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l00

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Everything posted by l00

  1. Well, i am hardly any of those things... I actually was, and still am trying to make the mod feel stock, that is why i didn\'t add custom ui and such, glad to know it\'s working out as intended! Actually, only the folding panels use the system.io, and those were made by Alchemist, so i\'ll ask him about an update. However, many other things changed in 0.15, so i had my work cut out for me to make this mod work properly again... Anyway, enjoy the new version!
  2. Hi Everyone! The Zoxygene mod has been updated to work with KSP 0.15, go grab it! We will, however, have to wait for the Folding Panels to be updated, so we only have the standard ones to work with for now. Also, a larger update is coming, with things like normal mapped parts and ZO2 integrated command pods... Happy Launchings, Cheers!
  3. Things like that (i mean that you like the mod, not that it\'s not working with .15) are always good to hear, thx! I haven\'t had a chance to test the zo2 mod with .15 yet, as i am not in the experimental testing group. But i will check later today, so there should be a working version soon! Cheers!
  4. Hi! I like this challenge, here you go! http://youtu.be/klYR8wW3BIs I actually started playing in 0.11, so not having the map was an interesting thing for me! However, this is actually not that hard, if one has some experience! Done this not only without the map, but also without orbital calculators and such. 2 tips: -Orbits can be corrected if too low via a radial burn. So i tend to undershoot them and raise them as needed. This results in relatively precise altitute orbits. -On the Mun, if you orbit towards 270, wait till after Kerbinset and than do the escape burn, you will be on a good trajectory towards Kerbin! Cheers!
  5. I know why this happens: There is no crew, so there are 0 crewmembers that are alive, and the zo2 system kills the vessel. Will be fixed in next update! Yepp Will fix on next release. \'Till than, change the attachrules line in the part.cfg to this: attachRules = 1,0,1,1,0 That actually is a feature, so ppl can keep track of ZO2 related stuff without scrolling up and down in the stages during flight. Please, everyone, tell me if you find that conveniant or annoying. I can disable that feature if it annoys you guys. Cheers!
  6. Hi! Finally 0.5 is out, check for detailes in OP! We\'ll be working now on finalizing the part models/textures and making better solar panels. Anyway, for now, new models for tanks/main system, reworked code improving performance (lol the 0.5 alphas lagged older pcs like hell...), tank priorities and external module compatibility are added. Hope you enjoy! Cheers!
  7. Hi! This is not really to compete in the challenge, but it\'s on the subject...
  8. Yes, of course. But i recommend backing up persistent.sfs and quicksave.sfs anyway when adding any mods, including this one. In fact, i have the game in several folders, from vanilla, to modded-as-it-gets. Yorik has been working hard on the new parts, we will have a new Main system that is about 1/2 height of an rcs tank. That with the side mounted tanks should resolve the rocket-height issues! We are also looking into making a pod with an integrated Main System. We\'ll release the new parts as soon as they are ready, the new version will be released on... soon! Cheers!
  9. Hi All! I\'d like to announce that i am now working with Yorik on this mod, he will be responsible for part modeling and texturing! His work awesome, even i am shocked how good his new parts look! So, expect a big update soon, in which all the placefolder parts will be phased out (they will be kept in the next release so you guys can rebuild your ships without errors), also bugfixes, and i did\'t realise 'L' was for translate (lol...) so that will be changed as well:) Anyway, Yorik, Welcome on Board! Cheers!
  10. Hi All! Version 0.4 is now up! Also some pictures and better explanation of the features (short for the impatient, detailed for the curious ) Suggestions, bug reports are welcome. I\'ll start working on foldable panels for the mod soon. Cheers!
  11. OP -> Current features. It was alwas there =P I highlighted it a bit. look for the blue O character! Err.. nope?! Currently it is: Main unit: c400 w1 (yeah, should be more, but for now, lets just say ext. tank building materials must be thicker for technical reasons) Smalltank: c150 w0.65 Largetank: c700 w2.5 Check Your files! (maybe mixed from different versions?) Cheers!
  12. Hi Everyone! 0.3.3 is up, with a new part and balancing! Also site attachments are working again, so the mod and source are now attached to the OP. As a backup there is still an option to use uploading.com, but it would seem that uploading.com is kind of... bad. Thanx! Symmerty is irrelevant with ZO2. Since the KSP Fuel System is designed to emulate, well, fuel, i decided to write a 'Fuel System' for ZO2 from scrach... So all Ext. Tanks should drain and refill symmetrically regardless of where they are.
