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AlbertKermin

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Everything posted by AlbertKermin

  1. I just downloaded the new parts! I must say, the Atlas V is awesome! Thanks for adding it! However, my first test run of a full Atlas V/Centaur had the craft wobbling like a pool noodle. Not sure what caused it yet, but is anyone else having a similar problem?
  2. Thanks! I'll be testing it out over the weekend. Right now, though, I'm kind of waiting to see right now as to how the KIS/KAS integration plays out. I'm thinking of making a second, KIS standalone version of this mod using your generic science experiment module. On a different subject, I am going to have to do something nice for everyone to celebrate the fact that MSEP is now at more than 1200 downloads! That is seriously, far, far more than I'd ever thought this mod would get!
  3. Updated to phase 2! -Added Science Definitions for Urlum's new moons! -Added the AKI-S05 Solar Wind Spectrometer -Somewhat decreased the tendency of parts to explode- hopefully.
  4. Update- Well, I added the Solar Wind Spectrometer to the game. Apparently, KSP decided that spectrometers are made of a highly volatile substance, because the part explodes EVERY SINGLE TIME I try to plant it on a surface! So I'm delaying updating the mod until I can get this bug sorted out. Current ETA is now sometime this Sunday. You raise an interesting point. Up until now, I hadn't really been planning any heavy/complex experiments, but it's something I'll look into. I'm also thinking that adding a few contracts (along the lines of "deploy Surface Experiment X on X planet") might be a good idea. Also, up until now, all the experiments have been clustered in the same tech-tree node. I'm currently wondering if that is the most sensible arrangement, or if it wouldn't be better to spread them out over several nodes. Thanks!
  5. I've spent this weekend messing around with this mod, and I've gotten some stuff done- First of all, I installed Kerbal Inventory System, and spent hours messing with it. While my experiments can be safely and effectively stored, retrieved, and planted via KIS, the experiments refuse to run unless a Kerb is actually holding them via the KAS plug-in, so a standalone KIS install cannot be used to run this pack at this time. However, with KIS installed, I have been unable to replicate the explosion bug, so the KIS plug-in may be fixing it. Second, I got a bit of work done in Blender on an upcoming part-the Solar Wind Spectrometer. However, I'm a little iffy on the texture, and I know some of you guys are far, far better texture-makers than I, so I'd appreciate any advice you can give. Third, I did some work on the collision meshes in Unity, and I was able to find that my collision meshes weren't what was causing the explosion bug (KAS ground pylons have meshes that are exactly the same). However, I did change mine just to be safe, and corrected the funky Retro-reflector texture while I was at it! As of right now, it looks like the next update (sometime this week!) should consist of the updated collision meshes, MSEP science definitions for Urlum's moons, and the Solar Wind Spectrometer.
  6. I'll have to look into that, but there are (as of now), no contracts involving this mod, so I don't think it will affect anything.
  7. I'm currently looking into whether it will cause any problems. Hopefully, it won't, and will provide some wonderful new opportunities for this mod!
  8. Sorry for not being around for a few days. My keyboard broke. Thanks! I'm working on textures for a Solar Wind Spectrometer at the moment! I'm thinking that it's probably a result of one of your mods, since I was noticing this bug doing some of my tests, as well. After working on the problem for a bit, I think it's being caused by my poor choice of collision mesh on the Ion Detector and Retroreflector.
  9. Sorry about that. My antivirus got a little overzealous and ate my copy of Dropbox, so KerbalStuff was the next best hosting option I had available.
  10. Yep! I'd like to eventually get it set up so some of these parts only produce science on moons or planets without an atmosphere, but for right now, they'll work on any planet with a surface. The outer planets mod support has to do with 20-some lines of custom science report text for the OPM moons.
  11. You went and stole my big announcement! Ah, well. I guess that's what twin brothers are for.
  12. Awesome looking booster! I've been meaning to build an Aries-type SRB for some time now, but I always seem to get distracted from it somehow. As one self-taught blender user to another- smoothing the part(button up in the left corner under "shading") and adding an edge-split modifier (up in the right corner, under the little wrench icon that says modifiers), really, really, helps in making a part look correct in KSP's lighting. Just remember not to apply the modifier until you're ready to export to unity, because it makes editing- 'intresting'.
  13. I must say, I am realy, realy loving this mod! I haven't had much KSP-playing time recently, so I ended up visiting Tekto for the first time in my career mode save. Yes, I used solar panels for power(this might have had something to do with the fact I didn't have access to any RTGs when the transfer window opened).To deal with the power problem, I hibernated the craft when not actively maneuvering or transmitting science. The mission proved to be quite a success, dropping quite close to Sarnus, picking up the bulk of the science for low orbit, and swinging by Tekto on the way out of the system. Curious about this new planet, I switched over to my testing save, and hyper-edited a space plane in for a landing on Tekto. Anyway, after landing, I have to complain that the physics are a bit off. Namely, that atmosphere seems to be really, REALY tall for an atmosphere that far from the sun. You'd expect a cold, high-density atmosphere to cling very closely to its parent planet, not apparently being at the same height as Kerbin's.
  14. I have to weigh in on this. The Spud is one of my favorite comand pods, and I'd prefer it not be changed from the way it is. However, it would be really, really neat to have a completely separate LK-alike 1.875 pod for Mun landings.
  15. THIS MOD IS EPIC! I just managed to put a probe into orbit of Neidon, taking a total of almost three hours of real time, at maximum stock timewarp, to get there. However, I managed to get into orbit using only chemical engines (the one I used was from RLA Stockalike). I did notice one bug, though. My Gravioli Detectors seem to not be able to make science reports from the orbit of any of the new planets. Not sure if that's this mod's fault, as I am running quite a few other mods as well. Anyway, here are some (badly misspelled, thank you very much Jeb!) images from the mission. The Atlas-K and Neidon Orbiter, before faring installation. The Neidon Orbiter is built with a single, low-power central engine, and four drop tanks rigged in pairs around it. Since RCS is only needed while the drop tanks are full, that entire system is attached to the primary tank pair, and is jettisoned along with them. The upper stage only manages about half of the Neidon Transfer Burn. After that, the probe itself takes over, burning completely through the fuel in the secondary drop tanks and jettisoning them, then burning half the fuel in the primary drop tanks before achieving transfer velocity. Arriving and Neidon 25 mission years later necessitated another 1,200 m/s burn to enter orbit, burning through the rest of the primary drop tanks and most of the probe's internal fuel reserve.
  16. How is this project coming? I can barely wait to get a chance to do a properly stockalike Mun landing!
  17. Just now heard about the launch failure. [bad joke] Looks like physics decided to prove that destructible buildings is a very real concern for a space program [/bad joke] Anyway, I'm just glad that nothing critical was aboard, an my two cents is on it being a falure of the turbopumps, as the AJ-26/NK-33 has a downright wonky design for them.
  18. Thanks! I thought the render you did of the Bop-Pol Grunt using it was absolutely awesome.
  19. Sorry! This is what I get for posting an update while still under the effects of cold medication. Loopy AlbertKermin does not good logic use!! Anyway, the link is fixed now.
  20. Updated the "Frog" upper stage with somewhat better textures, and a RCS system.
  21. Never mind. After a few minutes of panicking, I figured it out.
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