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Everything posted by AlbertKermin
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I was most of the way through exporting a new version of my "Frog" upper stage to unity, and I finally got the RCS set up what I think is correctly. Anyway, as I was about to export, when I hit either 'r' or 'ctrl+r', and all the arrows on the game objects turned into square, and I can't export. I'm thinking I somehow got into a re-scale mode??:confused: How do I undo this, or do I have to set up the whole RCS system again?
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Ok, I've had a chance to fool around with this mod a bit, and I have some suggestions. one- the APC cannon is really over-powered for what would be expected on an armored personnel carrier. In fact, it makes the dual-barrel artillery cannon kind of pointless, as it has the same range, power, and reloading speed. I would suggest changing it over to fire non-explosive ammunition at a higher rate of fire, and less damage and shorter range, similar to real-life APC cannons. two- the dual and single 105 artillery cannons are a little too similar on the reload time. With all the extra gear packed into the dual-cannon turret, I would expect it to be a bit slower on the reload time. Other than those minor squabbles, these parts are awesome! Also, if I may make a suggestion, a dedicated space-to-space missile would be useful, as the current BDArmory ones don't seem to like operating in space.
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Update: Now with RCS thrusters and better textures. For a while now, I've been spending my spare time (the only good thing about not being able to find a job) fooling around in blender, creating a few KSP parts. Some may still require some additional work in order to be compatible with other mods, and the textures aren't as stockalike as I would like them to be, but I figured that other people might enjoy using these parts as well. Download HERE Included in this pack are: AKI-95 "Frog" Upper Stage Noticing a distinct lack of lightweight upper stages suitable for use with small probes, Albert Kerman Industries created this unfortunate-looking but versatile piece of equipment, which provides engine, fuel, monopropellant, control circuitry and reaction wheels in one compact, affordable package. Rumors of it being the evil hybrid offspring of a poisonous frog and a fuel tank are untrue. The design was based off of the Russian "Fregat" upper stage, with the idea that it would be compatible with HGR's wonderful stock-alike Soyuz parts. However, it will fit nicely inside any 2.5-meter faring, with nothing clipping through. This part has now been updated to include a reaction-control thrusters, as well as using an improved mesh. Also, with the update to 0.25, KSP aparently inproved how the game handles RCS, so no more uncontrolled spins from the Frog! This part is especially useful if you want to have a proper upper stage underneath Beale's brilliant, stockalike Fobos-Grunt probe (although I'm fairly sure that the combination has way, way more delta-v than is needed for the mission, which is especially good if you're as much of an expert at messing up orbital mechanics as I am). CON-42 Radial Probe Core Manufactured by Ernest Kermin's Toy Shop and Model Rocketry Systems, this is a custom-built, lightweight, radial-mounted probe core, for all your part-controlling needs! No reaction wheels means light weight! (It totally isn't two model-car radio receivers crammed into a tiny pressurized tank, we swear!) One of the more useful parts in this pack, this provides an inexpensive control core for, well, anything you can think of where a tiny, reaction-wheel-less probe core could prove useful. PB-ION Arc-Jet Propulsion System Manufactured by Ionic Symphonic Protonic Electronics in collaboration with Albert Kermin Industries, this engine is the unholy offspring of lightning and death itself… actually, it resulted from a really bad laboratory accident which occurred after Bill left the welder attached to a monopropellant tank while fueling. However, it inspired the engineers to realize that running an electric arc through monopropellant made it a lot more explosive-y. This thruster was designed to take advantage of the newly discovered effect. When I started creating this engine, the wonderful RLA Stockalike mod had yet to be updated to 0.24, and so I set out to create an equivalent part to their promised-for-the-next-version arcjet, with some small improvements to realism (it uses Monopropellant, not Xenon, as fuel)The day after I finished this mod, however, RLA was updated, including it's wonderful Arcjet. Anyway, this engine is now on the market, at a vastly reduced cost*. *Not true. Part cost remains the same. Upcoming- Ok, here's a short look at what parts I may be adding to this pack in the future- Hyper-toxic engines When the engineers at the Kerbin Chemical Consortium blew up one of their labs by combining two super-toxic chemicals, they instantly realized the potential for a new rocket fuel. Rockomax was quick to design an engine based around these super-cool new propellants. I've almost got the engine finished, but I still need to create the fuel tank mesh. This rocket was based around the Pentaborane/ Oxygen difluoride propellants researched by the US and Russia doing the 60's and 70's. They were interesting propellants, with an extremely high specific impulse, just- well, one part per million in the atmosphere was an immediate threat to the health and safety of anyone exposed. Balance wise, the fuel is as heavy as monopropellant, and costs about four times as much per unit. The engine has a specific impulse of 400s. Also, it would be realy neat to have a plugin that caused it to make a major reputation hit if fired and/or exploded inside Kerbin's atmosphere, but that's a bit beyond my skill level. Delta-K upper stage Designed to act as a base for KW rocketry fairings, as well as an upper stage, this slightly-smaller-than-2.5-meter part provides a hefty amount of delta-v. Still needs a lot of work on the textures, obviously. License information You are free to use and modify this content for personal use. You may share module manager files modifying the mod. You may share screenshots and videos using this mod. You may not publish, share or redistribute this content or derivatives of without permission of the original creators. Contact AlbertKermin on the KSP forums for more information. COPYRIGHT All models and textures are copyright of AlbertKermin, all rights reserved. Bugs: There was a major bug with the AKI-95 "Frog" upper stage, where the fuel tanks and engines were not appearing. It should now be fixed.
