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Everything posted by Angelo Kerman
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Hm, hadn't thought of that. My mods are all 23.5 so you'd need to update to 24.2 compatible mods, but here's the list: ActiveTextureManagement Asteroid Cities B9 aerospace (just using the adapters like the 1.25 -> 2.5 etc.) BigOrangeTank (Klockheed Martin's Space Shuttle Engines pack would be a great substitute) BurnTogether Chatterer CrewManifest CrossFeedEnabler DMagic's Orbital Science Mod Kerbal Engineer Environmental Visual Enhancements Firespitter Habitat Pack (Porkjet) Procedural Fairings HyperEdit KAS Kethane Infernal Robotics MechJeb DockingPortAlignment Near Future Construction Quantum Struts Continued Romfarer's lazor system, guided missile system, sunbeam laser Spaceplane Plus (Porkjet) SCANSat TAC Life support, fuel balancer, self-destruct (for some cinematics) Kerbal Alarm Clock MKS (for Vulcantown, but my version is now outdated) Kerbal Interstellar MK2Extensions (my custom mod, has a generator I made, works with kerbal interstellar) Quantum Vacuum RCS (my custom mod, works with kerbal interstellar, will be stand-alone some day) I think that's all of them... Again, the problem you'll run into is that my story is based on mods built for 23.5. MKS, for instance, no longer uses the colony hub, so you'd need to build a different command module for the Vigilance, for instance. Also, I have to do some trickery to get squadrons to play nice. My first attempt had a squadron rig (basically a station hub with tubes and docking ports to dock spacecraft with) that I then HyperEdited to the place I wanted. That's been causing me troubles, so I have to Photoshop some upcoming screenshots. Burn Together helps, but it only does so much. I honestly hadn't considered a game file for each chapter. I've just been using my game file to set up the scenarios, getting the screenshots I need, and then terminating flights as needed. I can certainly release my craft files and subassemblies, and I can create a baseline file that would represent the start of the story before all the mayhem. That way you'd have access to the microwave relay network, "DaMissile" and Proteus launch vehicles, and so on. The problem becomes how to have enemy forces hanging around the JAWS, for instance, because by the time you rendezvous a squadron to it, the enemy forces will have drifted away. Anyway, it's an intriguing idea. You'll need my MK2Extensions pack, which you can find here. It includes all the parts I made including the QV Plasma RCS thrusters. Here is the baseline gamefile, as the universe existed before Wired For Kraken starts. I don't believe Vulcantown is included, however, and sadly I deleted some of my older ship files. If you just want the ships I made, I've zipped up the craft files used in the story, and you can find them here. These files go in your savegame directory. I make no guarantees that you'll be able to use the spacecraft though. @space_kraken: Thanks for the recommendation, I've actually been using that.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
With 4.08, does anybody else have issues with flying the KSO/Super 25, reverting the flight a couple times, and after the third or fourth time the KSP app crashes? I've run into memory issues that I solved by removing the KSO.cfg file from active texture management, but I still have crashes with 4.08 that I haven't worked through. Sadly I had to remove the vehicle pack to keep the shuttles and station components, but I do have a lot of mods installed. -
Interesting extension to the stock MK3. Is the stock MK3 going away though? Anyway, I had a chance to try it out. I think one thing that would be helpful is an attachment node at the back of the crew cabin extender so that you have a place to put the fuselage section as well as an additional node to make it easier to attach a docking port or other part. Also, docking ports that don't trigger the radial attachment, like those on the KSO, would be helpful. Right now it's a nightmare for me to attach anything into the payload bay. May I also suggest using FSanimateGeneric from Firespitter so you can close the doors in VAB/SPH? I also think an integrated docking port fuselage section would be helpful. And lastly, would it be possible to make an adapter and cargo bay that can fit 2.5m parts? That would really be nice. I hope these suggestions help, kudos for you for breathing new life into a little used stock part.
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[24.2] Karbonite Ongoing Dev and Discussion
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
How about a mini converter unit? Maybe something that can extract oxygen from karbonite. -
[24.2] Karbonite Ongoing Dev and Discussion
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
Those are going on my Kapollo flights as soon as they're available! Nice job, nil2work! -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
You'll need a SAS module to hold attitude. And go slow. Works just fine for me. Also, I updated the link, my subassembly lacked the gantry rotator. -
[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Last night I was working on a space station arm/shuttle docking port. I've got the system working quite well now. Below is an album I made showcasing the shuttle port: If you would like to play with the shuttle port, you can download it from here. Place the craft file in your subassemblies directory. From there you can select the nose port and connect it with your craft. You will need Infernal Robotics, KAS, and of course the station components from KSOS. -
Edit: Posted to wrong thread, sorry. On a related note, I did not have any problems pulling parts out of a KAS storage unit. I am running the hotfix on 32 bit 24.2. I did tweak my installation's config files, though. I moved the grapple hook and magnet to the node where you get the stock Klaw, and edited the strut's config to give it 150 strength (same as stock struts) and lowered the cost to 50. I'm certain none of those changes affects being able to pull stuff out of boxes though.
