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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I just so happen to have the parts for a VTOL plane in development...
  2. I do too, though DSEV's fusion reactors pretty much give you that already. What I'm thinking of for the Buffalo is something along the lines of NASA's Safe Affordable Fission Engine as a 0.625m part that runs on Thorium and generates 125 EC/sec. That's a little more than what you need to drive a tilt-rotor, so you'd need two on that prototype. It would be available earlier than the fusion engines, but its output is lower. As a possible active cooling system, it could use a built-in radiator powered by CompressedAir, as a sort of air-cooled reactor. Of course the tilt-rotor produces CompressedAir, which also powers the RCS system... If you don't have air cooling available, then traditional radiators will do the job.
  3. You didn't do anything wrong. When you install a new version of MOLE, AVC will ask you if you want to watch for updates. There should be an xml file in your MOLE install folder that says you want to watch for new updates.
  4. Angelo Kerman (Wild Blue Chief Designer, CEO (Emeritus)): Hey, Karen, I've been on a road trip, and I've got a great idea: tilt rotors! Karen C. Kerman (Wild Blue CEO):Tilt rotors? Angelo: Yeah! big propeller/rotors that lift the Buffalo vertically like a helicopter, then tilt forward to let it fly like a plane. Make them electrically powered and you can use multiple power sources- solar (though you'd need a lot of panels), gas turbine generator, even nuclear! Karen: Hm, a tilt-rotor system might be possibl- wait, did you say nuclear? Angelo: Yeah! Karen: oh SQUAD, here we go again...
  5. Short answer is no. Long answer is it depends upon how long it takes me to finish the part and create the others for the release. I have a wing to make, saddle tanks, and a gas turbine generator, not to mention a wheel for the Bison, a nuclear reactor, an electric motor for the Heisenberg... So there is a lot to do. I will be glad when it's all done, then I'll finally have what I need to go exploring Kerbin with.
  6. Basics of the Buffalo mod's new engine nacelle rotator (prototype part shown) is now working: I also did some code refactoring, and I think I can tie the system into the existing hover manager (currently used for the JetWing).
  7. Basics of the engine nacelle rotator is now working: I also did some code refactoring, and I think I can tie the system into the existing hover manager (currently used for the JetWing).
  8. Definitely not a bug. Discovering komets is rare, so you get one at the start. :)
  9. Ok, so, Kerbal Komets is still alpha which means it's a work in progress. It says so on the OP. I know about the orbits, I have plans to vary the inclination and such. Thanks for the suggestions, that's basically what I have in mind. Also, what the f is wrong with the existing naming??? I'm pretty irked that people keep complaining about naming komets when you can already do this! Do people not pay attention to the right-context menus? It works exactly like asteroid naming. You right-click the komet, and rename it. When a komet is first created, it is given a designation and random name based upon type of komet, date of discovery, and a random kerbal name. This is very similar to how the real-world International Astronomical Union names real-world comets.
  10. After mulling over the current ducted fan design, I realized that the fan is electrically powered and has a separate gas turbine generator part to generate copious amounts of ElectricCharge. Once it dawned on me that the previous design could also be electrically powered, I had a chance to revisit the tilt-rotor design. I think it's working out better: Obviously this is still a prototype and needs refinement, but I think it's a step in the right direction- and the one I originally envisioned.
  11. Originally I used RocketParts too, but I mistakenly treated them as a 1-liter resource instead of a 5-liter resource, so all my tanks were holding 5x more than they should. Hence, about a year ago I switched to Equipment, which is 5x denser than RocketParts per liter of volume. MKS uses MaterialKits, but interoperability between MKS and Pathfinder wasn't a concern for MKS. Whatever, I've used Equipment long enough now that it's established and not gonna change as the default resource. If you want Pathfinder to use MaterialKits, you can do so with a MM patch. Each template has a name field, so you can do: @PATH_INDUSTRY[BrewWorks,CropWorks,Ironworks,Nukeworks] { @requiredResource = MaterialKits @requiredAmount = 5000 } @PATH_INDUSTRY[Solarflare,HotSprings,ClaimJumper] { @requiredResource = MaterialKits @requiredAmount = 7500 } @PATH_HABITATION[Pigpen,Blacksmith,GeoLab,PonderosaHab] { @requiredResource = MaterialKits @requiredAmount = 1500 } @PATH_SCIENCE[DocScience,Sunburn,Watney] { @requiredResource = MaterialKits @requiredAmount = 3000 } @GREENHOUSE[Prairie] { @requiredResource = MaterialKits @requiredAmount = 1500 } If you want to switch Pathfinder's parts over to use MaterialKits. You can do something similar for MOLE's parts. One of these days, I might rewrite WildBlueTools to automatically calculate the required resource units based upon the template's specified mass (or part mass if absent), and then have a default resource (Equipment in my case) to handle all reconfiguring/inflating/etc. That would be easier than specifying the required resource and required amount in each template, and make it easier to reconfigure as desired. Pathfinder's motto has been "It's your game, your choice" right from the start, but right now you have to work at it if you want to change what resource to use to reconfigure stuff.
