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Angelo Kerman

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Everything posted by Angelo Kerman

  1. I see them packed into the size of a standard KIS container, so whatever the size of a KIS container is, that's the answer.
  2. Thanks for the feedback. I'll have that fixed next update
  3. Yeah definitely. I like the art I did for the mod, but it's time for a new direction and I just love the idea of camping out with MKS/OKS. In addition to the SkyDocks and smaller logistics module and Ponderosa and Saloon, I'm adding: Portable Light Pole Carpet Solar Array Mini fusion reactor (which I need for DSEV) Possibly a microwave emitter/receiver set so you can leave the PDU in orbit and beam power down to the camp site. Portable Drill (smaller version of stock drill) Basically the theme is small, light, portable, and KIS/KAS usable.
  4. Definitely gonna happen. I like the new direction of the mod.
  5. A telescopic lighting system sounds interesting, I like it plant it on the ground, connect a KAS pipe or whatever it is now, extend the pole and turn it on.
  6. Well, the MKS/OKS PDU supplies electricity and the Greenhouse helps make Supplies from what I've seen, but I see what you're saying about the PDU: too bulky for camping. I remember seeing NASA artwork for solar arrays unrolled on the Moon, that might be interesting to make...
  7. I could, but I think I've got a roadmap for the next iteration: SkyDock Modules: - Pretty much unchanged from existing version. Multipurpose Storage Module (advConstruction): - Pretty much unchanged from existing version. - Templates recalibrated to 1L units. Ponderosa Multipurpose Colony Module (specializedConstruction): - 5m dome with integrated base. Modified from existing artwork. - Some assembly required- needs RocketParts to complete. - Can be packed up, and will give Recycleables when packed up. - Used for multipurpose storage (all), Aeroponics, Kerbitat, Pioneer - Aeroponics and Kerbitat need efficiency parts. - Compact form is standard KIS container size. Saloon Advanced Colony Module (composites): - 10-12m dome with integrated base for Mk3+ equivalent. - Some assembly required- needs RocketParts to complete. - Can be packed up and will give Recycleables when packed up. - Supports all MKS colony modules, no efficiency parts needed. - Compact form is standard KIS container size, perhaps a 2u packing size. KOTS Module (specializedConstruction): - Smaller and lighter version of the Logistics Module used for resource transfers. - Supports all DSEV/DeepFreeze resources in addition to MKS/OKS. - Longer delivery times. - Less max transfer mass. - Stock appearance.
  8. Ponderosa is definitely staying. What might be interesting is to expand upon the idea of space camping... Maybe discard the rigid modules in favor of KIS portable and inflatable ones... The downside being that you have to supply all the resources separately, which brings the need for the MSM, or bringing a logistics module to ship stuff in. And with enough resources, you can upgrade the tent into something larger and more permanent. Or, there is a larger space tent... The larger module gives you space for refineries and such. I could also see an inflatable storage hub or maybe a modified inflatable multipurpose warehouse that doubles as a hub for efficiency parts.
  9. Trimmed back I can do, perhaps providing just the bits I like as an extension to MKS/OKS. Things like the Ponderosa, Homestead (actually I'm going to redesign it), and space docks. One reason for the modules changing function is that I hated how cluttered my parts catalog got. I couldn't find anything. Custom part categories changed that, and now all my mods have a custom category by mod for the parts they offer. Plus, the simplified module offering, which is great for gameplay, diminishes the need for a bunch of templates. Thanks for the input. other thoughts?
  10. I noticed that MKS/OKS is finally getting stock-alike textures. Yay! That was one of the things I didn't like about the otherwise fabulous artwork: it didn't blend with stock. With the Mk3 space plane parts able to fit the MKS/OKS modules (another annoying issue was that they don't fit the KSOS orbiter), I'm considering retitring the mod as MKS/OKS has just about everything I want except for the space tent, and perhaps the Homestead, well, my space docks are nice and compact... I'm fine with retiring the mod, I have new ideas brewing... Anyway, given that info, what do other think about retiring the mod?
