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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Have you tried increasing the speed on the counter-rotating hub, and added counterweights equal to the mass of the mass on the hubs?
  2. I did some investigations today, and now I remember why separating the parts out into their own directories is a challenge. If I use the "texture =" field to specify where to find the model's texture, some of the models will break and KSP won't load. The good news is that most of the parts use SupportTextures.dds and SupportTextures_NRM.dds. So if you want to, say, delete all the HexTruss parts, simply delete the appropriate .mu and .cfg file, and leave the SupportTextures and SupportTextures_NRM alone.
  3. Primarily keeping it up to date with KSP, DOE, and KIS. I'm pretty busy with my other mods at the moment, but as time permits I want to add support for Asteroid Day, Research Bodies, and Outer Planets Mod. I'd also like to add a ground telescope. But beyond that, not much more, since I don't have access to the original artwork other than the .mu files.
  4. Its sole purpose is not to put tanks inside. The hex trusses are there to provide a place for you to attach the heat radiators and to replicate the look of the Discovery II spacecraft. If they don't suit your purposes, you'll be able to remove them.
  5. If you've been using the CactEye 2 0.6.8 from Raven's dev thread, you should be ok. Otherwise, it's best to retire your existing telescopes.
  6. If you look at the NASA Discovery II, it has equipment inside of the truss. One is a tank for fusion pellets, another is a nuclear reactor. DSEV follows along the same lines and includes a few 1.875m tanks, the WB-2 Fusion Reactor, and Compact ISRU. No sense in letting the inside of the truss go to waste. Thanks! Glad you like the mod. Great suggestions. I do have plans for a 3.75m command pod, sort of a kerbal version of the Orion. I've also considered a 3.75m laboratory module that looks like it was built from a fuel tank. The idea is to use it for Skylab II.
  7. CactEye is a plugin and set of parts that allow for modular orbital telescopes. CactEye telescopes feature a fully-functional science system, and are upgradeable/serviceable (primarily through Kerbal Inventory System). Orbital telescopes also now become fundamental to discovering asteroids. CactEye Telescopes works best with Distant Object Enhancement by MOARdv. Due to badgering from the KSP community, I will no longer be maintaining this mod. I would like to remind players that most modders create content in their free time and without any compensation. Nagging somebody for updates is just not cool. As a parting gift, I have updated the mod one last time: CactEye2 7.1.0 has been updated to KSP 1.1.1. Download Github: Current Release Source Code Github: Current Source Code License http://creativecommons.org/licenses/by/4.0/ "CactEye Telescopes Continued" is a derivative work of "CactEye 2" by Raven, which is a derivative work of "CactEye Orbital Telescope" by Rubber-Ducky. It is licensed under CC BY 4.0. Icons made by Freepik from http://www.flaticon.com is licensed by http://creativecommons.org/licenses/by/3.0/ CC BY 3.0 Screenshots NOTE: Currently this mod is on life-support, meaning that I'll keep it compiled and running for the latest KSP, but further developments are on hold until I have more time.
  8. Thanks for the feedback. The trusses are designed to fit in the standard 3.75m cargo bays with a pair of heat radiators, so they aren't really designed to hold cargo themselves. But that's where the mid-sized fuel tanks come in. The FLM-1800, 900, and 450 are sized for the hex trusses. The upcoming Copernicus will have larger trusses to transport 2.5m standard sizes.
  9. I was thinking of reducing base part count by making the hub directly attachable to the ground, and then having it inflate. At that point you wouldn't need the Saddle, and the containerized Ponderosa as well. Bit of trivia: the container concept came about because at the time, I didn't know how to set up the colliders properly for the airlock. In earlier versions, I'd have the kerbal walk a few meters away and the game would still allow me to board the module. Now that I've solved that problem (the Hacienda, Doc, and Chuckwagon all have inflatable airlocks), I can revisit the Ponderosa...
