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Everything posted by Angelo Kerman
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New D2 Instrument Unit, with 3.75m and Mk3 options: It's a probe core equal to the stock 2.5m probe core, and it has variable torque reaction wheels.
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Retextured the DR-375 docking ring, and added new hex option (for the large hex truss): New D2 Adapter with 1.25, 2.5m, and Mk3 options:
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Do you have any Ore or drills? If so, you can convert a Buckboard 2000 or 3000 into a generator. If you only have the Buckboard 1000, I can add a generator config to that as well.
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@DDE: For initial bases, solar arrays and Buckboards converted to generators provide electrical power. Later on, geothermal taps and atomic power become available. In the tech tree, early bases struggle for power but as tech improves you get a fission reactor and eventually a prototype fusion reactor, giving you power to spare. It's tough to balance gameplay with that seat-of-the-pants struggle that the pioneers of the Old West faced, and one way is the power requirements. Sadly I can't do much about the KAS struts, though I recently made some revisions to Pathfinder to reduce the chances of parts exploding when you mount them to the surface. Maybe the upcoming Sandcastle release will help; finally realizing my vision of 3D printing bases on the planet, an end-game feature of Pathfinder. Basically, Sandcastle uses Extraplanetary Launchpads with robotic printers from Pathfinder, so no KAS needed. Hurray for making it to Duna!
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transfer calculator [1.12] Astrogator v1.0.1
Angelo Kerman replied to HebaruSan's topic in KSP1 Mod Releases
Holy cats, this mod is cool! Only reason I kept MechJeb around was to help me calculate interplanetary transfers. With Astrogator, I don't need MJ anymore. -
The Saga of Emiko Station - Complete
Angelo Kerman replied to Just Jim's topic in KSP1 Mission Reports
I may have to find a way to change the opacity on a ship's meshes... Or, see if this still works: -
[Min KSP: 1.12.2] Pathfinder - Space Camping & Geoscience
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, that's the one.- 3,523 replies
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And that pretty much does it for the cryo shelter: Just need a little help to get the windows to work correctly.
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A mod author is attempting to have the latest version done by the end of the month but makes no guarantees...
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First successful freeze and thaw test of the Cryo Shelter! Here you can see the test chamber's animation worked successfully: About to thaw out the test subject: DeepFreeze is performing as expected: Successful thaw!
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@JPLRepo@adsii1970 First successful freeze and thaw test of the Cryo Shelter! Here you can see the test chamber's animation worked successfully: About to thaw out the test subject: DeepFreeze is performing as expected: Successful thaw! This tells me that all the animations are set up properly, as well as the seat transforms. Now it's just a matter of adding the remaining freeze/thaw cameras, adding some props, setting up the overlay mesh, and removing polygons that you can't see! Thanks again for the help, JPLRepo! About the only thing I think isn't working right is the window transparency: Is there a particular shader I need to use?
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First test of the Cryo Shelter's IVA: I'm happy to say that I'm getting much better at aligning the transforms needed to properly seat kerbals. Seat transform alignment is one of the most time consuming activities in IVA development for me, short of creating the IVA artwork itself. Fortunately, my latest iteration of that process has made the process a snap.
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I finished the D2 Cryo Shelter exterior tonight. You can see that it's a bit more armored than the other modules. It's a combination cryogenic freezing chamber with DeepFreeze support, and a radiation storm shelter. And a simple re-scale let me make the new D2 Truss Segments. The Hex Truss system remains 2.5m, but I added 3 new truss segments at 3.75m diameter. The DR-375 will also get a hex option to complement the new trusses. Finally, my Discovery II reference design is coming along nicely: The window textures are placeholders. The lander on the nose can reach all five moons as long as it refuels at Laythe and Tylo. For engine balancing purposes I don't have the flyable fuel tanks attached- In the NASA paper, the fuel tanks detach from the ship and fly down to a refinery to get refueled. For KSP, you'll have flying tanks as part of the sample craft files, but you'll still need to send a tanker to the Discovery to refuel the central truss tank. Once I get the remaining parts finished for the reference design, I can re-tune the Supernova fusion engine so that you'll have just enough delta-v to reach Jool and a moon or two before the ship needs refueling.
