C.A.Sizemore
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Everything posted by C.A.Sizemore
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[1.x.x] Kerbal Hacks: Droptank "Wrapper"
C.A.Sizemore replied to Enceos's topic in KSP1 Mod Releases
Thank you, I so like this mod installed and I am planning my next series of launches to Mun. I under stand your busy but I would love a Bracelet sized service bay or integration with Universal Storage could be awesome. Thanks again.- 43 replies
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CKAN (The Comprehensive Kerbal Archive Network); v1.28.0 - Dyson
C.A.Sizemore replied to politas's topic in KSP1 Mod Releases
I am getting this same error. I can play but I can not add mods or edit my mods list what do I do? I fixed it by following these instructions; https://github.com/KSP-CKAN/CKAN/wiki/Clean-and-reinstall-process all it would have taken was one line from the mod manager and this would have been better for me. I am aware that I am using a free mod for a game that the mod manager didn't write but I am also frustrated. -
Darn, well I will need to add to my supplies list. I just landed the boys on Mun and started placing experiments. Half of the ones I just set down exploded, then the Battery started dancing and the SEP ot flung sub-suborbital. I am so glad I quick save after every landing, wish I had a video of that.
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[WIP] Concept magnetohydrodynamic solar sails
C.A.Sizemore replied to C.A.Sizemore's topic in KSP1 Mod Development
FreeThinker your saying I should copy the module from the Interstellar, which works and is stable and use my own part for the magnetohydrodynamic solar sail. I am not a programer and I get lost easily in the code. I am okay with learning to code, my problem with the interstellar solar sail is its mechanic. A magnetohydrodynamic solar sail would not need to be at a 45 degree angle to the sun neither would a true solar sail. You would tack like a sail boat either with wind to go faster or against the wind to slow. A solar sail with the solar wind directly astern would be gaining a lot of deltaV. -
[WIP] Concept magnetohydrodynamic solar sails
C.A.Sizemore replied to C.A.Sizemore's topic in KSP1 Mod Development
Okay my solar sails need solar wind, So I will need to add a resource, Solar Wind and the Solar Sails will have to collect and use that resource. I am going to have to write my own plugin? Yikes more work but fun. So where would I learn to write a plugin and I guess if I make it so that the solar wind is only available in Kerbols SOI and not any Planet or Moons that would give it the realism I would want. -
[WIP] Concept magnetohydrodynamic solar sails
C.A.Sizemore replied to C.A.Sizemore's topic in KSP1 Mod Development
I Just built my Mark 0.1 of the Solar Sail, I used the FL-R1 RCS Fuel Tank with the Yellow Tanks recolored to blue, (I have no modeling skills). I placed it in the Specialized Electrics for now I think maybe it should be its own tech node eventually. I launched it in a Sandbox and used the Infinite fuel cheat to boost the unit into space. Once I got the unit into space it worked perfectly until I turned off Infinite Fuel then no thrust. The unit had full electrical charge and even with the solar panels retracted it was not using any charge. My process; Copied and edited the Mainsails config, Used the FL-R1 RCS Fuel Tank's mesh, node definitions and attachment rules. Copied over and edited the images for FL-R1 RCS Fuel Tank. To do: Need to figure out why the sail does not work, I will post the config file in another post. Need to add sensing of sunlight pressure, for realism. Need to add SOI sensing. Need to get better visual effect for sails. Need to find a better sound files I just used the stock sound effects for the Mainsail. https://s-media-cache-ak0.pinimg.com/originals/e6/c0/36/e6c03645b9da411dbcf222306719c9fd.jpg https://s-media-cache-ak0.pinimg.com/originals/75/c6/9b/75c69b3776348bee43007961a3203078.jpg - - - Updated - - - Spoiler alert this is the config file. -
[WIP] Concept magnetohydrodynamic solar sails
C.A.Sizemore replied to C.A.Sizemore's topic in KSP1 Mod Development
The Alcubierre drives are far to fast, any drive that can instantly push you to a significant percentage of lightspeed is just way over powered. In reality those drives will require the same amount of power generation as a medium sized star. I want something that is less Star Trek than a warp drive. I was thinking of something with a power out put more like that of Skipper or maybe a Mainsail. I do like the effect rover dude uses though that is what I was looking for. I could not find anyone using the interstellar solar sails so I will have to down load them and check them out. although the sail they are talking about is a physical sail not a field. -
So I want to build an add on that models magnetohydrodynamic solar sail. This is a field of plasma that catches the solar wind and uses that pressure to provide a vessel with thrust. These sails are like the solar sails that have been talk about before but they have an advantage over a standard solar sail, being a plasma field they are not restricted to the mass you can lift into orbit. A field can be kilometers across without having to lift that mass into orbit. The hard part I see is that thrust is still very small, in the real world you would open the sails and leave them open for weeks to move a vehicle from Earth to the Mars. That does not really work in KSP you can not (without more mods that allow for independent actions) set the sails on a ship to Jool and then leave. You have to stay with the vessel while under thrust. To work within the game limitations I think that the engine would work more like a thruster, It would have to have a significant Thrust but consume no fuel. To balance this engine against the rest of the game I would set up a couple of limitations; First it could not be activated inside the SOI of any planet or moon (this is a real world limitation as you would not want to drag a multi-kilometer electromagnet through the magnetosphere of a planet), Second limitation would be based on the solar panel model (the more sunlight your sail gets the more thrust you get). As for a model I do not have one yet what I would like is an aurora borealis effect over an area around the ship. My thought on an easy early mock up would be using a stock fuel tank and 3 or 4 of the Giant solar panels. The tank would stand in for the field generator and the solar panels for the field. Please tell me what you think.