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SPACE STATIONS! Post your pictures here
Angelo Kerman replied to tsunam1's topic in KSP1 The Spacecraft Exchange
Here's one I did recently, based on NASA's skylab: -
Kerbodyne SSTO Division: Omnibus Thread
Angelo Kerman replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Interesting designs! That last one with the big engine makes me wonder what a spaceplane made with 3.75m parts for the body would look like. Probably some big monster space flying cargo plane.. -
So, getting the screenshots for this battle and future fights is going to get tricky. I spent the evening figuring out how to get two groups of ships in close formation. Ergo, you won't be seeing epic battles with dozens of ships in camera at the same time, unless I get crafty. I do have some ideas on that...
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“Raptor Squadron, you’re clear to undock. Good hunting.†“Roger that, Colonel Tom, thanks for the ride. See you in a few days,†Bill responded. “Dilkin, form up with Jeb.†“Raptor 2,†Dilkin acknowledged. “Kenny, you’re on my wing. Give us a nav point to the antimatter harvester.†“Raptor 3,†Kenny responded. During their quest for interstellar technology, the Kerbal Space Program discovered that planets and moons in the Kerbol solar system trapped antimatter within their magnetic fields. Eventually, KSC engineers used that same trick to build antimatter storage tanks, and then built a prototype collection satellite that orbited 900km above Kerbin’s surface. The demonstration vetted antimatter technology, though it took additional research before antimatter reactors became available. While Scilab produced antimatter in Kerbin orbit using a lot of microwave energy and Prometheus Station harvested the lion’s share of KSC’s antimatter from Jool orbit, the prototype satellite sat unused in orbit, obsolete until Jebediah Kerman’s Junkyard and Spaceship Parts Company bought the satellite and outfitted it with additional collectors and a warp-powered propulsion section. With its new lease on life, it became the world’s first commercial antimatter harvester. It was supposed to operate autonomously, returning to Kerbin when its tanks were full. But with its probe core’s transponder and data link deliberately shut off to prevent virus attacks, it had to be retrieved manually. Jeb wasn’t just flying to the harvester to protect a strategic asset, he was defending his corporate property from vultures. “There she is,†Jeb noted. “Jeb’s Antimatter-harvesting, Warp-powered Spacecraft. JAWS. I call it Bruce.†“Bruce,†Kenny repeated over the squadron’s laser link. “Why’s that?†“That was the name of the mechanical shark in Jaws.†“Jaws? Is that a video game?†“No, Dilkin, it’s a movie. Sheesh. Kids these days… Nobody’s home, that’s a good sign,†Jeb noted. “I’ll do a flyby before docking. Cover me, guys.†“Roger that, Jeb. Dilkin, line up.†“Raptor 2.†Jeb separated himself from the rest of the squadron and approached the collector. His quick scans showed no apparent damage, and each of the docking ports chirped their readiness to accept visitors. He found a port he liked and hit the RCS thrusters. Like his quantum vacuum plasma thruster main engines, the RCS thrusters also used quantum vacuum plasma. Exactly how Wild Blue Industries miniaturized the engines remains a trade secret. Nonetheless, Jeb appreciated not having to worry about monopropellant like he did in the old days. "Uh, Jeb," Bill called out over the laser link. "You're getting real close to the warp ring, are you sure you're able to-" "And uh... ok... So, uh, I guess the answer is yes, the Hornets will fit." "Told ya Bill," Jeb lasered back. "Bolts secured, solid dock. Doing some quick diagnostics... Probe core is on standby as expected. AM reactor also in standby. Solar panels are a little worn since the last we checked, but still operational. Fuel stores are solid. Warp ring is go but needs to build up some exotic matter. Antimatter tanks are... Oh, nice! They are completely full! That's gonna give our strategic antimatter reserves a huge boost." Not to mention a healthy boost to my company's bottom line, Jeb thought to himself. "Hey Jeb, how long until you can fire up Bruce and send her home," Bill asked. "Not long, an hour, two tops. I'll have to do some EVAs and trip some relays though. I'll get moving on that." "Sounds good, we'll keep an eye out for..." Orbits are ballistic elliptical paths that limit what a spacecraft can do. Ships exchange a bit of delta-v to raise or lower their orbit, or a lot of delta-v to change their inclination. Ships in close proximity expend propellant to slightly alter their ballistic trajectories in order to rendezvous with their targets. Such movements tend to be as graceful as ballet instead of chaotic like football. As impressive as it is to use a satellite’s retrograde orbit’s kinetic energy to smash a target into pieces, the reality is that it takes precision targeting and an unmoving target to pull off. If the target alters its orbit enough, the kinetic kill vehicle would have to compensate until one or both spacecraft ran out of fuel, time, or both. In an age of quantum vacuum plasma thrusters limited only by their reactors, and an age where lasers and guided missiles were ineffective beyond 2.5 kilometers, combat spacecraft would have to get up close and personal, co-orbiting to exchange fire. As a result, unlike what science fiction movies portray, space combat is not like aerial dogfights where planes maneuver wildly to get the best firing position. Instead it’s more like the linear tactics of old, where lines of soldiers on opposing sides met up on the battlefield to exchange volleys. And just like the days of old, battle lines were susceptible to cavalry charges. “Incoming, four of them!