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Tokamak

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Everything posted by Tokamak

  1. Hrm, good point. I will be wary of that. I did test it on Kerbin with DRE a number of times and it does work fine there too, you just can't smash it into the atmosphere as aggressively as you can with a hard shield. But the cost is an issue to consider. Balance is hard. XD I suppose until I get back to actually playing proper KSP career games myself, the best thing I can do is ask for feedback from people who use the parts. And to remember that not everyone uses the mods that I consider essential.
  2. On consideration, I'm going to go with a slight variant of @Randazzo's advice, and am basing the KADEPT heat shields off of stock shields, but offsetting the size. Sanity check my reasoning? The model is basically as if you took a sizeX shield, made it thinner and flimsier, and added the skirt so it can unfold to sizeX+1, so I used that as my base. For example: The KADEPT part that is 1.25m stowed expands to 2.5m. I gave it the mass of a stock 1.25m heat shield. Basically the gameplay trade-off I am envisioning is trading strength for more drag. Looking at the US patent, it is meant to dissipate at least some amount of heat through pyrolysis of an ablator in the cloth itself, though obviously there wouldn't be much ablator since it is impregnated cloth rather than a big ceramic slab. Also, using up of the KSP ablator resource could be thought of as a proxy for damage to the fabric, stopping you from using it over and over again. So I gave the part 1/10 of the ablator of a normal 1.25m shield. Since it is quite a light part for its 2.5m expanded cross section, with low heat conductivity, running out of ablator during re-entry ought to make it fail very quickly, if I understand the physics model correctly. I THINK that Deadly Reentry ought to just do the right thing, since I have set up all of the values that a stock heat shield would have, but I'd love it if @Starwaster could confirm that for me. I also don't THINK I have to do anything to make it behave reasonably in FAR. I made the cost double that of a 2.5m shield, because that was my best guess in terms of game balance. Even if you are aerobraking on Duna, if you want the drag of a 2.5m shield for less mass, you'll have to pay for it. Perhaps the cost should be even higher? And finally, for balance, I made it have the same required tech as a 2.5m shield, so it isn't a cheaty way to protect 2.5m payloads earlier than you would have otherwise. The .625m->1.5m and 2.5m->3.75m versions have the same relative relationships to stock heat shields of the appropriate sizes. I did have to guesstimate what the mass of a .625m shield would be based on the rest of the series, though. I didn't make a larger version because that niche is already filled by the stock inflatable shield. So... does that sound reasonable? I just want a sanity check, because I'm trying to make this balanced in terms of gameplay, as well as at least vaguely true to its real-life counterpart. Example config: PART { // From NASA - Adaptable, Deployable Entry Placement Technology (ADEPT) by DennyTX for KSP 0.25 // http://forum.kerbalspaceprogram.com/index.php?/topic/88546-nasa-adaptable-deployable-entry-placement-technology-adept-by-oldd-260414/ // Creative Commons Attribution-NonCommercial 4.0 International License. // Tokamak asked for and got permission to repackage from DennyTX over PM on 2016-08-30 // Model, texture, and animations by DennyTX // Updated to ModuleAnimateGeneric for KSP 1.1.3, and KSP 1.x thermal and aero systems by Tokamak // --- General Parameters --- name = kadeptHSmedium module = Part author = Tokamak // --- Asset parameters --- MODEL { model = TokamakIndustries/parts/KADEPT/NASAaeroShield scale = 0.088, 0.088, 0.088 rotation = 0, 0, 0 } rescaleFactor = 1 scale = 1 // --- Node Definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Size node_stack_top =0.0,0.95,0.0,0.0,1.0,0.0,2 node_stack_bottom =0.0,-0.95,0.0,0.0,-1.0,0.0,2 // --- Attachment Parameters --- // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules =1,0,1,0,1 // --- Editor Parameters --- category = Aero subcategory = 0 title = KADEPT Heat Shield (Medium) manufacturer = Tokamak Industries Reburished Parts Division description = The Kanvas And Duct-tape Entry Protection Thing (KADEPT) designed by DennyTX Ltd is a very light folding heat shield made of high-tech Mystery Goo impregnated fabric, and not just an unusually bulky umbrella. In either case, the KADEPT's ability to unfold allows you to produce a lot of drag for your aerobraking needs in a surprisingly light package. It is however considerably weaker than a conventional shield, so not recommended for high velocities in thick atmostpheres, or indeed for any other use either. This version is 1.25m stowed, and about 2.5m extended. // --- Tagging and searching --- bulkheadProfiles = size2 tags = ablat drag entry insulate protect re- rocket therm TODO // --- Game Mechanics Part Parameters --- TechRequired = advLanding cost = 2400 entryCost = 4800 fuelCrossFeed = False fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_vent_large = decouple stageOffset = 1 // Defines whether this part will create a new stage before itself when placed in editor childStageOffset = 1 // Defines whether this part will create a new stage after itself when placed in editor // --- Physics Parameters PhysicsSignificance = 0 // 0 = part has physics, 1 = part is physicsless mass = 0.1 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 dragModelType = default // This is always default maximum_drag = 0.2 // The maximum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1) // --- Thermal parameters --- // See also http://forum.kerbalspaceprogram.com/index.php?