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Everything posted by Angelo Kerman
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
The reason for the stats is that the Supernova is intended to be the top end engine for DSEV, and the NSWR would overshadow that. It might actually be too overpowered for my purposes... The other engine I'm looking at looks like this: DMB0 Tritrium Atomic Rocket 2.5m by 3.75m LANTR Mode: Thrust 1200 vac, ISP 600 vac NTR Mode: Thrust 400 vac, ISP 1800 vac Power Mode: 100ec/sec TWR: >1 It would allow you to lift off of Kerbin's surface and might be good enough for places like Eve and Tylo. I had not considered arms for the centrifuge. I left it up to the player to attach whatever is desired. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Currently, you cannot add a template to increase crew capacity. But, you can edit the MCMPart.cfg file to increase crew capacity, and to improve the living space. Find the MKSModule in the MCMPart.cfc and increase livingSpace to whatever you'd like for the module. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Glad you like it. I am currently working on the MOLE but plan to be back on DSEV next week-ish. Meanwhile, I have given some thought to what engine to add, and here is what I am toying with... NSW-1 Trinity Atomic Rocket thrust 1800 vac isp 3000 vac destroys launchpads upon ignition destroys vessels within 2km of the exhaust plume lethal to kerbals within physics range of the plume if it overheats then vessel is destroyed fuel tanks glow blue might randomly go supercritical and blow up the engine fueled by Firewater (blutonium saltwater) -
Oh very cool. I just noticed that supplies remaining includes years in the measurements. I have been wrapping up a .25 playthrough this morning and TAC-LS measures time remaining in days, and that drives me nuts. Definitely looking forward to this new mod.
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[WIP] Nert's Dev Thread - Current: various updates
Angelo Kerman replied to Nertea's topic in KSP1 Mod Development
Hey Nert, do you by chance have a new version of SystemHeat? My logs claim there is a security issue when the plugin loads. I will post my logs when I get home, but just wanted to give you a heads up. Thanks for making such great mods! -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
ICF fusion sounds pretty cool, and it sounds like the basic desire is to have a high thrust and high specific impulse engine. To make it unique for DSEV, I have a couple of options. First is something like DUMBO, an alternative to NERVA that achieved a high TWR. One thought I had was to make a 2.5m nuclear thermal rocket, a "Nuclear Skipper" if you will, that would have a high thrust mode that burned LFO, and a low thrust mode that burned LiquidFuel. It would be based upon the Triton, so it would also have a built-in reactor. Another possibility would be an orion pulsed plasma rocket. Basically a firecracker in a can approach... with nukes. My third option is to do something I haven't seen on these forums before: the Nuclear Saltwater Rocket. I'm leaning towards the nuclear saltwater rocket and already have a name: Nuclear Salted Fizzy Water rocket (NSFW ). I haven't decided yet. I do think glowing fuel tanks would be neat though... Downside would be adding new tanks, but maybe that fuel switch part I'm thinking of would help with that... See Atomic Rockets Engine List for details on the engines. The radiator system is indeed designed to work with NFE. I have not integrated it into SystemHeat yet since I'm not sure SystemHeat is working (I get security errors when the SystemHeat dll loads), but once SystemHeat is finalized then I will definitely MM patch it in. In fact, the engine and radiators already use the SystemHeat resource. All of DSEV is designed to be compatible with Near Future Technologies, in fact, and will ask if you want to disable certain aspects of DSEV (heat generation, truss assemblies) if various mods from NFT are installed. DSEV is designed to work stand-alone, but if you have other NFT mods installed then there's no need for some of DSEV's functionality. -
[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Glad you like the mod. I'll add an output readout to the fusion reactor in the next update. I'll have to think about the engines; each part in the mod needs to add something unique or it just takes up space in the catalog, IMO. I'm not sure what adding a second fusion engine would gain since you could simply not use the pulsed plasma mode. I'm thinking about making pulsed plasma mode a field upgrade, though, which would cost resources and perhaps additional science. What is it about the D-T vista engine that you like? I'd rather build something that has the desired qualities and offers something unique than copy an existing design. I can look into larger storage tanks, probably 3.75m inline tanks, or better yet, a generic label of some sort that you slap onto the side of an existing tank and converts it. -
Nice look on the NOMS containers. Very stocklike.
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Here is the second episode of STS! Bill, Bob, and Jeb attempt to master the Shuttle Simulator. Can they do it? Find out below. This was definitely a challenge for me to do, and I'm proud to say that for 99% of the time, I flew the ship without the use of MechJeb! My biggest trouble was lining up properly on the runway. I can't seem to land dead center... Since the video was running a bit long, I've saved the space station construction missions for Episode Three.
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
Thanks for the feedback. It's not officially released yet (Well, I guess it is since it's in the current build), but I've fixed that in the next update. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Angelo Kerman replied to KospY's topic in KSP1 Mod Releases
Hey Sumhai, not sure if this will help, but have you considered how you "store" KAS containers on their mounting racks? I ask because I think the part store feature snaps parts to nodes. I used it to make sure inflatble parts lined up on base units in Multipurpose Colony Modules. Or will that feature be going away with the new revision? -
Thanks! This week I am pretty busy but I've finished most of the missions for the next episode. Then I have a lot of editing to do. With luck I might have something later this week. The fuel pod missions were really a pain... I had to attempt the landing many times. But I flew without MechJeb with one exception of trying to get an initial circularization orbit! That is a first for me.
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
They should be. Make sure that you install the latest versions of MKS/OKS and Regolith (not the pre-release versions) -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Do you have the latest Regolith installed? Are you using a pre-release? -
This is nice. Less complicated than TAC, more in-depth than Snacks. If your Kerbals are on strike, will they sabotage a probe core on the same ship? I mean, if they're gonna get grumpy, I'd think they'd usurp the probe core's comm stream to play Massive Muliplayer Online games or something...
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[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
I expect that MKS/OKS revisions for 1.0 will have major changes for Multipurpose Colony Modules. It'll probably take some time for me to catch up when 1.0 is released. Note: Due to 1.0 now going into Experimentals, I'm holding off further developments on MCM until after 1.0 is released and MKS/OKS is updated. I don't expect that it would take long for MKS/OKS to be updated.. -
[Retired] Multipurpose Colony Modules for MKS/OKS (0.4.5)
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
@Kaa253: Thanks, I'll take a look. @Sahadara: Make sure that you delete everything in the WildBlueIndustries folder before installing the latest. Also, make sure you get the latest CRP (From MKS/OKS) and Firespitter (also from MKS/OKS). Delete the existing CRP and Firespitter, and make sure you have the latest MKS/OKS before installing MCM. I've verified that I have no issues accessing the MOM, and parts do inflate, so it's something about your install that's having an issue. If you still have a problem, please post your logs, there might be something in there. -
Screenshot for the Kestrel Shuttle Trainer Aircraft: Here's a link to the craft: http://www.spellflight.com/KSP/KestrelSTA.craft All the engines save for the jets have their thrust limiters set to 0 (no thrust). They're supposed to be mockups essentially. I'm in the process of setting up my save for the missions and story I have planned. I'm looking at 2-4 videos for the story. Gotta move though, KSP 1.0 apparently is in Experimentals..
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[DEVTHREAD] Deep Space Exploration Vessels
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Development
@Commander Zoom: glad you like the mod. Pleade check out the first post, there is a demo video of the centrifuge. @Threadsinger: Thanks. I have plans for additional updates to work on in a couple of weeks after doing some updates for MOLE, so expect changes..