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Thanks! I can't wait to have the latest release done. Speaking of which, I finished the D2 Cryo Shelter exterior tonight. You can see that it's a bit more armored than the other modules. And a simple re-scale let me make the new D2 Truss Segments. The Hex Truss system remains 2.5m, but I added 3 new truss segments at 3.75m diameter. The DR-375 will also get a hex option to complement the new trusses. Finally, my Discovery II reference design is coming along nicely: The window textures are placeholders. The lander on the nose can reach all four moons as long as it refuels at Laythe and Tylo. For engine balancing purposes I don't have the flyable fuel tanks attached- In the NASA paper, the fuel tanks detach from the ship and fly down to a refinery to get refueled. For KSP, you'll have flying tanks as part of the sample craft files, but you'll still need to send a tanker to the Discovery to refuel the central truss tank.
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The hardest part of playing chicken is knowing when to flinch. Physics rules!
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
Angelo Kerman replied to sdj64's topic in KSP1 Challenges & Mission ideas
Not really sure. At the moment I'm looking at a stock design that uses DSEV's Viper nuclear aerospike for the reference design. It wouldn't qualify for the Jool-5 mission though, so I might have to look at other options. My goal at this point is to re-tune the Supernova so that the Kerbal Discovery II reference design can reach Jool and back with refueling- and carry a lander for the outbound trip- without being overpowered. -
The Ultimate Jool 5 Challenge - 1.0 to 1.3
Angelo Kerman replied to sdj64's topic in KSP1 Challenges & Mission ideas
Thanks! It's getting there, I finished the cryopod model today, and am working on the 3.75m Cryo Shelter now. The NASA design doesn't appear to have a lander, but the Kerbal Discovery II will have a lander. Ideally, the lander can land on Laythe and Tylo with refueling help from the Discovery. I'm guesstimating about 10k delta-v to get there, explore some moons, and have a refueling stop along the way. -
Finally slogged through the artwork for the cryopod. 12 of these go into the CryoShelter part I'm working on, a combined cyrogenic hibernation module and storm shelter. Now the hard part: getting this thing hooked up so that DeepFreeze can use it. Thankfully @JPLRepo provided me with some great directions on how to do that.
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The Ultimate Jool 5 Challenge - 1.0 to 1.3
Angelo Kerman replied to sdj64's topic in KSP1 Challenges & Mission ideas
I'm in the process of updating and revising my Deep Space Exploration Vessels (DSEV) mod, a mod that sprung from @DasValdez's desire to replicate the mission found in NASA's Realizing "2001: A Space Odyssey": Piloted Spherical Torus Nuclear Fusion Propulsion. In the paper, the Discovery II could send 6-12 crew to either Jupiter or Saturn in less than a year utilizing a spherical torus fusion engine powered by deuterium/helium-3 fusion pellets and liquid hydrogen. According to the paper, delta-v requirements were calibrated for optimal launch windows, though other mission profiles were also considered. As I work on my updates and revisions, I'm looking at reworking the Supernova fusion engine; right now, it gives my Kerbal Discovery II reference design far too much delta-v- so much so that it can probably go there and back again without refueling. What I want to do is re-calibrate the engine so that once completed, my reference design can make it to Jool and a couple of its moons like Bop, Vall, or Laythe with a small delta-v reserve. As with the NASA paper, you'd then have to fly the Discovery's fuel tanks down to one of the moons to refuel at a pre-existing mining station. That's where I need some help from the Jool-5 crowd. I haven't been to Jool since KSP 0.25, and that was with a KSPI warpship, so I don't really know the delta-v requirements. From the delta-v map I found, the numbers appear to be: Do these numbers appear to be accurate? For those who've completed the Jool-5, what delta-v did they end up needing, preferably without aerobraking? For reference, here is the NASA Discovery II that I'm basing my mod on: And here is what I have thus far with my revised reference design (as always, my mods are inspired by NASA but not necessarily an attempt to make an exact replica, so there are some differences): Thanks for your help.