/topic/106241-guide-new-temperature-rules-for-parts-in-10-102-updates/ maxTemp = 3300 thermalMassModifier = 1.0 // Similar to "spefific heat", defines how much heat energy the part can absorb. Default is 1.0. heatConductivity = 0.01 // How well part conducts heat to and from other parts. Lower number effectively means insulating . Default is 0.12 emissiveConstant = 0.95 // How well part radiates heat into space. Higher means radiating more. , Default is 0.4, and 1.0 is ideal black body radiation. // Higher than 1 means actively "pushing" heat out, which is unrealistic but can be used to create better cooling. heatConvectiveConstant = 1 // How well part dissipates heat into atmosphere. MODULE { name = ModuleAnimateGeneric animationName = AeroShieldOpen isOneShot = false startEventGUIName = Expand Heat Shield endEventGUIName = Retract Heat Shield actionGUIName = Expand Heat Shield allowAnimationWhileShielded = False //restrictedNode = top disableAfterPlaying = false } MODULE { name = ModuleDecouple ejectionForce = 50 isOmniDecoupler = true // Specifies whether this decoupler separates on both ends or not. Defaults to false. menuName = Jettison Heat Shield stagingEnabled = False stagingEnableText = HS Jettison Not Staged stagingDisableText = HS Jettison Staged } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -7500 lossConst = 0.1 pyrolysisLossFactor = 6000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 20 maxAmount = 20 } MODULE { name = ModuleConnectedLivingSpace passable = false } // --- Settings for part test contracts // Mostly copied from 10m inflatable shield // See also: http://wiki.kerbalspaceprogram.com/wiki/Module#ModuleTestSubject MODULE { name = ModuleTestSubject useStaging = False useEvent = True situationMask = 13 CONSTRAINT { type = ATMOSPHERE value = True } CONSTRAINT { // prelaunch only at home type = SITUATION value = 11 body = _NotHome } CONSTRAINT { type = SPEEDENV test = LT value = 350 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = GT value = 250 prestige = Trivial } CONSTRAINT { type = SPEEDENV test = LT value = 500 prestige = Significant } CONSTRAINT { type = SPEEDENV test = GT value = 300 prestige = Significant } CONSTRAINT { type = SPEEDENV test = LT value = 600 prestige = Exceptional } CONSTRAINT { type = SPEEDENV test = GT value = 400 prestige = Exceptional } CONSTRAINT { type = SPEED test = LT value = 1500 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = GT value = 1000 situationMask = 8 prestige = Trivial } CONSTRAINT { type = SPEED test = LT value = 2500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = GT value = 1500 situationMask = 8 prestige = Significant } CONSTRAINT { type = SPEED test = LT value = 6000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = SPEED test = GT value = 2000 situationMask = 8 prestige = Exceptional } CONSTRAINT { type = DENSITY test = LT value = 0.1 } CONSTRAINT { type = ALTITUDEENV test = GT value = 4000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = LT value = 6000 prestige = Trivial } CONSTRAINT { type = ALTITUDEENV test = GT value = 8000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = LT value = 12000 prestige = Significant } CONSTRAINT { type = ALTITUDEENV test = GT value = 12000 prestige = Exceptional } CONSTRAINT { type = ALTITUDEENV test = LT value = 16000 prestige = Exceptional } CONSTRAINT { type = REPEATABILITY value = ALWAYS prestige = Trivial } CONSTRAINT { type = REPEATABILITY value = BODYANDSITUATION prestige = Significant } CONSTRAINT { type = REPEATABILITY value = ONCEPERPART prestige = Exceptional } } // --- End of Configuration --- }
  3. Deleted post: My problem was due to me being dumb and just needing to restart KSP
  4. Thanks! I'm unsure. It might just be the one part, but I might make a series of related parts. I haven't decided. As far as the centrifuge, it makes the physics engine freak out just by loading in flight, even with no animation triggered. I think it has to do with broken (degenerate) collision meshes, but I don't know how to fix it yet. Thanks for the link! I generally agree about mimicking stock values, but in this case if I did that there would be no purpose to the part. I'm trying to make it fill a useful niche, just like the real thing. Specifically it is meant for aerobraking at Mars, where being light and big is more important than being strong.
