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l00

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  1. @togfox: Thx for the testing! The parachutes don't work atm, i'll look into that! I am also working on something to integrate PowerNode control and Vessel power info @crimsonknight3: The panels need to use the module "SolarPanels_adv_PowerTech", the one you show is using "SolarPanels_PowerTech". You may be able to simply change the module, you can give it a try! If it doesn't work, please use a panel using the "SolarPanels_adv_PowerTech" module! Cheers!
  2. @nacoleptic: That's strange. Please check if there is an EPS.cfg in the Resources folder in your KSP directory! If not, you can add it from the EPS_0.3.zip file. If you do have the resource and it still doesn't work, i'd like to ask that you provide the 'output_log.txt' from the 'KSP_Data' folder. Just try to use EPS, and after it fails, quit KSP and attach the output log to a post! @Crimson_Pride14: I'm looking into making the nodes more solid, they will be updated soon! @togfox: Yepp, power is constantly drained if the node isn't manually powered down. I'm not sure how to get around that for now, as there is no general parameter i could read to tell if something on the ship is on or not... Thanks all for your support, Stay tuned!
  3. @ssTALONps: I will, but as EPS is backwards compatible at the top level, which ISRU uses, you should be able to simply upgrade to EPS v0.3 and use ISRU as it is. It is possible the staging icon will be wrong, but other than that, it should work! Cheers!
  4. Hi Everyone! I have updated the OP with assembly instructions on the PowerNodes. Please let me know if you have any problems with them! Answers: @sal_vager: Thanks for the help, it's much appreciated! @Crimson_Pride14: There are, but i have to check if they are updated. The ones used in 0.16 don't work so well now, i will put a link to folding panels in OP when they will be available for current version. @Lead_poisoning: Every part should behave exactly like normal, except they drain power reserves and deactivate when unpowered @Subcidal: Did you put the parts to be controlled on the Nodes themselves? They only drain power if they have a part to control. Please check OP for the new assembly guide! Thanks for the questions, have fun! Cheers!
  5. New version released. As this mod now has a use by itself, i'd like to request this thread to be moved to the Plugin-Powered releases section. Thank you, and enjoy
  6. Hi Everyone, New version released, hopefully addressing most issues. Check the OP for detailes, demonstration video and a cool new Announcement! Cheers!
  7. Hi Everyone! New version is up! Adding more ZO2 systems is now possible (0.6.2 had a bug that allowed it, but this is the real deal), see OP! Crewtanks are also supported. About ZO2 transfers: I might do that later, but this can already be done: Use Fuel cells to generate ZO2, and transfer fuel to power them @Evil Beaver: That is what EPS is designed for I am hoping there will be "official" versions by the mod creators soon Anyway, hope you like the update, Cheers!
  8. Hi Everyone! Thank you all for your support! 0.11 us up, as i named the .dll wrong... Please see OP! Pictures of a mission with ISRU have been also added to OP. The unit does indeed need to be activated by staging. I suggest activating it by putting it in the same stage your landing engine(s). Cheers!
  9. Hi! I might just be stupid, but i can't modify the title of my threads. I can change the title of my OP in advanced mode, but that does not update the thread title. I searched on how to change thread titles in vBulletin in general, and doublclicking near the title does enable me to edit; however, after pressing enter, the title does not update. I get a "rotating star" next to the title, than nothing... i did wait a few minutes, of course. Can someone help me out with this? Thank you in advance, Cheers!
  10. Yepp, the pics section has it wrong indeed. Thx for pointing that out! I need to redo the pics anyway, it's terribly outdated... Ability to have more than one ZO2 main system is a planned feature. Cheers!
  11. Dear fellow Kerbonauts! I am pleased to present you an ISRU (In Situ Resource Utilization) addon to KSP. This basically enables you to mine celestial bodies, for fuel. PICTURES HERE! Parts contained in mod: -ISRU Module: If "powered" by Laser Drills, it will slowly mine fuel. Only accepts "power" from EPS drills! Has to be activated by staging. You'll need more than one drill. -EPS Laser Drill: Use these to power the ISRU Module. They also power other EPS parts and batteries (not included ) They are NOT landing gear! Do not land on them or they will explode! Hit 'V' to lower / raise. -EPS Laser Drill Larger Version: Same as the above, for the larger landing legs. Changelog: 0.1: -Initial release. 0.11 -Fixed naming issue. Download below (mediafire). Download 0.1: ISRU_0.11 Source: ISRU_0.11_source Since i screwed up the name in 0.1 (IRSU, lol...) please make sure that you have ISRU.dll in the plugins folder and delete IRSU.dll, if you upgrade from 0.1! Please note that this mod adds custom data to the persistence file! I suggest backing it up before trying this! Credits -Yorik: Part models and textures -l00: coding & the rest:) Bug reports and suggestions are welcome! Cheers! This work by l00 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  12. Hi Everyone! Some answers: The flights should be ended and ships rebuilt is because i changed EPS significantly, it now uses partmodules instead of 'simple' modules. I tested upgrading 6.1 to 6.2, and the save did not break, however, there was some odd behaviour. Better safe than sorry braking your saves I am beginning work on multiple zo2 modules being supported, EPS should make that relatively easy. The ship should still explode using more than one, but i didn't test that recently. Is there still a place where the L key is indicated as drill position toggle? Please tell me where so i can correct it! Also place the drills as low as possible, they will stop when they reach the ground. A good way to tell if they are working is if they display the light-effects. The ZO2 animated panels are indeed outdated, i have included a .cfg in OP. Just replace the panels .cfg with that one to make it work! Also you can use Kosmos and Dynasat panels now, please see OP! For the future, i am planning to implement multiple ZO2 systems available, as well as ZO2 integrated pods. I am also working on Kerbals having ZO2 on EVAs. It is actually done, but due to a bug in KSP, it won't work properly. I'll keep trying! Cheers!
  13. Hi Everyone! New version is up, please see OP! Thread title refuses to update, sorry about that... Cheers!
  14. Hi Everyone! Since EPS 0.2 is in playtesting phase and is to be released soon, i just want to give an update on what this will mean to Zoxygene: New parts: -Fuelcells: consuming fuel to generate power. Can have fuellines attached to it, and consumes power like an engine (of course at much slower rate) -Nuclear Batteries: They generate "infinate" power, but not that much as you may think, and they are quite heavy too. You may take some if you have other mods using EPS to make your batteries drain slower Partmodules: -All EPS parts are now partmodules, and can be attached to pretty much anything. A fueltank with a built-in battery? No problem! -The Solar Panel module can now be attached to any "SolarPanels_adv_PowerTech" panel and that panel will than become EPS comatible. No more mess with the panels! Part Resources: The Batteries now use the resource "Energy". This makes EPS compatible with EE, provided you use batteries and sources from EPS, and engines from EE! Since EPS will now have a very simple and easy to use interface, i am hoping we will see more mods using EPS soon! Now i will go test this baby on the weekend to make sure everything is ok (yea, and to have fun killing Kerbals too....) Cheers!
  15. Hi! Since EPS is also discussed here, please read my latest post for information regarding that! http://kerbalspaceprogram.com/forum/showthread.php/14144-PLUGIN-PARTS-0-15-EPS-Electric-Power-Standards?p=228931#post228931 @ Kreuzung: I think this will resolve all previous issues. You can use it with the partresource system now (well, after it is released) Cheers!
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