  13. Hello Everyone! Version 0.3 is up. Fixes and adds a few things, get it while it\'s hot! Changes in the changelog. Still hosting at uploading.com, but the forum attachments should be enabled soon, and than i can finally get this sorted! Answers: Err... yeah. That is some dirty code right there! I tried Part.Destroy(), Part.Explode(), etc. but the ship isn\'t easy to destroy if i am not being Jeb Temperature didn\'t like Mathf.Infinity eather... Search for the bool 'suff', there is the changing of colors, which are defined at the beginning. Sadly, no. That is because right now, the flight can end with a boom or by ending it manually. On boom, all crew attached to the ship is considered dead. On manual end, all of them are considered alive, even if i change their state in the roster which is in persistent, KSP just changes it back on the end of the flight. Constructive criticism is always welcome. You are right in the sence that that is how it is IRL, but that would make using this mod tedious imho. A mission sometimes takes a while in realtime and if the player runs out of ZO2 after 30 minutes of playing without any means to correct the situation, that would be flustrating as... As for the 'Regolith Plant', that is a good idea, i might implement it later for Munar bases, so they don\'t need 20 tanks of ZO2. Hmm... are You sure that they where full when the Sun went away? Umm... not green? Kidding aside, i am making a video to showcase the mod for all to see! Well, that\'s all for now, i\'ll make the video soon, until than, download and see for Yourselfs what the mod is like (if You haven\'t already )! Happy killing Jeb, Cheers!
  14. Hi Everyone! As You can see, version 0.2 is up! You are correct about parts being too heavy, this has been changed. I actually intended to do that in 0.1, but completely forgot about it... \'relatively heavy\' panels were meant to be 0.1 not 3.5 I also reduced the recharge rate of the panels, so 2x more is needed for the same rate. 2 panels still charge the system, but slower. They are MUCH lighter now. Sorry for using Uploading.com, but Mediafire is giving me a hard time, and i can\'t for the life of me find a way to attach files to posts anymore. Anyway its free, but waiting is... i know. I am looking into other ways of hosting, i\'ll think of something... I will upload pictures, maybe a video next week. I also use the .zip format now so you don\'t need winrar to unpack. Other, user specific answers: Yepp Known bug. It may actually have something to do with how the game works, as this happenes when you warp faster than 2x. I will try to fix that... Well, i will probably change the naming of the display from \'reserve \' to \'exstension\' or something along those lines, but the main tank has to empty last for a lot of reasons... Also, since the main tank shouldn\'t be decoupled, but the small tanks can be, it makes sence that the main tank empties last. The color of the displays will be changed in the next version. Deployable panels are planned, it is also planned that they will face the Sun automatically. That will come later tho, first i will try to improve the sundetection. Anyway, thanks for all the comments, suggestions and praises! I will keep working on this, updates will follow soon! Cheers!
  15. Dear fellow Kerbonauts! I am pleased to present you a working oxygene addon to KSP. Since afaik we have no idea what kerbals breathe, i named the substance Zoxygene. All described here has been implemented and -hopefully- working stable. So, without further ado: PICTURES HERE! Parts contained in mod: -ZO2 Main System: the core of the life-support. Supplies the Crew and Passangers (crewtanks) with ZO2. Optimal for the small commandpod. -ZO2 Main System Large version: For the new large parts of KSP. Optimal for the large commandpod. -EPS Small Battery: to augment the capacity of the main tank/system. -EPS Large Battery: to augment the capacity of the main tank/system. By a lot. -EPS Solar Panel: In space, the only way to power the ZO2 recyclers and keep your crew alive... If you want to... -EPS Laser Drill: For extended Munar Missions / Bases. They are NOT landing gear! Do not land on them or they will explode! -EPS Fuel Cell: Use fuel to keep Kerbals from sufficating. Needs it's power enabled from the right-click menu to use (to avoid "eating" your fuel). -EPS Nuclear Battery: Infinate energy, for a price. Quite heavy... Current mod features (short): -The crew needs ZO2 to survive outside the Atmosphere. -Solar Panels recharge ZO2. -ZO2 supply can be extended using more ZO2 systems. The topmost ZO2 system is the primary controller, the higher a controller is, the higher it's priority. (can be changed on the fly) -Batteries increase the capacity of ZO2 aboard the ship (it can go longer without solar