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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Should have that fixed in the next patch. Meanwhile... Merely 4x the size of the existing Tornado. The WB-51 "Monsoon" is only twice the size.
  2. I appreciate your continued work on OSE Workshop, thanks!
  3. There is a HLEnvelopePartModule in the large dirigible section, with 2500 units of envelopeVolume, so you should have buoyancy like any other dirigible or hangar deck. Fixed panel radiators only cool their parent part. You can't just place them anywhere like you can with the folding radiators. That 16-18% range might be because they don't have to work as hard in an atmosphere. Also: NOT set in stone. The WB-51 is as powerful as the Jet Stream, and the Thunderstorm is SHIELD helicarrier sized...
  4. Ok, can you try this: add to the nuclear gyro part: RESOURCE { name = ElectricCharge amount = 0 maxAmount = 10000 } And remove the LiquidFuel storage.
  5. One of the things I'm working on for my mods is mesh optimization, something I didn't know about when I built most of them. I've got MOLE almost done, Heisenberg is coming up next. But it's a slow process as I combine meshes that use the same texture. It should help but don't expect massive performance improvements. Sounds like a cool airship. Sounds like you finally got the reactor to work. Next update will have some tweaks to it as well that might help with the temperature issues. I'm also poking around in KerbalActuators- my modlet that spins the props and lets you rotate the Tornado electric fan- so I can look at the action group issue. Speaking of lift fans, the Tornado does have hover ability... Side note: I'm finishing up MOLE's feature complete release, and KerbalActuators is getting a couple of new parts. One of them is a station arm to grab free floating payloads it. The other is this: It's a construction crane- @Read have Read calls it a knuckle boom, which is an interesting concept. Regardless, it's another way to recover craft aboard an airship. To give you an idea of how it works, here's a video of the station arm's operation. The crane works similarly.
  6. I had no idea that such a thing existed, but yes that makes sense.
  7. Context for the konstruction krane: Imagine having some type of recovery ship (such as a Heisenberg airship...) that has a krane on it. You can get some pretty good extensions to reach spacecraft and bring them aboard.
  8. Nice grimy. Now I can work on the plugin so that you can telescope the crane.
  9. I'm guessing something changed in 1.4.1. Have you tried converting a tourist, doing a quicksave, then quick reload?
  10. My experience is that I can't fly airships on Duna. They're too heavy for the thin air. You might need a combination of airship hull and lift fans to help. I made all the propellers electric for that reason...
  11. Finally have the design for the crane: I couldn't get it to work the way I wanted, so I went with the alternate design. The boom on the right rotates and telescopes. If by chance I figure out how to move an attachment node around at runtime with parts attached to it, then I can revisit the design at a later date.
  12. The beauty of the ignore feature is that I don't have to read any "last word" posts. Anyway, I'll look at the nuclear gyro more when I have more time. For now, try removing the core heat stuff and set the converter's generatesHeat property to false. See if that clears things up.
  13. Annnd he's ignored. Power Output is something I'm still puzzling through. The stock game changed some parameters that I was using, so it's not working right at this point. I'll probably remove that feature. The thermal stuff also changed and may need some fine tuning. It's a bit of an arcane science at this point as that feature isn't well documented from what I've been able to find.
  14. @IgorZ The new KAS is looking great, can't wait to try it out. I also have a question about attachment nodes and rotating them. It's not a bug, just a "how do I" kind of thing. I'm making a crane that can rotate. It's a single part; I just rotate the mesh transforms. What I want to do it attach a KAS winch to the end of the crane so that when you rotate the arm, the KAS winch rotates with it. Right now I don't know how to do that, and I'm hoping you might shed some light on my question. Here's an illustration: Is it possible to rotate the attachment node along with the mesh transform? If not, is there a way for me to set up the crane so that it can use the KAS winch part module that you created? More illustration if it helps. This is the mesh hierarchy of the crane: Link to my KerbalActuators in case you're curious: https://github.com/Angel-125/KerbalActuators Thanks for your help!
  15. Very fun to see the evolution of your story! Kinda sad that they're all done and going home though. What new adventures await? Will we see any of the characters again? Great read!
  16. @magico13 ShipSaveSplicer is truly awesome, I used it to import some craft into my current save. By chance can you import the crew in said craft as well?
  17. @derek196 What version of ModuleManager do you have installed? The logs suggest that you don't have it: Mod DLLs found: Stock assembly: Assembly-CSharp v0.0.0.0 Firespitter v7.3.6354.39102 HLAirships v5.3.0.0 BARISBridge v1.0.0.0 MiniAVC v1.0.3.2 WildBlueTools v1.0.0.0 MiniAVC v1.0.3.2 KerbalActuators v1.0.0.0 MiniAVC v1.0.3.2 AirshipUtils v1.0.0.0
  18. Thanks for the patches. No. There's a lot of work to be done. Speaking of which, I am getting closer to nailing down the design of the crane: It'll fold up for easy storage. The crane is 10 meters tall, but I'll probably make a half-sized version for capsule recovery boats. I have to figure out how to rotate and move an attachment joint so you can attach a KAS winch or other part. If I can't do that then I have an alternate design in mind. Lots to do!
  19. Infernal Robotics lets you combine a bunch of parts to make some really amazing robotic craft. It is very versatile. By contrast, the station arm and crane are specialized niche parts that excel at doing their job- but can only do their job. Where IR parts are wobbly due to their joints, these parts are solid because they're a collection of 3D models in one single part.
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