  11. Heh, yup, sometimes it's not readily apparent. I have some more bugs to fix as a result of seeing tonight's stream, but the good news is that DSEV is getting close to 1.0 release. And by overwhelming demand, the "Mace Windu" engine flame color stays. Edit: OK, I just did a stealth hotfix for DSEV. Version number is still 0.3.21, but I've fixed the electrical consumption issue, and included the Tripple Hex Truss. And the latest update to the splash image:
  12. Hi all, I am stumped on this one. What I've tried thus far isn't working for me and I'm sure there's something simple I'm missing. Is there a way for a part module to request electric charge from the vessel, and not just the part's resource? Thanks for the help!
  13. Get the latest version here! Docking Ports - When selecting "Control From Here" on a HexPort, its glow panels will automatically light up. - Had to remove CrossFeedEnabler from HexPorts due to lag issues. Bug Fixes - ArcJet motors now properly request ElectricCharge from the vessel. - Fixed an issue where radiators were not taking on heat properly. - Radiators now properly request electrical charge from the vessel. - When selecting Toggle Engine or Activate Engine from an action group, the Supernova's flame effects will now appear properly. - Cleaned up the Action Group items for the Supernova. NOTE: You might need to redo your action groups. Other - Discovery II reference design added to the DSEV/ReferenceDesigns folder. This is a .craft file that you can use in your own saves. Simply copy the .craft file to the KerbalSpaceProgram/Ships/VAB folder. Help me help you! This release of DSEV includes the reference design I'm using for Discovery II. Right now the Supernova engine is tuned to produce 1000k heat, which should give you plenty of time to perform engine burns. If you are so inclined, please play with heatProduction for the Hydrogen engine and see what burn times work best for you. Then, report your results here. You'll find that setting in the SupernovaPart.cfg file in the DSEV/Assets directory. Also, I've created a poll regarding the pulsed plasma mode. Please vote! Well shoot, the stuff I did to drain electricity isn't working properly. Next update, dang it!
  14. KospY and Winn: this is outstanding work, thank you. I appreciate your attention to detail, includijg the user guide and modder's guide. This makes my job much easier.
  15. Yup! Noticed right after posting that. I will try to sneak in some conversion work between DSEV updates but it may take a bit.
  16. I am waiting on KAS to be updated to 1.0.2, MCM uses it significantly for things like attaching the crew tubes together, especially the "store" functionality used to mount inflatable modules to the MBU. I have been so busy with DSEV for the past three months, I haven't had time to even look at the new KIS to see if it handles what I need. I'm also in the planning stges, rethinking modules and efficiency parts. My thought is to have an upgrade for the MCM and MBU to make it larger to accommodate things like the factory modules. An Engineer would take RocketParts and upgrade the module. For orbiting modules you have the Homestead. Sme templates, but in one case you'd need an upgrade to gain the functionality unless you want to land a Homestead on the ground. I have to do a bunch of rewrites to handle changes in the converters so now is a good time to rethink the design. Plus, Multipurpose Colony Modules was my second published mod (the first was NuclearEngines, now named DSEV), and I've learned a bunch since then. MCM needs cleanup... Anyway, DSEV is still taking up all my time but it looks like I'll be done in a couple of releases. Hopefully by then KAS will be good to go. I really appreciate your patience, the mod is by no means dead. ...annnd I just noticed that KAS has been updated. Yay! much thanks to KospY! Ok, now I can start converting MCM over to 1.0.2. This will take a bit as I'm still finishing up DSEV.
  17. Next update will be later tonight. I fixed a couple more bugs. Meanwhile, I'm experimenting with a graphics change. This is one of my test ships:
  18. According to what I read, the NASA design had about 22k deltaV. 140k it is definitely too high for pulsed plasma mode. My reference design gets about 13k for Hydrogen mode, enough to reach Pol from Low Kerbin Orbit with deltaV to spare for the RCS motors. I've actually considered removing pulsed plasma mode altogether. That would make it easier to work on the Supernova...
