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Angelo Kerman

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Everything posted by Angelo Kerman

  1. This is cool! How tall is the module? I guess it's about as tall as a mobile processing lab (3.75m by my estimates).
  2. Thank you for taking the time to look into my issue. I'll do some more testing and give you more specifics. But what I've noticed is that it happens upon scene change.
  3. This is a cool mod, and helps me conserve funds as well as design for reusability. I do have an issue where StageRecovery keeps giving me reports of the same spacecraft being destroyed over and over again even though its long gone. Has anybody seen this? If so, is there some way to clear out SR's database to stop the recurring reports?
  4. Wasn't aware of that. Since that's the case, it makes rocket flights much easier to conduct at alt pads.
  5. Looks good. Would be nice if the mod integrated with Extraplanetary Launch Pads in some way so you could spawn rockets on the pad and launch them.
  6. If you know how to make an animation in Blender then you're mostly done. I learned how to animate parts earlier this week, so if I can do it, it can't be too terribly difficult. Perhaps this video will help you: I recommend using Unity 4.2.2f if you don't already have it: http://unity3d.com/unity/download/archive
  7. This is a pretty cool mod. Can't wait for this one to hit the release stage. Have you considered some kind of animated antennas that extend out from the beacons?
  8. I'm guessing ANSI/Stanley knows how to play chess and Global Thermal Nuclear War.
  9. This mod looks interesting. Looking forward to trying it.
  10. Thank you much for that. I just started playing with them and do I understand correctly that TweakScale eliminates the need for 1/2 and 1/4 sizes? If so, that's great. I also like how I can clip the extenders in place without having to futz with the positioning. Hopefully I'll have a redesigned arm before long. Thanks for sharing his great rework! Edit: Here is the MK2 station arm. It improves upon the MK1 gantry-based system. I had to upgrade to IR 0.18.6a and then install the reworked parts, but that did the trick. Using the new parts is a breeze, the extendatrons especially were much easier to align and connect together compared to the older models. Final design: Pier One module with MK3 payload arm: Only troubles I had were unrelated to IR: the MKS module doesn't quite fit the KSO Super25 payload bay. But I have my own shuttle parts I'm making, and I've made the bay wide enough. And while I've cut down the form factor on the stowed arm, my goal is to fit the arm into a 2.5m launch shroud/KSO Super 25's payload bay if possible.
  11. Thanks! It is a simple design but effective. Now that I've downloaded the model reworks, I can try to redesign it and make the arm more compact. My other question is: what parts from the original IR model set are replaced by these new ones? I am running up against the 32-bit memory constraints, so if I can trim the original parts list then I'd be a happy camper. I know that the original gantry is still needed, for instance.
  12. Wow, that is really cool, thanks for sharing that. I'm a novice when it comes to using IR in general so it's nice to see what others have done. Below is a prototype arm I made for a space station using the standard IR parts and KAS. Now I want to see if I can do the same thing, but more compact with these foldatrons.
  13. OOOO, I'm gonna get that then! Sweet, a bunch of foldatrons. Um, are there wheels too?
  14. Looks great, I'm particularly interested in the ATHLETE parts. Are they available yet?
  15. Do you have other mods taking up space? I have KSO, for instance, and with the full pack, my KSP won't run. I had to remove everything but the Super 25, and even then, I had to manually reduce the texture sizes (and still use Active Texture Management) until it would play nice with my other mods. It was frustrating enough for me to make some lightweight shuttle fuselage parts able to hold 2.5m components until I finally had a KSO build that worked. If you have a bunch of mods like I do, then you might need to do something similar.
  16. OK, that definitely worked. I ended up creating a simple 3D mesh in 3DS Max to serve as the collider for the payload bay. I then exported my model to Unity, turned off the Mesh Renderer on the collider, and removed the Mesh Collider on the payload bay itself. After exporting from Unity, I brought it into KSP. One thing I had to do is turn off the angle snap, which was causing the parts I surface attached to stick to my part in odd angles. End result: It works, thanks again.
  17. How about a fully functional Iron Kerbal suit instead?
  18. Ahhh ok, thanks all, that makes sense. I had a feeling it would take creating a bunch of boxes. I appreciate the advice, thanks. @nil2work: holding down the Shift key... that's the critical piece of info I needed, thank you. @all: I built the fuselage shape based on the X-37B, so it already doesn't conform to the Mk3 shape: The idea is to just make the fuselage sections and use stock/Porkjet's fabulous wings so that I keep the part count down and more importantly for me, keep memory requirements low (again, love KSO, but it eats too much memory even with ATM to work with the other mods I have installed, like nil's new station parts and RoverDude's array of mods). I do realize that the Mk3 is being reworked/discontinued. That's why I built the meshes such that only the adapter will be obsolete. I plan to make a command module as well, but I'm even less clueless about how to make an IVA at present. So for now, I have an adapter so I can use the existing Mk3, and I'll have a probe core nose cone shaped like the X-37's nose, and that'll do for my game until I can figure out the whole IVA business. Thanks again, I'll give your suggestions a try.
  19. The Bad: I had a chance to play with the KSO system last week and loved it. Unfortunately, memory constraints prevents me from using the mod along with the other mods I want to use. The Good: After looking around for other shuttle alternatives I decided to build my own lightweight system and tonight I finally got animations working. This is my first animated part in KSP, and now that I have a general idea how to do it, I can animate my liquid droplet radator. The Questions: I've not made a part with hollow spaces before, and selecting Convex collisions gives me some wonky results: When I imported the model, I told Unity to generate mesh collisions (Generate Colliders checkbox on the Model tab of the inspector). If I don't select the convex option and tell the object's Mesh collider to use the model itself, objects will collide with the mesh, but they do so with odd angles like this: (and yes that's a Rockomax-16. I'll have a docking port and engine block and a custom command pod eventually, but for now I have a mk3 adapter. I have to finish Nuclear Engines first though.) What I want is to have the mesh collider set up such that the wing will be nice and straight when it attaches to the model. I have nice vertical sides that I'm hoping will help: Anyway, I've heard that you can create multiple colliders for the mesh, such as multiple box colliders, but how do you go about that? Say I want to select the bay itself and add a box collider for the floor and two others for each side. If that's doable, how would I resize the box collider in unity? Would I have to build my own collider in 3DS Max? Thanks for the help!
  20. KAC is awesome, I've been using it for quite some time. I have a question though, does KAC support recurring alarms? Say I want to set an alarm that goes off every 7 days. Is that possible?
  21. In case you haven't seen it, Scott Manley has showcased Spaceplane Plus:
  22. I've been job hunting and actually playing KSP, but I am still working on this mod. Below you can see the start of the liquid droplet radiator I'm working on. Now that I know how to create particle effects, you'll see particle streams in between the arms. The nuclear aerospike, radial-mounted nuclear engine and bi-modal engine that I'm working on as well won't need the radiator since they employ open-cycle cooling. But the Supernova is a hybrid open/closed cycle system so it needs the radiators. Once I finish this model, I'll add heat management to the fusion engine. One of the drawbacks of the radiator is that you can lose kryofluid. Some is lost through evaporation, and some is lost when the vessel is under acceleration. You'll need some kryofluid tanks onboard to replenish supplies.
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