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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I like it. I'll do some research and see what can be done. May take a bit..
  2. Get the latest here. NOTE: Be sure to delete your old WildBlueIndustries' folder as files have moved around. - Removed Cooldown heat management in favor of stock ModuleActiveRadiator. Since stock's heat management is ship-wide like Cooldown's system, you won't notice much of a difference. Radiators will still glow and you can still dump coolant. - Retuned Supernova heat production for new stock heat mangement. It takes a dozen of the Graphene radiators to properly cool, just as before. - Removed ModuleTargetTemp from the FLM fuel tanks. Stock parts now have the built-in radiatorMax, which is basically the same thing. - Refactored folder structure for better CKAN support. - Converted all storage decals to dds.
  3. Awesome, thank you. The tripod I can look into, the crane might not be possible depending upon how KIS is implemented. If I understand the concept, so long as the crane is assembled, it will effectively increase the mass limit that a kerbal can carry within a set radius. Does that sound about right?
  4. Any idea when RDController.Instance becomes valid? Thus far I haven't had any luck trying to load a custom icon using that method. I have tried loading a [KSPAddon] and checking for the instance, but each time it is null.
  5. Now that I've got DSEV's radiators straightened out, and refactored the directory structure for DSEV and Pathfinder, I'll give CKAN another try. I should have something ready by tomorrow.
  6. I was thinking of writing an impact experiment mod, and then I found yours. This is fantastic! No need for me to write one now. One thing I was going to do is perform soil analysis from orbit, similar to NASA's LCROSS experiment to find water. Right now, you need to fly the M4435 Narrow Band Scanner near the surface in order to unlock the biome. I was instead going to do a LCROSS experiment that would let you unlock the biome from orbit. Maybe that's something the flashometer could do. If you decide to do that, I can share what I've learned about unlocking biomes. I'd definitely recommend your mod, well done.
  7. Cool. I recall that in the NASA paper, Discovery II had a delta-V of about 22k. 13k is scaled for the kerbol system, so for RSS, I'd have to increase the ISP and/or decrease thrust to get a similar performance. Then again, if you switch the engine over to pulsed plasma mode, you can go a really long way... Meanwhile, I have the radiators working with the new stock radiator module. It wasn't too bad, since DSEV has been doing ship-wide active cooling since 1.0 was released. All I had to do was add in the heat radiator glow code and the open-cycle cooling since stock radiators don't support that. ModuleTargetTemp, which was created to try and keep certain parts at a certain level, is now handled more or less by the built-in radiatorMax, but I'm not changing the defaults for now. Anyway, my prototype ship is running smoothly with the Supernova and radiators now properly tuned. I ended up with a heat production that's 2.5x that of the LV-N.
  8. One way to look at it is that the engine heat production represents what isn't carried away by the exhaust. The NASA Discovery II, for instance, shed most of the heat that the engine generated through its exhaust, but it still had to deal with about a gigawatt of waste heat.
  9. Ah ok. Please keep in mind that the Supernova is designed to work in space only; you won't be able to use it to lift off the surface. So from LEO, you'll get 13k dv. I found a subway map of the solar system over on Atomic Rockets, and it looks like 13k delta v will get you in the vicinity of Saturn.
  10. To be honest I have never tried RSS. That said, DSEV is calibrated to my reference design fir Discovery II, based on previous work by Das Valdez, and it gets about 13k delta v with four full tanks. Can you tell me a bit more about the requirements for RSS?
  11. Nert, don't know if this will help but I moved DSEV radiators to stock system (seeing as how DSEV Cooldown was doing ship-wide cooling as stock now does), and I have to retune the fusion engine heat production to match the radiators new heat rejection ability. So far it is a lot of trial and error to figure out what works. Mostly error. I would expect that you'll have similar issues, compounded by the number of really neat engines you have. The plus side is that if you continue with HC, it would be the stock radiators that need adjusting, not yours.
  12. Interesting to hear that stock radiators pull heat from the hottest part first and only after a threshold is reached, instead of what DSEV/Cooldown did, which is to cool the whole vessel right from the start. I was also saddened to see no open-cycle cooling and no radiator glow- without the temperature gauges at least. And I agree, Nert's radiators just look awesome.
  13. Looks like KSP 1.0.3 added heat radiators. I'm investigating how they work, they're similar to Cooldown, minus the open-cycle cooling. Not sure if the game makes the radiators glow. Yep, they don't glow without the temperature gauge being engaged. I have to re-tune the radiator and engine to use the new modules.
  14. Looks great! I'd like to add that image as one of the screenshots to the first post, may I credit you and add the image? I definitely have more to do but I'll have a 1.0.3 update out asap. Side note: I noticed that the Chuckwagon tends to sag when being mounted to the side of the Ponderosa. I think KIS supports attachment via node, and might give that a try. If that works better, then I'll retire the current method of mounting parts to the Ponderosa's attachment points. Also, I find orienting the Saddle so that the Ponderosa faces a certain way to be challenging. I think adding a step on the front will give you an indication of where the front door will end up. I'll make that change for next update.
  15. I have a custom tech tree item added via ModuleManager patch and have a custom icon that goes in the Squad/Resources/RDSimpleIcons folder at present. Can I place that icon somewhere else and still have it loaded by the game, or am I stuck placing it in that RDSimpleIcons folder?
  16. cool, thanks. I will take a look when I get home. The icon in the Squad folder is required for the tech tree addition in DSEV. I don't know if custom tech tree icons can be placed elsewhere.
  17. I appreciate the report, thank you. I will reorganize the install folders and give it another try. Your expertise with CKAN is invaluable.
  18. Awesome, thank you. One last question: what do you name the file, .netkan? Side note: I have the new and improved Mineshaft now working in game:
  19. Yes please, that would help. When you do, what do you do? Would I need to clone NetKAN and then add the file? I have to do this for MCM, MOLE, and DSEV as well so I'm curious about the process.
  20. I can't seem to find any netkan.exe file to verify the .netkan file. Here's what I have: { "spec_version" : "v1.4", "identifier" : "Pathfinder", "$kref" : "#/ckan/kerbalstuff/933", "$vref" : "#/ckan/ksp-avc", "release_status" : "stable", "depends" : [ { "name": "CommunityResourcePack" }, { "name": "ModuleManager" } ], "install" : [ { "find" : "WildBlueIndustries", "install_to" : "GameData/WildBlueIndustries" } ] }
  21. Thank you for the tip, I have changed the licensing text. I definitely need help with the netcan text, I don't know what is needed. I'm doing research on it as I type this. Thanks for the help. Oh awesome, thanks for the JSON
  22. Thanks. I think there's something else I need to do to get the mod onto CKAN, other than check the checkbox on KerbalStuff, but I don't know what. I'm on the CKAN forum to find out the next steps.
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