  19. Awsome, good to hear. I might have to fiddle with pulsed plasma mode, there is still work to do in that area.
  20. Yes. When I create the 1.0 release, I'll provide my reference design as part of the download.
  21. I decided to release what I've got now, just in case the next batch of updates takes longer than expected. Get the latest release here! 0.3.20: Bug Stomping Textures - Converted all textures to dds format. ISP Enhancements - Buffed Supernova ISP to 35,000 sec. - Buffed ArcJet RCS thrusters to 5,000 sec. - Buffed "Ace" ArcJet engine to 5,000 sec. IMPORTANT NOTE: Liquid Hydrogen is not particularly dense so you need a lot of it to get deltaV comparable to stock LiquidFuel. Plan your vessels accordingly. The game changes that affected the way how engines compute fuel use, combined with the CRP's move from 5L units to 1L units, has resulted in major tweaks needed for ISP. Remember, you can always use the MM_LiquidFuel patch to convert the ArcJect RCS thrusters, ArcJet engine, and Supernova to use LiquidFuel. ISRU - The Compact ISRU now produces: LH2, Monoprop, LiquidFuel, Oxidizer, LFO, Coolant, and FusionPellets. - The Compact ISRU now costs more. Fuel Tanks - Multipurpose Storage Tanks will supply their resources if radially attached to other tanks, courtesy of CrossFeedEnabler. WB-2 Fusion Reactor - The reactor may now be started through staging. - If the reactor doesn't have enough ElectricCharge to start then it is now smart enough to not drain the ship's electricity. Supernova - Added normal map. - Added animated heat. Masscon - Removed Masscon resource in favor of an editor window that lets you enter the part's desired mass. - The masscon part is slightly larger than before. Resources - Removed Masscon resource as it's no longer needed. Docking Ports - When you select a HexPort on the target vessel and Set As Target, it will light up automatically, turning off all other lit HexPorts. - HexPort now provides resource cross-feeding, courtesy of CrossFeedEnabler. No more fuel line trickery needed! Bug Fixes - Fixed an issue where the orange Multipurpose Storage Tanks would not remember what size they were. - Fixed an issue where tank decals refused to hide themselves as directed. - Fixed an issue where radiators would explode during high timewarp. - Fixed an issue where the Supernova wasn't showing all of its engine flame effects. And the promo image:
  22. Hm, ok, looking again at the presentation you linked, I see on slide 26 a BNTR-Powered AG / PCTV with saddle trusses and a "Star Truss" segment. There are gold foil tanks radially attached. The current DSEV release features 3.75m tanks in three sizes corresponding to the three SLS tanks in game, so those could be used for the PCTV. A FLM-7200 and FLM-3600 could comprise the radial drop tanks. I could see using the FLM-14400 and a 7200 for the inline tanks. And looking at the picture, I see a 3.75m SAS unit / RCS thruster in my future... All the FLM tanks can be radially attached to the existing truss segments, and next update will have crossfeed enabled. So I think you can do what you're asking. I will double-check tonight when I get home. Edit: Yup, with CrossFeedEnabler, the fuel tanks can be radially attached to other tanks and supply fuel. The HexPort also has CrossFeedEnabler, which means you can dock big fuel tanks to the central truss and they'll supply fuel- no fuel lines needed. Glad to hear!
  23. It looks like there are two interplanetary craft. One at 4:10 that has a large lab and big circular solar panels. The other appears to be a stretched Copernicus with arms ending in what look like long habitat modules. Is it the second one? It looks like you could make the second craft with my planned Copernicus expansion, combines with stock hitchhiker cans ank mk1 structural fuselage, but it is hard to tell from the picture. I do plan to include the saddle truss, a new version of Homestead, a tripple-mount thrust structure that doubles as a radiator and power generator when you have LV-Ns attached, and the large docking ring currently in the baseline mod. Between that and stock you should have what you need to build the ship in the video unless I'm missing something.
  24. Glad you like the mod. The texture issues will be fixed next update, due later this week. I've replaced all the textures with dds. Because IR 20.2 handles spin direction and acceleration, those features are no longer needed in the hub and counter torque ring. You can use IR to keep the parts spinning; just tap the >> button, and the parts will keep spinning. I'll have to upload a new video to demonstrate that. Meanwhile, I've reworked a couple of the promo images:
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