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That would probably be V0.10, then. The heat probe was the only part in that version that actually stuck to the ground- the retro-reflector just didn't fall over as often, because it had a wider base. V0.11 has fixed the ground attachment problem, but it added a few others, so I'm not sure whether you would want to upgrade to it. I'm thinking it breaks saves, though.
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Unfortunately, as I learned while developing this mod, the only way to get something to stick to the ground is to have it positioned correctly in Blender when the part is being made. Be glad it wasn't the bug I had while making this- I ended up with a retroreflector on a suborbital trajectory on Minimus What version of the mod are you using? V0.11 is better on the not falling over, but the retroreflector on it is buggy.
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Oh, good greif! And I thought I used a lot of mods. I'm not exactly sure what the problem is yet (my own tests have it attaching to the ground just fine, but not acting as a science experiment!), but while looking through the code, I caught that "model.mu" file for the retroreflector was misspelled in the update. You might try fixing it, see if that helps any.
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I was just testing it in KSP, and it took a bit of adjusting to, but I managed a safe landing on my second attempt. You do have to be careful, though, as the RCS is strong enough to flip it end-for-end in atmosphere, even at full speed. Try killing the RCS, and make sure there isn't too much fuel on board.
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Nice textures! I was messing around with these parts last night- still haven't tried a full duna mission with them- but I'm thinking that it might not be a bad idea to add a bit of AblativeShield to the areoshell. Edit: I tried a full Duna mission. However, I had a big problem with the top areoshell not separating cleanly when decoupled, which caused major explosions later in the mission. Has anyone else experienced this problem, or is it just my bad flying to blame?
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[WIP] Kosmodrome - Space Center (v0.9, 1.10.2014)
AlbertKermin replied to Divico's topic in KSP1 Mod Development
Awesome mod! One question, though- why is this site on Kerbin's equator? Edit: One bug though. The launch clamps seem to not delete themselves properly. That's probably a fault in Kerbin-side, though. -
This is WONDERFUL! I've been messing around for I-don't-know-how-long, trying to build a stock-alike Copernicus mission. The only problem I've noticed is that I can't sort out where the engines are supposed to attach. If I may suggest, it would be neat if you included some .craft files of the assembled frames, for those who don't want to muck around creating one.
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Honestly, real life kind of took most of my attention for the last month or so, and this mod got mostly forgotten about. However, I had some time today to fiddle around with it, and I have a version that seems to be working with the 32-bit KAS repack. It also includes the new textures and meshes for the equipment (yes, including the hideous orange texture for the interior heat probe. Promise I'll change it by the next update!) Anyway, the updated version can be found here.
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This looks like it would be a neat mod! I'm kind of rooting for someone to make an equivalent of the Space Shuttle's Spacelab Pallet, providing a flat surface and attachment nodes facing outward from within the KSO cargo bay. The only thing is, I hope you're not taking on more of a task than you can handle. My brother and I together put nearly a week into creating my Munar Surface Experiment Pack, and it only has four parts in it.
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Thanks. I know about the recompile. The problem is that there's more than one recompile, and I don't want to get into the situation where I've got the mod working just fine for one of them, but broken for the others. (Also, I haven't been able to get any of them to work properly yet, so that's holding me up as well.)
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I've been working on the textures, and updating the mesh of the Retroreflector so it looks a little more stockalike. I'll be posting a few pics, probably later today. However, the KAS integration has been going- poorly. Explosions abound on the occasion that it actually works, so my 0.24.2 update will probably be a few days.
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That's an interesting idea, but I'm trying to, for now, use as few plug-ins as possible for this mod, since it's already dependent upon one fairly complex one (KAS) and will eventually be incorporating another (Dmagic's wonderful generic science module). Also, I'm a rubbish programmer (Java, MatLab, and LabView are the sum total of languages I know how to use), and just getting started in KSP moding, so I don't really have the skill to even attempt such a complex endeavor.
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I've been hard at work the last few days, both with real life and this mod, and here is what I have to show for it: Unfortunately, the 0.24 update means a lot of bugs need squashing, both in KAS and this mod, and, sadly, I can't move on properly updating this mod until KAS is updated for .24. Also, I'm not quite sure of my choice of color for the heat probe, and may change it.