Jump to content

Angelo Kerman

Moderator
  • Posts

    8,734
  • Joined

Everything posted by Angelo Kerman

  1. I know the Helldiver and crew won't be making arms for the shuttle, but in case anyone is interested: http://forum.kerbalspaceprogram.com/threads/97269-WIP-Infernal-Robotics-Robotic-Arms
  2. Your explanation is much appreciated, thank you. I think I'll write a custom config then. Sure! Glad you like it. Aside from Universal Storage of course, I'm using the Kerbin Shuttle Orbiter System as well as the omni lights from B9. The core module is from a mod I'm working on called the Multipurpose Colony Module (MCM). It brings the functionality of RoverDude's USI Kolonization Systems (MKS/OKS) mod into a package sized for the KSO Super 25 orbiter. My goal was to create something stock-ish. I'm playtesting it while I have fun with my current playthrough. I still have the base unit to do, and some bugs to work out before it's ready for beta. Meanwhile, Starlab Phase 1 is complete (not shown is the fuel tank and hydrogen block): In addition to the above mods, Starlab Phase 1 uses Infernal Robotics with Zoid's model reworks, Near Future Electrical, Near Future Solar, KAS, Near Future Construction, probably a couple of others. I used IR robot arms to position various modules. Here's an example:
  3. Hrm. Well, I guess I'll stick to taking screenshots. The editing software is beyond me currently. Ah well.. Forgot to mention that if you do have a craft file with the super 25 and quad boosters to share, that would be great.
  4. Sounds like it's involved. Are the tools expensive? Is the only difference in your craft file the two sets of boosters?
  5. Wow, that's nice! How long did it take to make that video, and what tools did you use? My screenshots seem so primitive, heh. I like the quad boosters too, I may have to try that for my heavier payloads. The sky looks different too, is that a texture replacement? Anyway, thanks for sharing the video.
  6. Had some time this evening to mess with KSP again. Mission highlights below. Not strictly KSOS, but it does feature Starlab. Interlude: New Beginnings
  7. Good to know, thank you. Now I need to figure out where to put the hydrogen- well, where the next US module goes. Oh dang. Ok, is there something that makes oxidizer?
  8. I forgot to ask: Is there a wedge for a TAC-LS air purifier, like there is one for water?
  9. The quality of your work continues to amaze me. Well done! Here's a picture of a new space station core module I built that uses Universal Storage. I decided that it would look cool without the metal sidings:
  10. Try the latest Raster Prop Monitor: http://forum.kerbalspaceprogram.com/threads/57603-0-25-RasterPropMonitor-putting-the-A-in-your-IVA-%28v0-18-3%29-8-Oct?highlight=Raster+prop+monitor if that does not fix it, then You'll need Helldiver and crew's help.
  11. I am definitely an amateur, heh. But I just use the keyboard and curse a lot. Glad you liked the highlights. I have more missions planned but need to slow down and job hunt. That, and work on more art assets. @Avalon I noticed that your albums have the right aspect ratio and do not look cropped when posted. How do you do that?
  12. Ok, here is the link to all the subassemblies I created for the Starlab station, Phase 1. You'll need the following mods: Near Future Electrical MechJeb TweakScale MKS/OKS KSOS Infernal Robotics Universal Storage (+core, KAS, TAC) DMagic Orbital Science Modules: OKS Station Core: built from the core OKS Colony Command Center. Pier One: docking port for KSOS and Super 25. Has a station arm. SPRMS: Self-Propelled Remote Manipulator System BATS: Battery Array Truss Segments. SATS: Solar Array Truss Segments. Station Fuel Tank: for refueling orbiting spacecraft. NOTE: OKS Core Module lacks space for waste, waste water, carbon dioxide, and waste water processing. Best used in sandbox. Once I have the remaining issues sorted out I'll make the Multipurpose Colony Module available and its accompanying core module assembly.
  13. Nice! I like how it neatly fits the Super 25 and still has room for the standard KSOS payload. I think a reasonable answer to "where my ksos arm" is "go play with Infernal Robotics." The art style does seem to fit with Zoid's reworks. Very cool, I'll have to check it out.