power). -Laser drills mine materials so the crew can get ZO2 without soler power if the ship is landed. U will lower/raise the drills into position. -Fuel Cells generate power by using Liquid Fuel. They consume from tank stacks they are attached to, they also accept fuel from fuellines. By default, they are turned OFF. Turn them on by right-clicking and than click Enable Power! -Nuclear Batteries create Infinate energy, for a price. They are Quite heavy. Recommended if you are using multiple EPS parts. Keep their number on the ship to a minimum and supplement them with other powersources! -It is possible to overload the engines using ZO2 to get out of sticky situations. Hold O to do this. However, there are risks and if consumes Fuel and ZO2 fast. Current mod features (detailed): -ZO2 mechanic: In the atmosphere, the main system can scoop in ZO2. Once you leave it, only powersources can provide energy to 'generate' (actually clean) ZO2. -ZO2 supply can be extended using more ZO2 systems. They all have priority by staging. Lowest will be drained first, highest will be filled first. The highest conroller will also become primary controller for the whole vessel. Controllers automatically know their priority, and priority and primary status can be changed in-flight. if draining a specific controller is not desired (eg.: It is on a crewtank and that tank will be seperated), Disable ZO2 power in the controllers right-click menu. Remember to enable after seperation! -Solar panels are fragile and add weight, but the more of them, the faster the ZO2 renererates. -Solar panels depend on the Sun, so they only work in sunlight. -The crew can sufficate.If they are 'smart' enough, they will react to this, being kerbal, by screaming. They also turn blue. -When sufficating, the crewmembers die one by one. More dead kerbals=less ZO2 consumption. -If the main ZO2 level drops below 33%, Timewarp will reset to 1x to give the player a chance to react. An alarm is also sounded. Alarm can be turned off in right-click menu of the primary controller. -The ZO2 system was designed by kerbals, so it has a reverse switch. Holding the 'O' key will went all ZO2 from the cabin and direct all ZO2 to increase thrust. This is risky however. Thrust is increased by 50%, Fuel consumption by 100%, Heat generation is also increased and there is a distinct chance of engine faileure. Use in emergency only! ...Or to torture your kerbals Pressing 'O' at 0 throtthe has no risk of engine failiure. A failed engine will not explode, it will simply shut down for good, so the player has a chance to salvage the situation. -Use Laser Drills to survive the Munar night (minimum 2 drills to keep all 3 Kerbonauts alive). Press 'U' to lower/raise them. They will stop at the appropriate position automatically and start mining. -Ejecting the main ZO2 system outside the Atmosphere will kill the crew. Ejecting a part of the ship, that has Kerbals in it, but no ZO2 controller also kills the crew. -If all members of the crew are killed, ship control is lost. Known bugs: -Solar eclipses sometimes make the panels turn on/off when going into/coming out of an eclipse (not severe) 0.2: -Reduced the mass of all parts. -Reduced the chargerate of the ZO2 Panels by 50%. 0.3: -Implemented Solar Eclipse Detection. -Fixed a bug causing the stages to freeze when the main system was decoupled. (typically parachute not opening) -Changed the color of the displays a bit for better visibility -Changed the part and readout names to make more sence -Made more variables cfg editable -Lowered the ZO2 consuption for Overload mode -Increased the chance of engine failure in Overload mode 0.3.3 -New part: Large ZO2 tank added -Full rebalance on tank capacities and wheights -Balanced Solar Panel ZO2 regen. rate so less is enough. -Fixed a bug that caused Timewarp not resetting to 1 when ZO2<10%, only later when crew was already sufficating in high warp 0.4 -New part: ZO2 Extractor aka. Laser Drill -Tweaked balancing (again) -Various bugfixes 0.5 -New parts: Side-mounted Ext. ZO2 tanks, big and small. Mass and capacity are halfed compared to the old tanks, 1 old tank = 2 new tanks on the side. -New part: Small Main System. (All these new parts ar WIP, both textures and models will be upgraded later) -Draining / refilling tanks can now be prioritized by staging. Higher number stage (bottom) draines first, lower number stage (top) fills first. The Main System always takes priority, regardless of its stage. -ZO2 tanks no longer try to put themselfs to the bottom of the staging, as their stage determines their priority. -External modules are now accepted by this module, detailes on how to do this are in their appropriate section. -Engine overload and Drill lower/raise keys are now remappable from the .cfg file. 0.5.1 -Updated to work with KSP 0.15. It is possibly incompatible with older versions. -Fixed naming issue of .dll, it is now more appropriate (Zoxygene.dll). Please remove zoxygen.dll before using this version! -ZO2 tanks now drain and charge prioritized by their stage even if small and large tanks are mixed in the same stage. -The ZO2 Main System now allows parts to be attached to it\'s surface. -Various other bugfixes. 