Jump to content

munseeker

Members
  • Posts

    213
  • Joined

  • Last visited

Everything posted by munseeker

  1. Ohh - nice! That looks like a good inbetween size to the existing tanks.
  2. The science code is from http://forum.kerbalspaceprogram.com/members/109969-Angel-125 - I'm sure he'd be OK to contribute the code to your mod, but better check with him directly.
  3. zzz announced several times in the forums that his models are public domain. I looked him up and asked him in a personal message if it's OK for me to use the model. He said yes. He still infrequently shows up here in the KSP forum, so go and ask him yourself if you don't believe me.
  4. Here are some new pictures of the Triple-Z Telescope in orbit around Duna as part of my current 0.9 career game:
  5. Here's some new pictures of the Mk1 Greenhouse as part of a station around Duna.
  6. Thanks for the comments! I intentionally raised the weight and energy consumption to the current levels for gameplay purposes. I typically build large stations and bases and I enjoy having to work close to the edge of what my lifters can carry (well… or not). The greenhouse is very useful for long-term missions and permanent stations, but it is SO useful that I wanted to make it very hard to achieve. Purely from a practical in-game storytelling standpoint, the greenhouse uses the same framework as the cupola, but contains the necessary plumbing, tanks and soil to support plant growth. Those machines and the weight of the biomass and soil would make the greenhouse always heavier as the - essentially empty - cupola.
  7. Vahal & WuphonsReach: Thank you so much for sharing - these are fantastic craft. Makes me happy to see you getting something out of the greenhouse.
  8. Thanks! Glad you like it. Please post some screenshots if you get the greenhouse into a cool location.
  9. Yes, you are correct that the windows should sure make a difference whenever the sun shines on them. I'd originally played with that idea, but I could not get the part.cfg right to make that work. I think linking the solar panel code to the operational state was where I didn't know how to do it. Any suggestions or code snippets are welcome. :-)
  10. Sorry for the late answer - it works with 0.9 and the latest TAC LS.
  11. Taranis keeps a list of available part mods here: https://github.com/taraniselsu/TacLifeSupport/wiki/Description#parts Please note: Haven't tested my greenhouse yet with 0.90 (I'm in the middle of a career game), but I expect it to work just fine.
  12. This looks fantastic! The inflatable greenhouse is a great idea and I'm very much looking forward to use that for my next base!
  13. codepoet - Thanks for updating CLS for 0.90! It was the one mod I was missing the most in 0.90, it's such a great addition to create a more immersive game during construction of stations and bases.
  14. No problem, I'm glad I could help. Post some screenshots when you get the greenhouse into a cool location! :-)
  15. OK, here's what I found: This is standard behavior for any kind of components that can hold a Kerbal, but don't offer an IVA. I found the same behavior with other mods that don't have IVA. - Your Kerbal is still in the greenhouse, but he will not appear in the crew-view in the bottom right corner of the staging mode view (since that is a view of the IVA). - If you use the Kerbal Crew Transfer mod, the Kerbal will appear in the right-click menu for the greenhouse if you alt-click another place for them to go - If you left-click on the crew hatch of the greenhouse (no mods necessary), the Kerbal appears in the crew hatch menu with buttons for EVA and Transfer Please let me know if that works for you. Pretty sure it's the non-existent IVA that is the issue here.
  16. Interesting! Very much looking forward to your further analysis. When I created the greenhouse I never gave much thought to the price and just tried to match up with other similar equipment. I mostly made sure it uses a lot of electricity so that running the greenhouse becomes a proper challenge.
  17. Are you using Connected Living Space? I've only tested it with that, never without. You should be able to get the Kerbal out by clicking on the hatch and selecting EVA... But will go and also do some more testing on that, this has just never happened to me before.
  18. I'd like to revive this thread with another report of pretty severe map node jitter. It almost looks like the ship is under small acceleration changes, even with all engines and RCS off. I notice this most prominently in near-circular orbits around the moon with larger ships, so it is probably rounding-error related. Thing is, very similar ships worked perfectly fine in .24, so pretty sure this is a new issue in .25 - maybe the way all the rounding errors for the many parts add up has changed in this version, but the jitter is really a problem now.
  19. Yes! Thank you! It's much appreciated and I am honored. Thanks again for maintaining TAC LS - it's such a great addition to KSP and adds a lot to the gameplay.
  20. A quick note that I've finally had time to test my greenhouse against the latest version of KSP and TAC LS. The Mk1 Greenhouse works as before and is available here: http://forum.kerbalspaceprogram.com/threads/84246-0-25-MunSeeker-Mk1-Greenhouse-%28TAC-Life-Support-0-10-add-on%29-Update-Nov-1-2014 I had to remove the smaller Mk2 Greenhouse since I have problems in 0.25 with applying textures to the stock model I was using before.
  21. Finally tested against TAC LS 0.10.x with KSP 0.25. The Mk1 Greenhouse works as before, but the smaller Mk2 Greenhouse has been removed - my way of redressing the stock model didn't work anymore in KSP 0.25.
  22. Added a usage note to clarify the intention of the built-in reaction wheel.
  23. This is a great idea. One issue: When I unzip the downloaded file on a Mac, I get the plugin as a file with this name: "EvaFuel\EvaFuel.dll" instead of an EVAFuel folder with EvaFuel.dll in it.
×
×
  • Create New...