  14. i will give that a try, thanks. The arms were built in .25 but they will work fine on .24.2. I ported them over when .25 dropped. i think you can just edit the config files to make then .24.2 if desired. You probably don't need the Pier One arm and can get away with the SPRMS, but I built the Pier One arm first (that is the second generation version, the first feneration version used the older rails and pistons and KAS magnet). Tomorrow I can see about cleaning up the other station modules I built to cut down on some of the mods I used. I don't really need the B9 adapters on the ends of the battery trusses, for instance, but the omni lights are awesome. And the CactEye probe core on the Pier One could be replaced with a MJ unit. The core module needs a bit of work before I can release it to the public; I had some trouble with the pre-release Firespitter dll and am using the .24.2 version. That, and I need to debug the dll I wrote. But I can swap out my core module with the OKS colony hub.
  15. honestly, I am using MechJeb to do the deorbit burn and I always end up a few clicks past KSC. Jeb has to flip the shuttle upside down and pull a 180, whichs really scares the crew as they dive for the ocean. I haven't figured out the right nav coordinates yet to land on runway 90 (so you deorbit and the runway is right there in front of you). I am not at the point where I can fly Manley style without MJ but I am getting better at dockings. I may write a mod to tell me what controls will make me go in the right direction when I select a port and say control from here though. Having to figure out the controls eact time is driving me nuts. I just need some visual indicators. Select a docking port and the mod tells me which key to press to go up, down, etc. a mod like that plus NavyFish's docking alignment tool would really help me out.
  16. Correct. If you want the other station modules, i would have to dig up all the mods I used. Things like Near Future Tech, Universal Storage, TACLS, RoverDude's array of mods, CactEye, plus my Multipurpose Colony Module that is compatible with MKS/OKS. Doable, but you will need OpenGL to run it all since Active Texture Manager is having troubles at the moment.
  17. Ok here you go, these are the subassemblies for the station arms I use in my game.
  18. @Orbitus II: I'll check out Planetshine, thanks! I have a ton of mods but if I can slip that in, all the better. Your station looks nice, what are the orange cylinders? @Avalon304: Sure, I can do that. It'll take an hour or two but I'll put up all the craft files and sub-assemblies I used in the making of my mission highlights. You'll need a lot of mods though, but I'll point them out.
  19. Two more mission highlights: KSOS-9 and KSOS-10 KSOS-9: Fuel Tank Module (link here) KSOS-10: Starlab Resupply (link here) If people are interested, I'll post more mission highlights, but I need a break so I can finished the Multipurpose Colony Module and build some payloads for the KSO.
  20. I am using Infinite Robotics with Zoid's reworked meshes. I don't have arms in the shuttle's payload bay. Instead, the Pier One module has an arm that reaches into the bay, and the Self-Propelled Remote Manipulator System (my answer to not having a rail system on the station) has an extended version of the Pier One arm. If I put an arm into the shuttle cargo bay, I wouldn't have much room for the larger payloads.
  21. One more: KSOS-7 & 8 deliver Starlab's solar array truss segments. I have a couple more mission highlights to do, then it's back to building payloads for the KSOS. I think the Multipurpose Colony Module I'm working on is done and about ready for a public beta. Link to the properly sized images here.
  22. Just wanted to thank sirkut and zoidinfuser for making such a great mod. The quality of your work enabled me to build robot arms for my space station. Here's a sample mission from my ongoing game, KSOS-6, that puts the arms to good use. The resolution is odd, so here is a link to the album.
  23. Here is KSOS-6: Moar Power! Jeb and crew deliver the Battery Array Truss Segments (BATS) to Starlab. Might be best to view on Imgur due to weird image sizing. Here's the link.
  24. Fair enough. I don't think km_gimbal does version checking.I've also not noticed any issues using it so I'm sure it's all good. dtobi has a bunch of offers so his mods will be continued for sure.
×
×
  • Create New...