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Angelo Kerman

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Everything posted by Angelo Kerman

  1. You're welcome. Just let me know if you have further questions. I probably need to make another pass at the storage capacities. The MCM is 2.81m tall (equal to a Rockomax-16 + Rockomax-8), which is 3/4 the capacity of a standard storage unit. Of course, the MCM wasn't originally designed to be a storage unit, so its resources just reflect what you'd see in the original MKS/OKS colony modules. RoverDude's OKS Hab Ring fits the bill, actually. It fits inside the Super 25 shuttle bay. That's what I use for my space colonies. I've toyed with the idea of making a large centrifuge similar to the one from NASA's Nautilus-X because it would fit the stock-ish aesthetic I'm aiming for, but seriously, RoverDude's art looks really cool. I'm not familiar with CKAN, but once I've finished up the latest round of meshes, I can look into it. Right now GitHub does a good job of hosting not only the release, but the source as well. Speaking of releases, I've got some bugs to work out, which is why I haven't released 0.4.0 yet. I've yet to figure out how to step through the code, which slows everything down, but I think I'll have something by the weekend.
  2. On the front page of the Kerbin Shuttle Orbiter System you'll find a texture for the Super 25 that is blank. I just used that one to make my own names.
  3. Ok, here you go: Skylark 3 (SPH): SSTO light satellite launcher. Skylark 3C (VAB): 1.5 stage to orbit crew launcher. Mods: MechJeb, TweakScale, TAC-LS, Near Future Solar, SpaceShuttle Engines, Nuclear Engines.
  4. Thanks for considering the mod. I don't currently have documentation, but I'll add that onto the todo list. The KAS amounts for the modules were made with the thought that other stuff would be stored inside the module as well. So for instance, the Multipurpose Base Unit has 80 KAS units because it also stores life support and other resources. That said, there is a template for KAS in the templates directory, 046_KAS, that will specify how much KAS is available for a part. If you find that 046_KAS.cfg file and change the kasAmount to 686, you'll get the 240 KAS units when using the KAS storage template. I've gone ahead and changed that value for the next update. If you want to fiddle with things more in-depth, read on. In a part's cfg file, you'll find either MKSStorageController or MKSModuleController. Both of these have a setting called capacityFactor. This factor is applied to all resources specified in a template. The MBU, for instance, has a capacityFactor of 0.35, while the upcoming Homestead module has a capacity factor of 4.5. The colony templates all use the resource values of their corresponding MKS/OKS resource amounts, so the MCM has a capacityFactor of 1.0. The storage templates are all based upon the MKS storage drum, or are based upon the storage volume of a cylinder that is 2.5m in diameter and 3.75m tall (Rockomax-32 dimensions). Based on the amount of fuel stored in the drum, the base storage templates have 3640 units of storage. FYI, it looks like Squad took the volume of the cylinder, multiplied by 1000 (to get total liters), and then divided by 5 to get the total units of the fuel tank. In addition to capacityFactor, you have baseKasAmount, which specifies the minimum amount of KAS storage a part has. So if the base KAS is 80 and the capacityFactor is 0.35, then you'll never dip below 80 KAS units in the part (there might be a bug in the current release that drops the KAS below minimum, but the upcoming release has that bug fixed).
  5. I'll do that tonight after I get home, have to catch a plane. You will need TeakScale, TAC-LS, MechJeb, and of course my Nuclear Engines mod (just updated to .90 in fact). It doen't carry much payload and I have a vertical launch crew variant, but maybe you'll be able to make something better. If you can improve it (my SSTO skills need work), then I'd love to see what you come up with.
  6. Right, though Nert has some really cool designs in the works that could be end-game items. The Supernova is based on a design from a NASA study, so it kind of fits with NFP. In fact, I am currently working on an octotruss that holds fusion pellets and serves as a mounting point for the upcoming heat radiators.
  7. Glad you like it. Videos will take me longer to make than the screenshots so I won't be posting mission chronicles as often, but I think I'll have KSOS-40 done by next week. As I get more familiar with the movie making software things will improve.
