km. The system and ideas are great, and the fuel constraint makes it nice and challenging to balance RCS and engines. But, it went down engine-first despite my best efforts to RCS back to the proper way, and as I said earlier, it wouldn't slow down and burnt up. As I said, it could be just my game. So uh... test it? If it still works, then why da heck does mine not?

    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.

  11. Another issue, if you quickload or switch vessels after inflating the pod it returns to it's uninflated state and can't be inflated again.

    And the collisions of the pod when inflated seem off, seems most of it doesn't have any collisions at all.

    hm, thought that was fixed, will take a look. Probably just a matter of adding the inflate code to some other events.

  12. Ah, yeah seems to be fixed sorry, btw is it intentional that the new monoprop engine has 176m/s dv vs the LFO's 700m/s+? 176 is enough to deorbit from 200/200~ which makes sense but it's a lot less than it was before.

    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 ;)

  13. New stuff up.

    Mostly work on config files, especially the Module Base. Also buffed the Harvester and the PDU.

    Side note - considering two things - First, allowing the Module Base to act as a storage unit, given it's size. It will also help solve some stability issues with balancing a massive unit on top of a less massive unit, and make bases that more compact, given the number of storage solutions you need.

    Also going to remove the size tweakability from the ProxyLog units (but keep the crew removal and simplicity), and add a new, radial and tweakscaleable radial storage unit. I know HexCans is out there, but tbh I want something more stylisticly 'MKS'...

    KuyGbkg.png

  14. The other active (functioning in 23.5) LS mods I'm aware of are Ioncross, ECLSS, and Kerbal Life Support Mod. Ioncross uses the same names for Oxygen, Water, and Food, though the quantities would need to be adjusted. ECLSS uses Oxygen and "O2 Candles" but no water or food. Kerbal Life Support Mod simplifies the whole thing down to a single abstracted resource named "LifeSupport."

    Personally, I'm primarily interested in customizability, which is well supported by TAC-LS and Ioncross. Currently, I use a modified version of TAC-LS with 3 resources, named "Food," "BreathableAir" (a resource requiring both the removal of CO2 and replenishment of O2), and "Health" (an abstracted measure of psychological wellbeing and deconditioning, maintained by providing adequate living space).

    Gotcha. Yep, doable just a bit more complex from a coding standpoint. Will plug it on the issues list as a feature request.

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