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KSP2 Release Notes
Everything posted by Haifi
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[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Haifi replied to Fractal_UK's topic in KSP1 Mod Releases
This is just an idea, but the solar sail is basically a mirror, and the inline radiators are heat exchangers, you could even use them for both microwave and solar rays by simply extending the part config... -
[0.25]KSP Interstellar (Magnetic Nozzles, ISRU Revamp) Version 0.13
Haifi replied to Fractal_UK's topic in KSP1 Mod Releases
Hi Fractal I mentioned this already while you were pausing, but what about solar thermal satellites instead of photovoltaic solutions. They would offer a better efficiency (50+% instead of about 10%) in Kerbin orbit. And some parts that are already in KSPI could be used to realize them. Basically a huge mirror, a heat exchanger and a turbine/generator placed in Kerbin orbit would make a fine support for the microwave network. I think reactors in space should be on the side of "rarer" seen stuff. For huge ships for example on long range missions... Best Regards -
Sounds interesting, but I have some questions ^^... Cargo bay as in hollow float body? With no or less buoyancy? Or something you can attach to a float body? With Cargo bay doors on one or more sides (left-right vs. top or bottom).
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No pun intended, but I really do hope Fractal will be back someday. I will continue to use the v0.11ex as long as it will continue functioning. But sorry I dont like the changes you made Wave. I think the reactors were never meant to be primarily "on board" solutions, but to add a huge amount of power (thermal and megajoules) to the network, so you dont have to bother with their mass. I agree with you going for a declutter by adding tweakscale support, but not with the loss in power coming along with silly high prices for the hardware. Best regards
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Rotating solar panels (Unity configuration)
Haifi replied to Raknark's topic in KSP1 Mod Development
Could you make the raycast use reaction wheels to keep a whole satellite facing the sun? Im intending to mod a solar thermal power plant, basically it will produce thermal power.A huge mirror will reflect sunlight onto a heat exchanger, the exchanger heats up which then will propel a generator. Efficiency of solar thermal is higher by a factor of 5 than with photovoltaic solutions. But I need to figure a way to keep the mirror aligned with the sun. -
I have the same problem, differnt parts, dockingwashers, lights, engines you name it. But I doubt it is directly a Interstellar problem, Im still using version .11 experimental. I could not pin down yet why parts drift. It is as if the node coordinates go haywire in the persistent file. If you by chance find the culprit, please let me know.
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Hi Romfarer I wanted to extend the yellow lazors resource transfer range from 10 to 20 km to suit my needs. As its coded into your .dll i tried to recompile from your source. I got all references correct, except I get 2 errors in CameraFilter.cs. In line 288 and 306 theres an ImageEffectBase that could not be found, do I need another reference for this? Best regards
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Well, as for why I voted for tracks... First, normally they dont get fried everytime you hit a rock, jump off a small cliff or similar. Tracks are the best option in rough terrain because they have more grip, better stability, larger tread area. And secondly in my opinion, if I build a vehicle one time with wheels the other time with tracks, the one with tracks looks way better ^^.
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Cheers, did a quick test on the mole tracks. Do you see the suspension bumping on shifting directions? Thats with basic settings and a pretty light loadout. Could you raise the start value for spring strength to 2 and the maximum to 4 or even 5 if possible?. And there is no adjustment dialogue on right-click in live view, just in VAB / SPH.
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Umm, i figured out how to use it, you need to set the time to spawn and the height you spawn at just right, then if you have buoyancy parts dont set the buoyancy too high, cause it will bounce or push the stress on connections too high. Works for me 9 out of 10 times without disassembly or explosions . Best regards
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You can make them work...Somewhat... Its just that they are either way too fast or unresponsive. I've got some of them working by tinkering with the values in the torquecurve and for the smaller ones adding rolling resistance additionally. But your plugin is way more reliable. So if I have the alternative im going to use your tracks.
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Ah I see. Sorry my fault. Yeah I just recently started fiddling with blender because I wanted to make some better models for a deprecated / abandoned mod, BUT it just hammers you with possibilities to no end ^^. I like to think I get the hang of it When you try to learn something whith such high complexity autodidactically, you have to live with a setback now and then.
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Well there IS a working model for the mole tracks, its from the first RBI release... Its just not very responsive because the old tracks.dll has issues. Its the predecessor of the thing they were planning. Its meant for heavy payloads, slow in every means but sturdy. There are 3 - 2.5m nodes on top and 2 - 1.25m nodes each at the back and front side... SNjo has a spawn modification part in Firespitter, you put a small box on your craft in VAB or SPH and can spawn on some preset locations like the Beach and so on. Also you can save new coordinate sets if you have that box on another craft and you move it, lets say to the southpole, save the coordinates with the box and you can spawn your next vehicle in the spot.
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Well since its 64bit time now, i have like 50+ mods installed, besides some picked pieces from here and there... On this one its Novapunch, Infernal Robotics ( so Tweakscale is also involved), RLA electrics (MMRTG's), KAS, some batteries from Near Future and one onepiece pick, thats the part where the tracks are attached at. Sure i can do some debug testing, will have to clean up my debug.log first tho. With 50+ mods KSP is throwing some fits since 0.24, whereas 0.23.5 ran absolutely smooth (0.23.5 on 64bit Linux, so the mod count was pretty much the same there too). Seems not all of the mods are completely 0.24 compatible yet. Ill put the .craft file into my dropbox tomorrow and pm you the link. If you want the extra parts i can make a folder with the parts that dont need a plugin. for Infernal Robotics and Kas youll need the full mod tho. I still have the original RBI tracks here, they just dont work anymore, very little or no torque at all, but if you want the models, i can get them to you aswell. Best regards