  12. Easy to do, just flip the hangar hull upside down, and you're good to go.
  13. No plans at the present time. CKAN causes me no end of headaches when the install goes wrong and I get blamed.
  14. @Shnyrik: Very nice! You always have great airship advice. To alleviate some of the issues, I have considered making a follow up mod with generic hangar panels and elevators and such to let you build hangars and craft of any desired size. Imagine a series of panels similar to aircraft wings that you click together to form your hangar. Some of the parts are elevators, some are doors, some are end caps. You would then attach airship hulls to make truly enormous flying aircraft carriers. Part of the idea comes from watching @Kuzzter build his Intrepid from stock parts, and seeing the struggle to get auxiliary craft to fit- of course that is part of the fun.. The other inspiration is to reduce part count and lag when making really big craft. Well, gotta finish up Buffalo Wings so I can finally take my airship and go explore Kerbin...
  15. Correct. If that is not to your liking, you can change the ModuleManager patch. MM_Part.cfg. Equipment is more useful post-deployment because all templates require it to reconfigure the part and use it for repairs. RocketParts are used for new construction, but only if you have EL installed, unless you are making a Sandcastle base, which needs Konkrete. You won't be making a Sandcastle base until I get the parts done though...
  16. MOLE 1.5.1 has some bug fixes: Restricted the number of contracts that are offered and/or active. Fixed a situation where experiments weren't registering as completed. Contracts won't be offered until you've orbited the target world and have unlocked the proper tech tree. Contracts that must be returned to the homeworld must be landed or splashed.
  17. 1.7.5: Shipbreakers is now available! Part Scrapping This release introduces the ability to scrap individual parts- and if you're skill is high enough, entire vessels- and salvage some Equipment in the process. You'll need a kerbal with the RepairSkill (Engineers have it) to perform the operation. The amount of Equipment recycled depends upon the mass of the part/vessel and the skill of the kerbal. A level 3 kerbal can scrap individual parts, while a level 5 kerbal can scrap entire vessels. For safety reasons, you cannot scrap a part or vessel that has crew aboard. Simply right-click on a part to scrap the part or vessel. When you scrap parts and vessels, any resources it contains can be distributed to any nearby containers participating in Pathfinder's resource distribution system. The container must be within 50 meters of the part scrapping kerbal, and the participating container must have resources you're interested in set to either Share or Consume. So if you want to recover resources from the part, then be sure to turn on resource distribution for your storage containers. You can always scrap a part regardless of distance to an available container. Bug Fixes - Restricted the number of contracts that are offered and/or active. - Fixed a situation where experiments weren't registering as completed. - Contracts won't be offered until you've orbited the target world and have unlocked the proper tech tree. - Contracts that must be returned to the homeworld must be landed or splashed. *** @Freshmeat: The Buckboard 1000 can't become a generator; only the Buckboard 2000 and Buckboard 3000.
  18. Poor Geofbo! It's one thing to be taken out by a vehicle failure, but wow... Keep up the good work!
  19. Wow, that brings back memories... The artwork is so much better than it was back then.
  20. Thanks! I'm working on an update to Buffalo currently. After that, some DSEV updates, and an update for Pathfinder. So I've got a bit more to do...
  21. Not quite sure. Research contracts are new to me and not well explained. I can limit the number of contracts offered, and take a look at why they aren't completing. Maybe there is a flag I have to set, it isn't clear..
  22. It works in all modes, just like asteroids do. You can rename the komet just like renaming an asteroid. You might even say that the komets are asteroids, with some makeup.
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