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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Not really, I just miss things like Romfarer's canadarm. Long time ago I built a space station using the KSOS and a pair of Infernal Robotics arms. It worked but it was really wobbly. The Mk1 Station Arm will help with that. Plus, I use my Heisenberg mod for capsule recovery, and the konstruction krane will be really useful for that... https://github.com/Angel-125/KerbalActuators It's the modlet that drives the Buffalo's tilt-rotors and the Heisenberg's electric fans, but it's been able to do a lot more. That extra part has been dormant until recently.
  2. The Mk1 Station Arm is basically done. Now I'm starting in on the Konstruction Krane: You'll be able to use the krane for things like capsule recovery and loading payloads into a shuttle for its next trip into orbit. Technically these are part of KerbalActuators, but they'll be part of MOLE as well.
  3. Ok, now I think I understand. You installed a fresh copy of Heisenberg and CRP. Play Mode is CRP at this point. Next you changed to the Lite Blue play mode and restarted the game. Finally, you changed to Classic Stock and restarted the game. Does that sound right?
  4. Ah ok. In step one you also mentioned that you deleted physics and parts databases from CRP?
  5. Fully articulated with 7-degrees of freedom. To save some time I might simply make the base unit's docking port compatible with the clamp-o-tron jr from the stock game along with the Mk1 Docking Port and Mk1 Radial Docking Port from MOLE.
  6. Can you elaborate on this? A fresh install should have Community Resource Pack unedited, then install Wild Blue mod. What should happen is that the game starts in CRP play mode. You're saying that it starts in Lite Blue though?
  7. This is a demo of the prototype arm: The one I'm making above will work similarly. Unfortunately, I can't make the arm work like the real-world Canadarm 2, where it walks itself around the station. Instead, it'll be more like the Japanese Kibo arm. But, with two arms you'll be able to re position them as if you were grabbing a plant by the trunk and re-potting it.
  8. Important safety tip: airship hulls don't like heat, so be sure to slow down as much as you can before hitting that atmosphere, and maximize your lift force too.
  9. Ok, I'd need to see some logs to know what's going on. It sounds like your game isn't switching the templates over. Are you playing the game in the install folder (Program Files directory on Windows)? Are you running Windows? You'll want this one: https://github.com/Angel-125/Airships/releases/tag/v2.9.3
  10. The orbital pipeline isn’t as powerful as the ground based version. You would have to be on a very low g world. That said you can always edit the config file and increase the amount of kinetic energy that the Pipeline can produce.
  11. The stock Hitchhiker is configured with a soil recycler, and the stock Mobile Processing Lab has a grinder that takes Ore and turns it into Snacks. You can thank the nanoassemblers for that. So while there's no greenhouse, you can still produce food out in the field. The greenhouses in my mods are a bit better than the grinder in that you can sometimes produce extra snacks after a growing period. Most likely that functionality will find its way into SnacksPlus.
  12. I thought about adding a small part set for a custom K-20 but there's a bunch of X-20-alike mods out there already...
  13. The Nuclear Gryo needs either Community Resource Pack installed, or to be used in Classic Stock play mode. Do you have either of those?
  14. A Snacks greenhouse? Hm.... Well, there's Pathfinder, Heisenberg, MOLE, and DSEV. All of them have a greenhouse. Basic Snacks doesn't have one but I'm considering a Snacks Plus addon that will add a greenhouse and the option for kerbals to starve to death.
  15. Pretty satisfied with the remodeling. MOLE's fuel tank textures are now up to DSEV standard.
  16. While retexturing MOLE's 1.875m Titan tanks, I decided to revive an old sample craft file from the mod: The K-20 KerbalSoar! The new sample craft requires the Making History DLC as it combines both stock, MOLE, and DLC parts. Launching into orbit, you can see the revised Ttian 900, 450, and 1800 (WIP). The 450 needs some tweaks to the specular map. The K-20 launch needs to be lobbed upwards and climb out of the atmosphere befor arcing over. With barely any MonoPropellant, the K-20 just takes a trip around Kerbin. Time to go home though... Unfortunately, the front winglets melted from the heat and made it hard to pull the nose up. As a result, the K-20 came in short: Jeb is the consummate professional, so instead of bailing out, he brought the ship down for a safe albeit rough field landing: What's nice is that you can replace the structural fuselage with a crew cabin for additional crew capacity. It needs a few tweaks to fix the front winglets, and some additional MonoPropellant in the service propulsion stage, but the revived K-20 is flying pretty well. Not bad for a first test flight.
  17. No, Kerbalism really throws a monkey wrench into things in Wild Blue mods.
  18. Without logs there' s nothing I can do... Meanwhile, this is what I wanted to do originally, but couldn't figure out how: What a difference 2 years makes!
  19. No, part reliability is the center of the mod. My suggestion is to just not use BARIS if you have ScrapYard installed, and use something like DangIt instead.
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