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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Got the Passenger Gondola done: It holds 16 kerbals in relative discomfort.
  2. It's unreasonable to assume that I'm expected to support every mod that I don't use. If you want Kerbalism support, I suggest you work for it, update the configs, and if you want to share them, put in a pull request.
  3. Starting to work on the Passenger Gondola. There are two in this shot. I'm trying to design a common exterior with a basic layout for the interior, that I can then use to make other gondola parts with. The Passenger Gondola, for instance, is mostly like the Mk3 passenger cabin in that it holds seats. Time permitting I might have a GondoLab as well that uses the same 3D model but with minor texture changes. I'd then swipe some stuff I did for MOLE and outfit the lab. Likewise for the GondoHab. We'll see how it goes, if it proves too time consuming then I'll just go with the Passenger Gondola. My other inhabited part is either a rover cab or a cupola so that the gondola parts will look good attached to the flight deck. The rover cab is further along (even if people hate it, which is too bad for you, I like it), and I'd have to make a cupola from scratch. Carriers need conning towers...
  4. I don't use Kerbalism, but it you want to tune the ModuleManager patch for it, I take pull requests.
  5. Not sure, actually. The mod takes up 90mb of disk space, and I re-use as many textures as I can, but with KSP x64, memory shouldn't be as much as a problem.
  6. Finished the new RCS thruster quad, powered by CompressedAir: The Cyclone engine generates compressed air via a compressor, as does the Gyro Ring, which also stores some CompressedAir. Now you can make precision landings with airships.
  7. Small update for KSP 1.2.2 is now available. I'm also finishing up the Heisenberg, hopefully back to DSEV next week.
  8. I added railings and cables to the Heisenberg's cargo lift:
  9. Yup, that's what I'm going to do. Roll the cargo onto the lift, raise the railings, then haul it aboard.
  10. I created a cargo lift for the Heisenberg and did an initial test. Here the rover is approaching the test airship Cargo lift is nearly down. I need to figure out how to draw cables that connect the cargo lift to the airship. I think the old Quantum Struts code might show me how.. Keeping the rover on the platform is quite a challenge! I might need to add some kind of railings since you can't attach parts to the lift. It's a problem with joints.. Almost there... Whew, made it! There's a bug in the code that doesn't restore the cargo lift to its original upright position, but I can fix that. So for now the rover is stuck.
  11. First test of the cargo lift. Here the rover is approaching the test airship Cargo lift is nearly down. I need to figure out how to draw cables that connect the cargo lift to the airship. I think the old Quantum Struts code might show me how.. Keeping the rover on the platform is quite a challenge! I might need to add some kind of railings since you can't attach parts to the lift. It's a problem with joints.. Almost there... Whew, made it! There's a bug in the code that doesn't restore the cargo lift to its original upright position, but I can fix that. So for now the rover is stuck.
  12. Ah, no wonder! I saw that but didn't realize that it also pertained to vessel recovery. Thanks, I'll give that a try.
  13. Thanks! Where in settings do I find that? I've looked and thus far can't find it.
  14. Well now! I had an epiphany today about the cargo lift. If an animation can raise and lower a vessel, then I can manually raise/lower the lift using code. That means I can have a cargo lift with the ability to raise or lower to any height I want! I now have some test code that will lower the cargo lift until it hits the ground, and raise back into place again. Now I just need to refine it...
  15. I'm having fun using AirPark. I can slow my airship to a near stop and then turn on AirPark. I do have a question though: thus far I've tried using AirPark around KSC, and when I return to the space center, my airship is gone and appears to be recovered. Is that normal behavior? If so, how far away do I need to be in order to stop KSC from recovering my airparked vessel?
  16. Thanks! I have to admit that the forklift approach to the cargo lift is kind of ugly, so I'm going to switch to a cable and winch system instead. It'll look a bit nicer that way. But that needs to wait until I get the passenger gondola and gondola fairings done. I'll save the forklift rework as a touch-up.
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