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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
See if 1.16 fixes it. There was a bug fix that somehow didn't get carried over from my laptop. Pathfinder 1.16 - Fix for Pipeline NRE - Hides the Show Resource Requirements buttons for assembled parts. - Fix for the Ranch House's mass when unassembled.- 3,523 replies
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There is no engine in DSEV that runs on ChargedParticles. The Tesla engine is the closest, it runs on ElectricCharge and LqdHydrogen. The Trinity runs on LFO and Explodium. LiquidFuel/Oxidizer mode: 1500kn (vacc), 650sec ISP Explodium mode: 3000kn (vacc), 3000sec ISP Known in game as LF+Ox and Nuclear Saltwater, respectively. The Venture Star engine would have run on FusionPellets/Water/Antimatter and Explodium as it was going to be a dual mode engine.
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When I rebranded Nuclear Engines into Deep Space Exploration Vessels back in October 2015, I envisioned making the Discovery II, Copernicus, NAUTILUS-X, and the Mars Excursion Module, along with NASA's Deep Space Habitat. Fast forward to today, and the only thing missing is NAUTILUS-X. So, for DSEV's final parts update, The Final Odyssey, I'm making the parts for NAUTILUS-X. In order to keep to my schedule of having DSEV feature complete by the end of the year, that also means that I will not be making parts for the ISV Venture Star. You've already seen the Hex Hangars, and they're nearly done; I just need to make the front and back adapter cones. I also realized that the Automated Construction Hangar can also make individual parts if you have OSE Workshop installed; the mod makes it possible to have workshops that don't require crew. So you could have a vessel that (slowly) makes individual parts and shoots them to another vessel if you have one of Pathfinder's orbital Pipelines on the craft. Anyway, Here's where I'm at with the kerbalized Nautilus: This is the -K variant; the Nautilus-N reference design is powered by a trio of Trinity engines. Closeup of the radially-attached (only) orbital command pod: Like the Clydesdale and Danube Delta, the S-2 Nautilus O.C.P. has decks at different angles to maximize use of the space. It'll need a custom IVA, which I'm working on later this week. Here's a look at the Nautilus Airlock: This part is done; though I might make the MMOD panels smaller. I am using the IVA from the Quantum Leap Airlock. The Nautilus airlock has an extendable "porch" like you see from this video. You can use it to attach EVA items like jet packs and such. Since I'm completing the Nautilus, I'm also making a rotating habitat ring. I don't have the design finalized, but it'll look more like the centrifuge from The Martian's Hermes than NASA's donut. I'll be getting to that next month. So happy belated anniversary to DSEV, you're almost done!
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DSEV 2.5.0: Odyssey Three, is now available: Odyssey Three delivers new parts to make the Estonian, a craft inspired by the iconic Mars Excursion Module (MEM). It is not a replica; there's no lab module or spindly ascent stage. Instead, the Estonian is built to be modular and configurable. With a full fuel load, the baseline craft can SSTO to and from Duna orbit. With Pathfinder installed, it can hold a small base, then drop the lander portion and launch into orbit. You can even integrate Duna tanks into its design for extra resource or payload capacity. Additionally, this release adds some new station parts and a new engine- the Trinity Tri-Modal Engine. New parts - Mk3-1 Estonian (Composites): This versatile size 3 command pod seats 8. Think of it as a kerbalized Orion space capsule. - ED-3 Cargo Drone (Composites): Derived from the Mk3-1 Estonian, this cargo drone carries cargo instead of crew. - Mk3-1 Heat Shield (Advanced Landing): This fashionable Size 3 heat shield has a crew hatch in the underside to support crew transfers. - Mk3-1 EDL Tank (Composites): This configurable storage tank also serves as an adapter for the Mk3-1 EDL Frame. NOTE: The bottom of the tank has TWO attachment nodes- one for the EDL Frame, and one for an engine (the stock T-1 "Dart" works well). - Mk3-1 EDL Frame (Composites): Designed for Entry Descent and Landing, the EDL Frame can be configured for a variety of different resources. It also has a significant amount of KIS inventory storage space (with KIS installed). It is specially designed to fit onto the bottom of the EDL Tank, and has a built-in decoupler for two-stage operations. - Mk3-1 Heat Shield Cap (Composites): Fitted to the bottom of the EDL Frame, this part shields engines from the fiery heat of atmospheric entry. - Mk3-1 Landing Leg (Composites): This landing leg is designed to fit into the Estonian EDL Frame. - S-1 Orbital Command Pod (Station Modules): This Size 1 cupola doubles as a 1-kerbal command pod. - Mk2 "Zen" Greenhouse Module (Station Modules): This Size 2 greenhouse provides a place to grow food for your life support needs. - Omni Hub (Station Modules): The Omni Hub lets you create corners and intersections just by attaching parts to the appropriate nodes. - Structural Spacer (Station Modules): Just as it sounds, the structural spacer puts space between your parts. It also generates some torque. - SPF-50 Solar Aray: This is a single-axis radially/stack-mounted solar array taken straight from the Solar Hex Truss. - Kerbodyne DMB0 "Trinity" Tri-Modal Engine (Advanced Nuclear Engines): In addition to generating ElectricCharge with its built-in nuclear reactor, the Trinity is a Size 2 engine that can switch between LiquidFuel/Oxidizer and Explodium (a.k.a. nuclear salt water). The Explodium Sea is aptly named... NOTE: The Trinity uses NuclearSaltWater when Far Future Technologies is installed. Bug Fixes & Enhancements - The Duna Decoupler now has an additional attachment node for 2.5m parts. - Fixed missing resource icons. - TAC-LS balancing- thanks Space Kadet! Reference Designs - Estonian Crew Taxi: Built to fly up to 8 kerbals into LKO, the crew taxi is powered by a solid fuel first stage and a liquid fuel upper stage. - Estonian Duna Lander: Inspired by the iconic North American Mars Excursion Module, the Duna Lander is a two-stage craft that can also SSTO if configured properly. - Duna Base Camp: Inspired by Lockheed Martin's Mars Base Camp, the Duna Base Camp is a mobile space station.