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Everything posted by Angelo Kerman
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Thanks! The engine is taking awhile to make, partly because this week I've been playing KSP instead of just modding it. Really needed a break. Anyway, I got more done with the Hypernova today: I still have to make the electron guns and induction coils, and need to texture the fusion pellet feed, but I like the direction that this engine is going in. Sadly I don't think I'll have everything done before the end of the month, but I'll be just a few parts away.
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That's the Heisenberg mod, in my signature.
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I landed a Brumby from Dolores Air Force Station and sent my capsule recovery airship out to get it. I was so accurate in my navigation, I crashed into it!
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Me too! The goal is to build an engine and craft capable of reaching a place like @adsii1970's Nohochacyum Planetary System or one of the other stars in @Galileo's Planet Pack. For that, you need rockets with really good ISP and sufficient thrust to not tear your hair out while making the burn. To that end, I've been doing some design work on the Hypernova's power pack (fuel injection system): Now that I have an idea of how it works, I can properly texture the thing...
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Took the day off today to play KSP, so not much done. That said, I did some work on the engine's "pilot light" fusion reactor: Just like the Supernova, the Hypernova has a fusion reactor that stays lit while the engine is activated. @JustJim might recognize it as the Hammerhead from The Saga of Emiko Station as it's based in part from the reactor in his series. It's basically a squashed Mandarin reactor with some retexturing (WIP) and extra bits, but it'll do the job.
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A flare gun would make sense as a rescue device, so they might think of it like that. Makes the most sense.
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I hope Nimzo took his Firearms Safety exam...
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The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
Love Thompberry’s new ride! A submarine launched grav tank is definitely a sight to behold. And Emiko with a guitar is a force to be reckoned with! She is a true guitar hero... -
I finished the parts to make this: Available in DSEV's pre-release 2.9.9!
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Got the hex hangar adapter done. You can connect various part sizes to it: The adapter completes the corridor of the Nautilus: And here is the Automated Construction Hangar: With OSE Workshop installed, you can manufacture parts without the need for crew-albeit slowly. Eventually it'll be able to build whole spacecraft too. While I still have more parts to complete, at this point, the Nautilus is done! Here she is at Duna: Want to give it a try? Here's a pre-release! I'm on track to finishing up DSEV by the end of the month. Next up is the Hypernova, a 7.5m diameter fusion torch engine for really big ships...
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When these trusses were made two years ago, Squad didn’t have the fairings or the structural node part modules. So making variable length trusses wasn’t an option. Max length is about 50 meters.
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I had a feeling this was going to end up being Truss Day, I'm giving the D2 trusses the same treatment. Here you can see that I redid the model so that the crew tubes on the D2 hex trusses work with the smaller 2.5m hex trusses:
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Existing craft will be fine, but your craft files won't work unless you do the conversions.
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New Multi Hex Truss. This works like the stock payload fairing where you can attach parts to the trusses: At max length:
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Not much to show for this part of DSEV's update, but I'm revising the truss parts to hopefully speed up render performance. Things have changed and the current version of the parts will be deprecated. Your existing craft will be fine, but new vessels will need the new versions of the trusses. The readme will explain. Anyway, here's how the different mesh options look: Fuel Tank (default): Classic option to store resources in. Hollow: Hollow gives you an open space in which to attach equipment. Empty: Nothing inside, but it's a solid piece. Crew Tube: Also a solid piece, but with a crew tube. I've redone the quarter, half, full size, and double-size hex trusses and the D2 trusses will get the same treatment. I've also redone the adapter pieces; hopefully with these changes the game will render your ships faster.
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Finished the Nautilus Tank Cluster: The Tank Cluster is a 7.5m part that consists of 7 tanks and 6 radiators. It has built-in adapters for 5m, 3.75m, and 2.5m parts, and it has up to 7 engine mounts. While I won't be making the VASIMR engine found on the NAUTILUS-X- the very low thrust would drive me nuts when making burns- the propulsion module is supposed to be modular on NASA's design. So instead, the reference design uses a trio of Trinity motors. Anyway, more to do, but for the Nautilus, I'm down to the automated construction hangar and the hangar adapter part. Almost there!
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New part: 10m spherical storage with the typical Wild Blue ability to switch resources.
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Just as soon as you send me the pull request.
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Last bit: the overlay: What's fun is that you can see the disco floor animate during overlay mode. The Nautilus Centrifuge is done! I still have more to do though, but it's one more part that I can cross off my list.
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I think they all need a dance-off competition in a disco bar...
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