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I am not getting the tool in either tool bar (stock or Blizzy's) I am I missing something. It was working pre .9, fresh install for .9.
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[1.3.x] SETI, Unmanned before Manned [Patreon]
C.A.Sizemore replied to Yemo's topic in KSP1 Mod Releases
I like this one. I am wishing you could start out at the beginning. I don't mean Wright brothers, but a simple prop plane to run around local area, then a rocket and then a jet. Then we start putting kerbals into space and onto other planets.- 2,515 replies
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This is my new room its for sale in London. http://www.viralnova.com/spaceship-in-the-attic/
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[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
C.A.Sizemore replied to Arsonide's topic in KSP1 Mod Releases
Thanks So is there a way to bypass this for now do I go into my save and change an answer something? Also I on the things you are working on are you working on making the waypoints visible in ScanSat, and or an in game way of setting your own waypoints? Thanks you, mod rocks and has my vote for Squad should adopt it and hire you to bake it into vanila KSP. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
C.A.Sizemore replied to Arsonide's topic in KSP1 Mod Releases
I have my Minmus base it is mobile and has done several kilometers of Minmus travel but I am still not getting the credit for having a mobile base. I am using wheels from Modular Multi-Wheels. Below is my mobile base in route and then landed. BTW this mod rocks but argh its hard to get the credit for doing things some times. I have also had issues with rovers not being counted as rovers. is this because the add on is not recognizing something in other add ons? Minmus or Bust!!!! Are we there yet??? -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
C.A.Sizemore replied to tgruetzm's topic in KSP1 Mod Releases
I don't use module manager. is it needed? -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
C.A.Sizemore replied to tgruetzm's topic in KSP1 Mod Releases
On the reality of life support for humans, the truth is that outside of earth orbit the only viable way to support human life would be a closed loop system, food/water/02 are consumed, the used food/water/02 are fed into a habitat that recycles them into food/water/02, repeat. -
[1.0.5] Snacks! Kerbal simplified life support v0.3.5
C.A.Sizemore replied to tgruetzm's topic in KSP1 Mod Releases
I installed the plugin and love the idea, it is not working for me. Their are no snacks in any of my command modules and no slider to change that, 0.25 with the following mods ToolBar Asteroids Resources Better Science Labs Ambient Light Chatterer CIT Community Resource Pack Engineer Enhanced Nav Ball Fine Print Fire Spitter Fuel Wings Hooligan Labs (Air Ships) KAS Kerbal Alarm Clock RCS FX Nano Gauges Precise Node SCANSat Science Alert Select Root Science Collector Tac Fuel Umbra Explorer Pack VNG I am going to try a new instal with only snacks to see what happens. if that works I will add in the mods I like until it breaks again. Tested: No Joy unable to add snacks in VAB and Jeb was hungry and had no snacks. -
I searched and could not find this problem. Something borked my version of KSP so I reloaded it from a fresh down load installed all new versions of my favorite Addons, loaded my preserved save went to load my Sopwith Scout (modded and kitted out Camel for hunting Science on Kerbin) and I get the error that prop engine is missing. Reloaded on fresh a fresh sandbox with all the firespitter planes and I get the error "Craft [craft name] was not loaded because it had the following parts missing is missing FSPropellerEngine." ack, please help. Also I am then stuck in SPH, I have to kill the game to get out. ---------------------------- I figured it out and I am working around it. I love the new Multi-tank concept, I would like to be able to chose only oxidizer in a tank that would make building SSTOs far easier.
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I would like to make a request I, would like to make a request I want to be able to set an added speed limit to what the wheels can give. I don't need to drive at plaid across Mun's Surface in my Space Winnebago. I would also like to be able to scale back the amount of force the front brakes put out, I do not want to disable the front brakes more back them off to a 25% or so.
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HMV Plays KSP! New series for 1.2: PreRelease!
C.A.Sizemore replied to Superfluous J's topic in KSP Fan Works
So, do you have to have Modulemanager for these config files to work I have never gotten the blasted thing to work, and have just been handling that task myself. [Spoiler: For Kerbal Engineer Redux version 1.x, to give the engineer ability to all pods and probes] [spoiler: For ScienceContainers, to give the container ability to all pods and probes] -
My favorite bit of trivia about the Russian Space capsules is the rifle that is part of the standard kit in case the tundra wolves get to aggressive.
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No Rules Circumnavigation Race
C.A.Sizemore replied to flipmcf's topic in KSP1 Challenges & Mission ideas
We took off KSC in a KAX powered twin rotor prop plane just after Kerbol came over the horizon. She took off like a dream be cause we wanted day light, headed west she did not like to climb in fact I am sure we left some pair on that first set of mountains but she flew strong. She reached her flight ceiling of 7700m and stuck. With her engine s at 85% of throttle. We tried to speed up time she bucked and rolled. Once we recovered from the spin and regained our altitude, we flew on West chasing the dawn. 3 hours 35 minutes into the flight I heard someone rumbling with less an hour to go it struck, the Kraken ripped our ship from the sky. Tomorrow will be another day and we will once again set our course for the second star on the right and go straight on til morning.