†“I see them Dilkin,†Bill responded. “They look like fighters. Oh, that’s not good… Uh Jeb? They’ve got warp drives.†“Warp drives, on fighters, Bill? How,†Jeb asked. “It takes forever to build a warp drive, not to mention the cost…†“I guess Aggie economics are different than ours. Get ready, Raptor Squadron, the schtako is about to hit the fan.â€Â
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
I appreciate your explanation, Helldiver, thanks. While I can respect Squad's lego approach, I still think your KSO shuttle system is awesome and blends well with the stock parts. -
Definitely working on it. After major writer's block and RL job hunting and working on my Nuclear Engines mod, I've finally gotten through the block. Now I'm trying to get my 23.5 game to stop crashing so I can get more screenshots. Job hunting related activities must take priority though, so chapters will be published slower than I'd like. But I haven't abandoned this story, and am already think about the next one too.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Angelo Kerman replied to helldiver's topic in KSP1 Mod Releases
Is there any chance that KSO is part of this endeavor? I started playing with KSO last week when I realized that KSO would fit nicely into making spaceflights cost effective in .24.2. Helldiver and Nazari, your mod's quality is stunning! It's clear that the two of you put a great deal of effort and thought into creating the shuttle system. Having multiple nodes on the KSO's engine block, for instance, really makes alternate configurations possible, and the cockpit of the KSO can easily be used as a command module for an interplanetary spaceship. I could easily see you making a version of the KSO that replaced the cockpit and cargo bay to make a Shuttle-C type spacecraft. I also like the Super 25 and its ability to fit 2.5m components in its bay. The OKS/MKS system fits nicely inside, for instance. I rather like the space station components you made for the craft as well. Among other things, the station parts enable me to make a KSP version of Mars One from the Mars One Crew Manual by Kerry Mark Joels. I have no videos to share, so here are a couple of screen grabs. First is Duna One, my analogue to the Mars One craft. The lander on the nose is a placeholder. The probe-sized airplanes aren't shown. While a few components like the core module and lander and propulsion system will have to be brought up with a conventional rocket, the rest will be launched via shuttle. This is the X-18. In my playthrough, KSP needed to test the S25's components and validate the whole shuttle concept. Hence, they built a smaller version of the S25, the X-18. And in order to cut launch costs, engineers built modules small enough to fit into the X-18's payload bay. Finally, some fan fiction. I'm writing a story as I play career mode in .24.2: Bill looked past the gantry and marveled at the brand new spacecraft residing in High Bay 4. Unlike the Kapollo capsule that took Jeb, Bob, and himself to Kerbin’s moons, this new bird did the avian name proud; it had wings. Perched on its external fuel tank like a woodpecker clinging to a tree and rivaling the size of an airliner, the X-18 Freedom looked part rocket and part airplane. It had a pug nose that hid a small docking port, a cockpit and crew deck that seated six- though quarters were tight- a sizeable payload bay, a graceful double-delta swept wing, and a single vertical rudder that the engineers wanted to double. An array of engines sprouted from her tail, ranging from a mini turbojet to orbital maneuvering engines, and she even had a pair of brand new Thrustmax main engines. All this new technology amounted to a vehicle that could make many trips into space, unlike Kapollo’s one and done approach. A veteran of a half-dozen spaceflights including two Pioneer missions and four Kapollo flights (three of them included walks on the Mun and Minmus), Bill saw potential in this technology demonstrator. Current boosters like the Duna II and the Duna IV Heavy took weeks to build, only to throw away all their hardware after one mission. Only the Mk1-2 Kapollo command capsule returned. With Kerbal Space Program forced to continue to rely upon contracts to get funding, each mission’s cost quickly added up. Kapollo 6, for instance cost just north of 240,000 in funds for the D4H booster, Kapollo command module, and MK II ALCOR lander. A simpler Kapollo mission to Starlab set the space agency back sixty grand. With the Kerbal Shuttle Orbiter (KSO) program, launch costs and time between launches could easily be cut in half. And if KSC recovered the boosters and external fuel tank that the orbiter clung to, then they could recoup nearly all of the launch vehicle costs. Freedom actually cost more than a Kapollo/Duna II launch and was a little