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Angelo Kerman

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Everything posted by Angelo Kerman

  1. You could totally do a Near Future Interstellar with this mod... Near Future Technologies combined with MKS/OKS, CTT, and this warp drive. No need for KSPI at that point. That would make for an interesting bundle. Out of curiosity, where abouts are the posts talking about stacking warp rings?
  2. Thanks! That's actually one of the sources of inspiration for me.
  3. @Master Tao: Thank you for pointing me in the direction of the IR Station Hub. That was exactly the right piece of the puzzle for me to get the hub I have in DSEV working. After struggling with the ConfigurableJoint for the better part of a week, I tossed out my code in favor of using Infernal Robotics. now people will need to download IR if they want to use the DSEV hub. I also noticed that when using the hub, if it is spinning during timewarp, then it will likely break the ship when it comes out of warp. I also noticed that starting/stopping the hub happens abruptly, and can break the ship if too much mass is on the hub and the rotation is high. Fortunately, I now have a solution that works great for DSEV, but I wanted to share it here in gratitude for the help. Please check out SpinHub, up on GitHub. It has action buttons to start and stop the hub as well as change direction, and context-menu buttons to do the same. SpinHub accounts for timewarp too, so if your hub is spinning during timewarp, it stops the spin so that the ship won't break when coming out of timewarp. To use SpinHub, just include the following in your config file: MODULE { name = HubHelper } I hope that helps people who may have run into the same problems that I did. Thanks again.
  4. This looks neat! Wish there was a stock-like 3.75m version, are you going to build one at some point?
  5. No worries. The nature of the mod lets you go in and tweak things how you like. If not using any of the MCM functionality works for you, I'm cool with it. I tried to document as much as I could in the config files, but if you just want the modules and none of the functionality, that works too. I plan to use the Homestead without MCM as part of my NAUTILUS-X analog for DSEV, so it will have some basic functionality that gets Module Managed into MCM if MCM is installed. So for those who want to remove the MCM functionality, you'll have at least one example of what you can do with just the WildBlueTools. For a quick look, download DSEV and check out the FLM-1800 fuel tank. You can switch resources in that tank and it has no ties with MCM. @skbernard: Assuming you have infinite rocket parts, you'll need a Colony Hub, survey stakes, some form of power such as the PDU, and a Machinery Plant. That presumes no life support, and assumes you are using KAS pipes or the portable crew tube to connect the modules together with. I also assume you have some type of storage, and your MCM modules are just sitting on the ground. Hope that helps.
  6. Get the latest release here! - Added the Spindle, Spin Ring, and Counter Torque Ring based upon ZodiusInfuser/Sirkut's rotating space station hub. - Added SpinHub plugin to gently accelerate/decelerate the hubs, provide context menu and Action Group support, and to prevent ship breakage when in timewarp. This was so frustrating to do, it deserves a YouTube video: NOTE: InfernalRobotics is required to use the centrifuge hub.
  7. My missions are on hold while I finish up some mods.
  8. Well all be, that does work! Thank you much! Now I can make a custom docking washer and motor. Oh that's exactly what I needed! Thanks!
  9. Edit: Removed references to 0.3.7 as I just released 0.3.8. I wasn't expected to reach a breakthrough in getting the hub to work. Yes you need Infernal Robotics to use the hub...
  10. Unfortunately, making a hub that rotates while keeping the top and bottom parts fixed is presently beyond my experience. I tried various approaches and even found that IR has similar issues. What you can do in IR is attach a washer to the cupola, attach a hitchhicker to serve as a hub, attach a rotatron to the bottom of the hitchicker, and continue to build out the spacecraft. The problem is that the cupola will spin freely and will end up rotated differently from the rest of the body. You'd think that you could just rotate the cupola joint to match that of the main body, but it's not that simple. So for now the rotating hub is out while I continue researching configurable joints in Unity and how parts are attached in KSP. On the plus side, last night I refactored the radiator code to work the way I want. It now uses the Stefan-Boltzmann law for radiation to handle heat management, and as a plus, it will handle heat from multiple sources. Expect to see a new release sometime tonight or tomorrow.
  11. @Akira: No worries, it sounds more like a misunderstanding of how the mod works more than anything.
  12. There seems to be some confusion that is likely lost in the medium of a forum post. The mod itself is based on and built atop MKS/OKS, with license and attributions per the CC-BY-NC SA 4.0 license. There are parts in the mod that I created, the Ponderosa being one of them, which does not exist in MKS/OKS. The Homestead is another part that does not exist in MKS/OKS. Neither do the SkyDocks, though MKS/OKS has the orbital construction yard. There are other parts, such as a number of the colony templates, that are modified part.cfg files from the original mod. @funk: got it, I'll edit the config files and make them surface attachable.
  13. Yup, so is MCM, which attributes its origins to MKS/OKS. That's the nature of the license - - - Updated - - - Ah, ok, so the desire is to surface attach the parts, kind of like fuel tanks?