  10. Hm... Nanolathing should be one of the stock construction nodes. In fact, in .90 at least, it was at the top end. I'll take a look and see what's going on, it should be there. There is a part called a Masscon, named after the mass concentrations found on the Moon. If you have Kerbal Engineer Extended, you can right-click on each part of your hub to determine its mass, and sum up all the parts on the hub. Then using the counter-spin hub, attach a couple of masscons to the counter-spin hub where it says "No Attach." Finally, right-click on a masscon to enter the amount of mass it contains. If you set it to half the mass on the hub, you should be about to counter the spin on the hub. The masscon is smart enough to update its symmetrical part. You might need to play with the spin rates on the hub versus the counter-spin hub in order to account for angular momentum. The Spindle's SAS unit should be able to counter the rest. I do have a part planned that won't require Infernal Robotics, but it'll be awhile before I can build it properly. Great question. Near Future Technologies is a great mod, I'm inspired by Nertea's quality. My mods often use shared textures to conserve memory, so I tend to jumble the part configurations and textures into the same directory. I do want to make things better grouped, so I can look into how to separate things out. I know I can set a texture entry in the MODEL node, though I had some challenges with that approach in the past. It might be as simple as making sure that the textures get loaded first... What I'll try to do is break things up into stuff like HexTrusses, LargeFuelTanks, and so on. It may take me a bit to separate things out. Meanwhile, there is something you can do to help reduce clutter. In the DSEV folder, you'll find the MM_HideHexTrusses.txt file. I created it specifically for people who prefer Nert's octo-trusses. Anyway, try renaming MM_HideHexTrusses.txt to MM_HideHexTrusses.cfg, and see if that helps. And thanks for showcasing your vessels, they look great.
  11. Be sure to download from the github repro. Many users report issues installing from CKAN. Right. The hub requires Infernal Robotics to function properly.
  12. Right. The Ponderosa was designed to be the foundation for your base. Other modules attach to it. I did consider a radial version that you could attach to a standard crew port at one point, but rejected it in favor of another part yet to be created, because you'd need some kind of hub for the radial Ponderosa to attach to. On the other hand, you could potentially reduce your part count a bit by building a base out from a single hub and a radial Ponderosa... I'll look into it, thanks for the suggestion.
  13. Been down with a cold so I haven't had the time I expected to dig into the CactEye over the weekend. But expect to see a new thread tonight after I get home from work.
  14. Loving the look of your rover. somebody mentioned trailers, not sure it helps but for the Buffalo, I created a custom docking port as a trailer hitch. It doesn't swing like a normal trailer hitch would but it does the job. Maybe something similar would work for you, perhaps combined with an Infernal Robotics washer. Great artwork too, I use your Phoenix cargo transport in my save.
  15. Thanks guys! I have some more work to do on Pathfinder before it goes on autopilot for a bit and some maintenance on the CactEye, then I can focus once again on DSEV. I have some ideas on the Copernicus, including a new engine.
  16. Thanks for the bug report. I'll take a look tomorrow and see what is going on. I might need more information depending upon my investigation.
  17. Definitely still working on those. I've run into a snag and have to rethink the design. I can get the wings to attach to the kerbal via KIS, but currently they're uncontrollable. I think Kerbol quest had a custom seat that the kerbal sat on to use the wings, but I'm hoping to make things work with KIS instead.
  18. Hey folks I've been super busy getting Pathfinder ready with its nice Buffalo MSEV, and just released DSEV, so I have a bit of time to do some maintennance on the CactEye. I'll have to create a new thread for the CactEye. One goal I have is to make a clean bridge for DOE. It sounds like there are still some bugs in the system; I need help to track them down as I've inherited the mod instead of writing the code from scratch. Fortunately I'm pretty good at stepping through somebody else's code; I do that at work
  19. Thanks guys, I fixed the KerbalStuff Links. @linuxgurugamer: I wouldn't know how to delete the netkan files you created, maybe you can contact CKAN?
  20. Get the latest here! - Fixed an issue with the hex adapter that let you change the size and style outside of the VAB/SPH. - The 3.75m docking ring now properly responds to the Control From Here command. - The HexPort now properly responds to the Control From Here command. - Both the HexPort and the 3.75m docking ring will now be recognized MechJeb after selecting Control From Here on the docking ports. Side Note: I'm happy to report that after a long development period, DSEV is finally ready for 1.0! It's been a long time coming and I was waiting for KSP 1.1, but I decided that KSP 1.1 is a ways off and it was time to release DSEV. Thank you all for your valuable feedback and suggestions during the mod's development. I look forward to our continued discussions. The release thread can be found here.
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