underpowered, but she was a prototype, after all. Her Thrustmax 300s were designed to fit the jumbo-sized S25 in development, as were her OA-900 liquid rocket boosters, and thus weren’t optimized for the X-18. But given enough development time, appropriately sized boosters and a remodeled tail section, the X-18 would make a cost effective launch vehicle. The problem is, KSP didn’t have the time right now. The President wanted kerbonauts on Duna soonest before the Eastern Bloc or the Babylon Corporation or some other billionaire’s private space agency got the chance. While some use of the Duna series of launch vehicles was inevitable, the gold-plated version of Duna One, based on Starlab, would require its components to fly on the D4H and that would break the bank. With the S25 still on the drawing board, Duna One’s components had to fit inside the X-18 whenever possible. KSP’s engineers envisioned a line of 1.8-meter diameter octagonal modules as a compromise between converting 1.25-meter fuel tanks into living space and using the 2.5-meter Starlab modules that were too big for the X-18. But to get them into orbit on the X-18, engineers had to add an auxiliary fuel module in the shuttle’s payload bay as well as bolt on auxiliary fuel tanks to the external fuel tank. It was a kludge for a prototype not really intended to carry payloads, but simulations showed that it should work. Bill took a moment, taking in the sight before going into the payload briefing. He couldn’t help but grin as he read the letter again: To: Bill S. Kerman From: Gene Kerman Hi Bill, I hope you’re sitting down before you read this. On behalf of the Kerbal Space Program, I want to extend an offer to you to become Mission Commander for KOM-1. Both you and Bob are the most experienced kerbonauts we have, and we can’t think of anybody else we’d like commanding the first shuttle mission. Bob has already accepted our offer to be your navigator... Thanks for taking the time to create such a high quality mod and sharing it with the community. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Angelo Kerman replied to Porkjet's topic in KSP1 Mod Development
I said it before and I'll say it again, Porkjet. Squad needs to hire you. Your parts need to be stock, and now I see that Squad recognized that too! Congratulations. -
Umbra Space Industries - (Roadmap and WIPs)
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
Are these packs going to be like karbonite, where the community contributes? If so, what is the art direction you're going with? Reason I ask is that I'm creating a mobile exploration lab that's inspired by the Mars Excursion Module from the late 1960s as well as the ROMBUS SSTO. It is an extension for the MK1-2 command pod that will have space for a compact mobile processing laboratory, enough KAS space for that Pack Rat Rover of yours (love it BTW), a small living area and some fuel tankage for the lander engine. The lander engine is a plug nozzle with integrated landing gear. I started it over the weekend after downloading KSO and realizing that it would be perfect for making my KSP analogue to the Mars One spaceship from the Mars One Crew Manual. Here's concept art of the Mk1-2 Exploration Module (MEM, named in honor of the 1960s Mars Excursion Module): For the science lab, I was thinking along the lines of the landed modules generating contracts that don't offer anything but small science rewards in exchange for some experimental part that lets you do surveys and samples. Things that the Mars rovers are doing, basically. The contract would pick a direction and distance from the lander (ideally, set a waypoint), tell the player to run some experiment, and upon completion, reward the player with some science. Nice and simple that way. Reference pictures if you're curious: Mars Excursion Module: ROMBUS: Definitely one of my favorite books growing up: Mars One Crew Manual by Kerry Mark Joels -
Well derp on me! I didn't even think of that. Heh! Thanks for the tip.
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Yup! I patterned Starlab after NASA's real-world Skylab. Skylab had an Apollo telescope mount at the hub with the four solar panels, so I thought the FungEye would be perfect for that role.
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This mod is fantastic! While I have no idea how to aim properly, the best I can do right now is use the normal orientation controls to point the spacecraft. I can see having a button in the GUI that orients the spacecraft/telescope towards the target. Sad that the developer no longer is involved but at least the license is liberal and source is available on GitHub. If auto-orient isn't there when I finish up my other projects, then I might do it myself. Meanwhile, here's my first use of the telescope:
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[24.2] Karbonite Ongoing Dev and Discussion
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
Ahh ok I will give that a try and report back. -
[24.2] Karbonite Ongoing Dev and Discussion
Angelo Kerman replied to RoverDude's topic in KSP1 Mod Development
How low an orbit is needed for the particle collectors to work around kerbin? I want to set up a fuel depot but thus far I haven't gotten any karbonite to flow. I have a collector directly attached to a karbonite tank.