0.5.2 -Revised (half-rewrote) the solar detection system, should work a lot better now. -Fixed a bug where laser drills did not show their appropriate effects when deployed. -Putting the ZO2 system on an unmanned vessel will no longer kill the vessel. It will deactivate the ZO2 system instead. 0.6 -Made the mod EPS Compatible -Revamped a lot of the code to work with EPS -a lot of bugfixes 0.6.1 -KSP 0.16 compatible -Crew now disappears when they die, dead ships loose control like empty ones in EVA. -Dead ships can be reclaimed. -Zoxygene icon flashes orange when Zo2 is being drained. -Below 33% the icon flashes red. An alarm is also sounded. If Zo2 begins to rise again, the audiable alarm will stop -Added 'Disable Warnings' to the Main Systems Rightclick-menu. The alarm gets reenabled if there is no emergency any longer (Zo2>33%) -Added a longer drill to EPS for the new landing legs. -Bugfixes, etc... 0.6.2 -EPS 0.2 compatible -Solar panel module can now be attached to animated panels using SolarPanels_adv_PowerTech module. -Added Fuelcell -Added Nuclear Battery -Compatible with EE's Ion Engine. (use EPS parts to power the engine) -ZO2 is no longer regenerated under water. 0.7 -Added support for crew other than the crew of the command pod. -Added support for multiple ZO2 main systems. -Added support for detaching crewtanks with ZO2 controllers on their vessel. (and support for killing them without a controller) -Added large ZO2 main system for the new 0.16 KSP parts. Maximum ZO2 : 500; same as the old small one. -Changed maximum ZO2 for the small main system to 170, also lowered it's weight. -Various bugfixes. 0.7.1 -KSP 0.17 fully compatible -uses EPS 0.3 -Kerbals turn blue and scream again -added ZO2 status indicator in IVA -better secondary ZO2 tanks implementation -timewarp reset should not destroy ship even from 100000x -bugfixes Download 0.7: Zoxygene 0.7.1 Source: Zoxygene 0.7.1 source Folding Panels Guide: 1, Make sure that you are using at least PowerTech v0.2.6.1 2, Get a panel using the module SolarPanels_adv_PowerTech. These will be Standard DynaVolt (DynaSat) and Kosmos panels. Note: Don't use the EPS specific panels, but the standard ones, except if the panel is specifically made for EPS 0.3! 3, Download this module, and attach it to the end of the part.cfg of the panel 4, If you find a line starting with 'ShowIndicators' make it false like so: ShowIndicators = false If you don't find the line, add it as shown above! 5, Enjoy your new EPS compatible folding panels! Note: I'll be contacting panel makers about permission to provide animated panels without this hassle... 3rd party addons: EPS recharge panels - PowerTech edition - Folding panels by Alchemist: HERE Use the Zoxygen recharge panels, with this .cfg! Notes on current balancing and general advice -The Main System capacity is enough for Low Kerbin Orbit. -Four (two old) Small Ext. Tanks are enough for Keostationary Orbit. -Two (one old) Large Ext. Tank should be enough-ish for a standard Mun mission. -Small and Large tanks can be combined. -All these calculations apply for circular orbits only. In an eccentric orbit, it is possible to spend a lot of time in the dark, you must calculate this into orbits and act accordingly Also, if the you approach the Mun where the Mun blocks out the Sun, ZO2 will probably run out... In these cases, again the you should take action to get back in the LOS of the Sun ASAP. (that is, if the crews health is relevant at all... ) -If you plan to elongate an orbit (eg.:TLI) make sure the Sun is not behind-ish the part that is going to be elongated. If it is, you will travel a lot in darkness, and that is a recepie for suffication... Notes on 0.6 and EPS From 0.6, the ZO2 mod uses the EPS plugin. This has the benefit of being able to share power and batteries with other plugins, also using EPS. The problem is, this means ZO2 0.6 is incompatible with previous versions of ZO2. But it also means, on the longrun, all plugins will use the same electric components, instead of each having its own versions of them! 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! Announcement: I am very pleased to announce that i am now working with rocket2guns, the original creator of the Component Space Shuttle! Expect new awesome Models for the parts in the future! Cheers! This work by l00 is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License.