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Pathfinder 1.15 is now available: - Far Future Technologies support: NuclearSaltWater used in place of Explodium. - TAC-LS balancing- thanks Space Kadet! - Fixed missing resource icons - WBT Update - Boxed parts (Ranch House, Rangeland, Pipeline) now have a button to Show Resource Requirements needed to assemble the part.- 3,523 replies
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heisenberg 2.8.9 is now available: - TAC-LS balancing- thanks Space Kadet! - Fixed missing resource icons - WBT Update -
[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Try stock vanilla ksp and just Heisenberg. No other mods. -
Top to bottom: Large, Medium, and Small Hex Hangars: These are the same heights as the Mk3 cargo bays, but 5m in diameter.
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[Minimum KSP: 1.12.2] Heisenberg - Airships Part Pack
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
What happens if you just install the stock game and the Heisenberg mod? Do you have that issue? -
That is definitely a decision of art versus realism, something I'm learning to do. It's supposed to be reminiscent of this: The nuclear saltwater rocket is described by Atomic Rockets as a continuous nuclear explosion...
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The thing is, if I spend all my time making other people happy, I'm the one who ends up miserable. My deadline for DSEV is end of the year. After that, I'm calling it done. So yeah, I can make the command pod and airlock and hab ring, but that's not going to leave time for other things. My original plan for DSEV was Discovery II, Copernicus, and Nautilus as well as Mars Excursion Module. Given time constraints, if I go that route, then I cancel Venture Star. I'm not willing to push things out just to have a few extra parts; I've got one other project that's been delayed a year now, and I'm not willing to delay any further. So, it's either Nautilus or Venture Star, but not both. By at least making the corridor and adapter, there's opportunity to get the rest elsewhere.
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As many of you know, I only add parts to my mods if they serve a useful purpose. I finally found a use for the hex hangar: as part of the structure needed for the Automated Construction Hangar. With @taniwha's changes to Extraplanetary Launchpads, I can make a small construction dock for DSEV. And since the meshes are versatile, I can add the Hex Hangar needed to make the Nautilus. Here's a preview: The NAUTILUS-X also has that habitat ring and radial command pod. The hab ring is iffy- I don't have much use for it at the moment, and the command pod is really specialized, so I might not make that either. I still want to be feature complete by the end of the year... I guess you could also say that the Nautilus' engine is the Trinity... Context for the parts I'm referring to: If I make the hab ring, I might do something like this:
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I finished the Explodium (a.k.a. nuclear saltwater) mode of DSEV's Trinity engine. Also, if used in the homeworld's atmosphere or near other crewed vessels, you'll receive a Reputation hit.
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When you have FFT installed, yes. Otherwise, it uses Explodium (defined by WBI). Explodium can be scooped up from Eve's Explodium Sea via Pathfinder's Lasso Aero/Hydro scoop. You can also make the stuff in Pathfinder's Nukeworks or in a D2 Lab. You can also make the corresponding NuclearSaltWater in the D2 Lab/Pathfinder's Nukeworks.
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Got the emissive working... That there is the nuclear saltwater mode's exhaust plume. Think continuous nuclear explosion.
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I temporarily replaced the FXModuleAnimatedThrottle with ModuleAnimateGeneric, and verified that the heat animation is working: so at least it isn’t an export from Unity problem...
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I did a lot of work on DSEV's Trinity nuclear engine:
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Made good progress on the Trinity: The heat animation isn't working yet for some reason. It works in Unity but not in game. Haven't figured out why. But here's the engine running: Don't forget, if you run the engine in the atmosphere of Kerbin/whatever homeworld, or in the vicinity of other crewed vessels, then you'll incur a Reputation hit for each second the engine is under thrust.
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Nice to see the story continue! And Happy 2nd anniversary to the thread.
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[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
The greenhouse parts weren't intended to be high-capacity producers. They're only to help ease the supply requirements of your craft. I'd have to see the converter for FFT... Glad you're liking the mini ISRU!- 3,523 replies
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