  8. At last I was able to work on Nuclear Engines! I've reworked the entire project directory to make it more maintainable and recompiled the mod for 0.9.0. No new parts yet but now I have a solid foundation to build with. You can download the latest here. Release Notes 0.3.5: Recompiled for 0.9.0 Beta. Added Modular Fuel Tanks config (thanks Kolago. ). Completely redesigned the mod's code to improve maintainability - I learned a LOT from Multipurpose Colony Modules! - Supernova now has two modes: hydrogen mode and pulsed plasma mode. Hydrogen mode burns LiquidFuel as its propellant, unless you have Near Future Propulsion (NFP) installed. If you have NFP, then hydrogen mode burns LiquidHydrogen. - Nuclear Aerospike now only burns LFO, but it offers superior thrust compared to the LV-N.
  9. Hey all, Does anybody know when the Discovery II missions on KSPTV air? I am about to start updating the fusion engine I built based on the NASA Discovery II study that is used in the broadcasts, and was looking for input on what's needed, but I can't make sense of Twitch IV or when Das' Discovery II broadcasts are, er, broadcasted. Thanks!
  10. Very cool, thanks. I will have to try OBS then. I don't like the border either...
  11. Ok, here's my feeble attempt at making a video. It's a test video and prolog for KSOS-40... http://youtu.be/CN_YWlDWxRM If you happen to know how to embed a video, I'd appreciate tips on how..
  12. Ok, how do I speed up a video using Microsoft Movie Maker? I've been googling the answer but all I see are explanations saying to adjust the speed. I have no such setting, it's pretty frustrating.
  13. front section needs to be flipped arounf using Shift+b or Shift+n. Then take the chassis front, right click on the section and "store" the front chassis. Then take chassis back section, right-click on chassis front section, and "store" it. Finally, take back fender section, right-click on rear chassis, and "store" it. Works like a charm. The key is to use the KAS controls to rotate that front fender around, and "store" the parts.
  14. Very cool, glad you like the mod. It'll be interesting to see what you do with it in your SETI BalanceMod. RoverDude's fantastic work makes Multipurpose Colony Modules possible, so you might want to check out his other cool stuff like the USI Exploration Pack and Sounding Rockets. They would be a good fit for your mod as well.
  15. I'll have to look into that. I'll check out some video editing and capture software and see what I can afford. I'm no Scott Manley though, heh.
  16. Glad you're enjoying the Mission Chronicles. I originally started the series as a way to showcase the Multipurpose Colony Modules mod working with KSOS, but it kind of grew from there. Speaking of which... KSOS-36 and 37 have finished their missions. Freedom delivers two more modules to Munlab while Ranger Two's shakedown cruise continues. And what of the Original Three? Link to album
  17. KSOS-36 and 37 have finished their missions. Freedom delivers two more modules to Munlab while Ranger Two's shakedown cruise continues. And what of the Original Three? Link to album
  18. This was a really great read. Loved the storyline and the character developments. The ship was awesome too!
  19. Yes, the transfer tubes are part of the design, just like they are with the IMEM and IMW.
  20. It is an efficiency part for colony modules like fuel refinery, machinery plant, and fabricator. It is the equivalent of the IMEM but for orbital colonies.
  21. Here's a teaser for the upcoming update. Just putting the finishing touches on it...
  22. Finished KSOS-35 tonight. Freedom delivers the first Homestead module into orbit while a new orbiter flies and KSC begins preparations for a base on Minmus. Link to album
  23. @Turk_WLF: The quad booster Super 25 is courtesy of Avalon304. It really makes a difference. Finished KSOS-35 tonight. Freedom delivers the first Homestead module into orbit while a new orbiter flies and KSC begins preparations for a base on Minmus. Link to album
  24. With the latest artwork for Multipurpose Colony Modules pretty much done and the bugs almost fixed, I had time to capture more images. This is KSOS-Interlude 6: Good & Bad. Dragonfly continues its mission, and so does Ranger One. not everything goes as planned... Link to album
  25. With the latest artwork for Multipurpose Colony Modules pretty much done and the bugs almost fixed, I had time to capture more images. This is KSOS-Interlude 6: Good & Bad. Dragonfly continues its mission, and so does Ranger One. not everything goes as planned... Link to album
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