  14. @Cdr_Zeta: It sounds like you have issues with MKS/OKS to begin with, and that mod isn't for you. It's clearly stated up front on the first post of the first page of this thread that MCM is built on top of MKS/OKS, it requires MKS/OKS to be downloaded, and contains parts that retain the functionality of MKS/OKS but does so in a way that reduces the parts catalog clutter and provides a stock-like appearance. The very nature of the mod means that a number of the parts are replacements for their MKS/OKS equivalents. Given your stance on MKS/OKS, this mod wouldn't be your cup of tea either. Anybody else evaluating the mod is encouraged to read the first page to properly set expectations. For the curious, the assets are organized the way they are precisely because they share the textures. The parts themselves are clearly labeled, so anyone who doesn't want a particular part can easily find the config file and .mu and remove them. Don't want the MCM? No problem, simply delete the MCM.mu and MCMPart.cfg. Deleting the textures as well will result in parts you don't delete having texture issues, since they're shared as much as possible to conserve texture memory. The decals and templates are left separate to make it easy to add new configurations, and they're shared as well- the MCM, Homestead, and Ponderosa, for instance, all make use of the same templates, so you're not duplicating MKS/OKS configurations depending upon the part you use. Edit: There's also a limitation of KSP to consider regarding texture management. I've learned through experience that KSP requires a part's textures to be in the same directory as the part itself. That's true even if you replace the textures through the MODEL node. What I've found is that you can create placeholder textures and then replace them through the MODEL node in the part's config file, but now you've got a bunch of placeholders for each part that you use the technique with. Even at 64x64px (the minimum size), those textures add up. So better to place models and textures in the same directory for those models that share the same textures, and save some memory by not requiring those placeholders. If memory is an issue, try using Active Texture Management and/or the -opengl switch. If you're really memory starved, the second post on the first page shows you how to remove textures and assets from MKS/OKS that aren't used- keeping in mind that the mod already has a small memory footprint. I regularly run with quite a few mods including MKS/OKS without alterations, KSOS without alterations, EVE, Near Future Technologies, CactEye, TAC, and a host of others, and they run just fine for me.
  15. Is there a way to keep the top and bottom nodes from rotating (the fuel tank and cupola remain fixed), and have the rotating section in the middle? Kind of like this:
  16. Multipurpose Colony Modules works differently than MKS/OKS. You start with a Multipurpose Colony Module, Homestead, or Ponderosa. Activate the Module Operations Manager and select the template you want to use. After adding the new modyle, the Colony Hub template will be the second template in the list.
  17. Hm, ok, thanks for the feedback. I will take a look tonight. Not sure what the problem is, the 375 is based on the 250...
  18. Yay! Now to figure out how to properly capture the mouse cursor in the MOM window while in the editor..l
  19. Ahhhh! Ok, I fixed that. Test build had it, release did not. Good spot! Here is the updated fix.
  20. Interesting. I tried a test with a rotatron and a hitchhiker, and the Move - action group works, but the Move + action group does not. Thanks for the info! Edit Ok, next question: I found this tutorial on how to make parts for IR on the front page. Does the fixed mesh need to be a single mesh, or can I have a bunch of meshes grouped together that remain fixed?
  21. Get the latest here. - Fixed an issue with colony modules getting stuck when switching between templates. NOTE: Be sure to transfer out any resources you may have in the module before switching the template out in the field. I'll look into a way to do that automagically in a future release because I'd find that real aggravating. - With the exception of the Pioneer and Life Support templates, recalibrated the storage templates to be based on the Multipurpose Storage Module's 1600-unit capacity (equal to a Rockomax-16). In general, storage capacities will be increased. You'll see these changes on new construction. - Fixed an issue with the Kerbitat where it would not include its resources when switching to the template. - ModuleManager configs no longer use FINAL statements where possible. - Incorporated latest MKS updates- Thanks Enceos! Remember, you still need to download MKS/OKS separately. - Incorporated the CTT config by Akira_R & Enceos. Thanks Akira_R & Enceos!
  22. Thanks for the feedback, nice research. I can see that the KAS storage needs adjustments. In fact I've recalibrated resource amounts to the MSM, which is equal to a Rockomax-16 (1600 units of storage, where 1 unit = 5 liters), since I no longer need to use the MKS storage drum as the standard size. In short, you'll have more storage for resources. You'll see that in the next release for new constructions. The Ponderosa is KAS storable, I just verified it. The stored size is 90 KAS units.
  23. Assuming I can figure out how to make it work (I'm studying configurable joints in unity), the centrifuge hub is designed to let you attach parts to the hub and make them spin. For example, on the Discovery II: Notice the three spokes? The hub for those spokes is what I'm trying to create. Here's a look in KSP. This is a test rig but it demonstrates what I'm trying to achieve. Like with Infernal Robotics, what I want to do is attach parts to that hub and tell it how fast to spin. There will be a counter-rotating ring to help counter the torque as well. For me this is a step up from animating a continually rotating ring as it involves rotating any parts attached to the hub itself. I know it can be done as IR does it all the time, but I want to set up the hub to spin and then ignore it while it does its spinning. With IR, as far as I currently know, you have to keep pressing the rotate button...
  24. Is there a way to set up a part with IR so that you can turn on a rotation and tell it to keep rotating until you tell it to stop? Can you tell said part to rotate at, say, 36 degrees per second or so?
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