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Angelo Kerman

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Everything posted by Angelo Kerman

  1. So, I'm looking at the parts list in DSEV and my other projects, and given how long it's taking to make things, I'm looking at cancelling a few things. Among them is NAUTILUS-X. Reason being is that I'm getting tired of making IVAs, and the parts that would make up the Nautilus don't really serve a useful purpose. I might just do the hex hangar and adapter, and call it a day. What it's coming down to is functionality; DSEV has a large number of parts, so what do the Nautilus parts do that others don't? The Estonian is a definite go and I'll be working on that as soon as I get Pathfinder's mass driver parts done. So is the Venture Star. But at this point, Nautilus is on the chopping block unless I can come up with a good reason to make it.
  2. Way cool! Great visuals on that new star system! If I know Angelo, he's itching to go take a look.. And there's a third star too! Pity the small sat launch didn't work out though, and really annoying that the airship had its issues.. Also, Those series of folds in space might not be too far off... http://news.nationalgeographic.com/2017/10/gravitational-waves-discovered-neutron-stars-pictures-science/ https://www.washingtonpost.com/news/speaking-of-science/wp/2017/10/16/scientists-detect-gravitational-waves-from-a-new-kind-of-nova-sparking-a-new-era-in-astronomy/?utm_term=.88558a26564d Gravitational waves confirmed! I wonder if that'll make it into Kerny's journal. Now to make a gravitational wave detector and experiment...
  3. Took a break from working on the mass driver stuff today for this:
  4. Pipelines have a max range that depends upon the mass of the payload and the pull of gravity of the planet you're on. In the config file, you specify how much kinetic energy the mass driver can generate, and the part module does the rest. The ground variant is calibrated to launch 10-tonne payloads into munar orbit, while the orbital variant delivers much less kinetic energy. You're also limited to ground-to-ground, ground-to-orbit, and orbit-to-orbit transfers. Further restrictions include the need for large amounts of ElectricCharge, LiquidFuel/Oxidizer for course corrections, and guidance data for trajectory calculations. The mass driver slowly generates guidance data, but you can generate a lot more using the new Ranch House.
  5. I finished the plugin code for Pathfinder's "Pipeline" mass driver: The Pipeline lets you transfer resources between vessels and craft. Well, not just resources... You can load KIS inventory items into the mass driver, and transfer them as well. Now I just need to make the ground an orbital versions of the part...
  6. The mass driver plugin code now supports transferring KIS items between mass drivers: (transferred all three items in this shot): @SpaceKadet might appreciate the mass driver capabilities for his colonization efforts...
  7. I'll try to remember to add a crew hatch if one doesn't already exist as well.
  8. Several including Heisenberg, Pathfinder, and DSEV. The stock MPL also grinds out snacks from ore, and the Hitchhiker can recycle soil into snacks.
  9. With the Ranch House out of the way, I'm working on the mass driver plugin code. Here you can see how you select the resources and the pre-flight checks: You can transfer resources from ground to ground, ground to orbit, and orbit to orbit: ... IF you meet the requirements..
  10. The only item you need is in the folder that is marked do not delete.
  11. You can do those with a combination of MOLE and DSEV. Next MOLE release will add a couple of parts to help launch the Bigby Orbital Workshop at the intended tech tier: a 3.75m decoupler, and a payload fairing with limited capability. Both are more expensive than the corresponding parts found at higher tech tiers. Beyond that though, you'd need DSEV to add additional parts- MOLE is designed for early space stations..
  12. To reduce clutter on the PAW, I hid all 32 kerbal inventories and manage them with one "View Crew Inventories" button: It's also available through the Manage Operations button (which has other functionality). And, I got the mission flag prop in: As you can see, you can change the room's flag on the fly. @JustJim I'd say the Ranch House is done! Next up is the plugin coding for the "Pipeline" mass driver, and the parts that go with it.
  13. Take a look at the Bigby Orbital Workshop, it's a 3.75m sized station module. From the Snacks thread: With the exception of the Apollo craft, all those parts come in MOLE.
  14. Found some interesting buildings the other day during my Kerbal Elcano Exploration Project: @Ger_space I definitely appreciate the anomalies added to the game, gives me more fun to discover. I'm going to have fun working these into the story. By chance are there other anomalies on other planets? @Aerospacer Did that custom "Observatory" window come from Kerbal Konstructs? Or is it from @JPLRepo Research Bodies? Asking for a friend...
  15. That is normal behavior when you turn on KSP’s IVA overlay. There is no table center, it is one big ring.
  16. I got the IVA done for the Ranch House:
  17. Thanks! I'm almost done: There is a flickering problem in overlay mode that I cannot resolve, but for the most part the IVA is good to go. Tomorrow I'll work on adding a mission flag to the floor in the board room.
  18. Play Modes give you different ways to use the parts in the mod. Some people don't want to bother with resource chains, for instance, and just want plenty of pretty parts to play with. In that case, just set the mode to Pristine, and restart the game. Last release also introduced a new resource set based on Novasilisko's and HarvestR's resource proposal for KSP 0.19. I call it Classic Stock, and it looks like this: In this case, Classic Stock resources replace those in CRP.
  19. Almost there, just need to figure out how to add the mission flag: Also starting to work on the top level: It has some issues with lining up with the external model...
  20. No worries, you'll be able to see the dome if you hit the overlay button, but it's not something you want on all the time due to render performance hits. It's definitely a balancing act.
  21. Thanks for the suggestion, but the more details you add, the worse your computer will run. Since most people don't use the IVAs anyway, I'm keeping things light. There's a lot of polygons on that IVA as it is... I'm thinking of adding the mission flag set on a low credenza.
  22. @JustJim @adsii1970 I'm calling the "board room" done- with maybe some more props around the table. Just like the monitors, you can change the images in the picture frames. Dr. Strangelove war room for reference:
  23. I made some progress on the IVA for Pathfinder's Ranch House: The Ranch House is a great big meeting area for kerbals to hang out at. Here you can see the start of the park on the top floor, and the "board room" communal area on the bottom.
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