  16. Bill Jeb and Bob must be confused out of their little minds - Mun1 to KSC: we errr... landed at... KSC?! Right on the pad. - KSC to Jeb: What have you been smoking??? http://imgur.com/a/W2TwJ But seriously, i think this might been put there to test the PQS terrain on the Mun (so Mu doesn\'t have to fly there every time a change is made to observe the results), and they forgot to remove it. I mean if it was just a mistake, it is unlikely it would be on even terrain and just at the right altitude to match the terrain altitude... Cheers!
  17. @wired2thenet Thanks! I used Novapunch, Kosmos, Probodobodyne and BACE. I also edited the BACE commandpods to be \'struts\' so i can put them on the base for looks. Cheers!
  18. Hi! I\'ve done this already for another challenge http://imgur.com/a/JZcFc Returning is in a seperate stage. No mods were used. Cheers!
  19. Well, going Jetsons-crazy with mods is always an option... =P Like so: Gallery of the whole story: http://imgur.com/a/DGLDc Btw @Nurb: Making those capsules placable on ships is a VERY good idea! Cheers!
  20. Well, here is my take: http://imgur.com/a/JZcFc#0 Is 112 LFTs large? All is stock, plus its Single Stage to Munar Landing... Total mass: 95.74 Cheers!
  21. Hmm... the 'terrain changes on reloading the ship' bug happened to me too (0.14.1). What i find stange is how consistent the inconsistency is (lol). In all my attempts at landing at the North Pole, and in all the pics i see here, when we reach the Pole, there is a gap in the surface. I made a quicksave on the ground and reloaded. The surface was now fine, no polygons missing / out of position (and the ship is dropped and goes boom). And this is the significant part: every single time i land, there is that gap, and every single time i load the save, the gap is gone. That would indicate that terrain is generated differently when approaching the terrain, and reloading it. I also tried making a save 6000m above the munar surface. After reloading the save and landing, the gap was consistently there. Is it possible that the final, most detailed level of terrain generation simply doesn\'t kick in on approach? It may also be possible that this is an issue with the updater (part(s) of the game not updated) and that is why HarvesteR has no trouble with this anymore .
  22. Here is my attempt: http://imgur.com/a/lByjT Aiming for the largest stock ship prize 28 LFTs, 18 RCS tanks, 19 lander engines, 24 landing legs, 1 ASAS and a lot of lag (at launch). I\'d say i got that prettly close! Cheers!
  23. Here is my take on this: http://imgur.com/a/Ot4xs The two ships are identical. Both capable of returning and landing safely.
  24. Hi Everyone! I am pleased to tell You that Bill, Jeb and Bob are now happily heading towards deep space with some munar samples on board... Hardest part for me in this challenge was fighting the Space Kraken! Bloody thing damaged the ship too. I don\'t think a yt video is warranted for this flight, so here is the story in pictures: On landing pad Main stage separation Trans-Munar burn Jeb messed with the design of detaching spent LFTs here Ejecting AUX engines Landed on the Mun. Ascending... Escape from munar gravity Planetary escape Solar orbit Bloody Space Kraken... Spinning seems to help... The Kraken strikes! Fuel consumption should be equal... 2 fuel lines must have been damaged... Out of fuel... What acceleration? Space Kraken has the FORCE! Fuel system should look like this on all sides... ...but the fuel lines here are just gone... After separation, timewarp is possible. The rest of the ship is ripped apart by the dam Kraken... At Solar PE End results I was left with two almost-full tanks and no way to use them... So, i think this challenge should now be about how fast you are at PE in solar escape to keep things interesting In this flight: 14259.6 m/s Well, i will retry sometime to reach a better speed... Anyway, thanks for whatching (or viewing, or whatever ) Cheers!
  25. I found this challenge a bit late, but there you go! Stock parts only. It took more than a day as i managed to find slopes in 2 of the 5 craters, so i was low on fuel... Landed near-ish to KSC, also because of low fuel, i was afraid to i could not correct my inclination. Is that considered near? You decide!
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