  5. The original name is ADEPT, or "Adaptive Deployable Entry and Placement Technology". It occurs to me that a good Kerbalized name might be KADEPT, or "Kanvas And Duct-tape Entry Protection Thing". Funny, or stupid? Is ModuleHeatShield obsolete? I'm not seeing it in the configs for any stock shields anymore.
  6. I'm currently reviving @DennyTX's old ADEPT expandable heat shield. Aside from fixing the animation (which was easy) I'm trying to get them fully supporting the latest aero and thermal systems. I've mostly got it, but if anyone has any tips or general advice I'd love to hear them. Here is a discussion of the real thing: http://forum.nasaspaceflight.com/index.php?topic=38661.0 And here is a paper on the subject https://engineering.purdue.edu/~mjgrant/62e2014-4139.pdf Basically it seems as if the role they have is being very light, high drag for their mass, but a bit flimsy as compared to a solid ceramic/composite heat shield. Also it ought to have quite low conductivity, since it is basically a reinforced umbrella held away from the body of the craft. It actually would probably make a good sun shield too, but that doesn't really come up much in KSP. Also, I am thinking it would be appropriate to give it a high temperature tolerance, but fairly low physical strength. I'm basing a lot of my values off of extrapolation from the stock inflatable 10m shield, because the idea is similar. However the ADEPT actually DOES use ablative cooling as well as just insulating, and I'm not finding good documentation on ModuleAblator. Here's what I've got so far for the small version. It's 1.25m stowed, but unfurls to about 2.5m. I'm just getting all of the numbers for that size first, before I do the other sizes. // --- Physics Parameters PhysicsSignificance = 0 // 0 = part has physics, 1 = part is physicsless mass = 0.1 breakingForce = 200 breakingTorque = 200 crashTolerance = 9 dragModelType = default // This is always default maximum_drag = 0.2 // The maximum drag coefficient of the part (usually under between 0.2 and 0.3 and < 1) // --- Thermal parameters --- // See also http://forum.kerbalspaceprogram.com/index.php?/topic/106241-guide-new-temperature-rules-for-parts-in-10-102-updates/ maxTemp = 3300 thermalMassModifier = 1.0 // Similar to "spefific heat", defines how much heat energy the part can absorb. Default is 1.0. heatConductivity = 0.01 // How well part conducts heat to and from other parts. Lower number effectively means insulating . Default is 0.12 emissiveConstant = 0.95 // How well part radiates heat into space. Higher means radiating more. , Default is 0.4, and 1.0 is ideal black body radiation. // Higher than 1 means actively "pushing" heat out, which is unrealistic but can be used to create better cooling. heatConvectiveConstant = 1 // How well part dissipates heat into atmosphere.
  7. They are actually already on my list. But I do welcome people suggesting things!
  8. I'm trying to keep the collision mesh as simple as possible, but since this thing is meant to have places to mount stuff, like on the hardpoints on the side, and inside the ring on the front, I can't get away with just a cylinder. I hope this is simple enough to still be decently performant The main hull is one cylinder, the cockpit and hard points are each separate meshes, and the ring on the front is individual rectangular prisms, since colliders have to be convex. I'd welcome thoughts. Do I need to strip it down further?
  9. (blargh, the forum software ate my mostly completed post. Whatever Squad are using to run this is REALLY bad) It is interesting how quickly you improve at something when you are just starting to learn it. By "improve" I mean going from "I have totally no idea what I am doing" to "I'm sort of starting to get vaguely competent". Leveling up from level 2 to level 3 is a lot easier than going from 49 to 50, as it were. This means that even dealing with things that I've made over the course of the week or two, I keep seeing things that make me say "Oh god, why did I do THAT?", and sometimes having to redo them. The viewing blister on the Munox module was one. After quite a long time of fighting to make my mas of extruded tris and quads actually line up nicely with windows, I realized that instead of basically trying to sculpt crumpled tinfoil, I should just make the thing from scratch, and START with the straight lines I wanted. Durr... obvious, right? I had a couple of false starts, having to scrap and redo it more than once, but I have something that I'm at least beginning to be happy with. After several false starts, I also realized that in preparation for making an IVA later, I ought to make this as a solid object instead of something one-sided, so I don't have to strain to make an inside connect with a shell of an outside. Clearly I'm going to need to learn about spectral stuff to make the glass look better... and luminosity as well, if I want to make it light up. I think that technically also counts as an animation...? Since the munox is meant to be able to be mounted inline with and behind other things, at least at launch, I'm going to need a shroud/fairing segment to cover that hole in the top of the spacer ring. Also I'll want to look into making it either a decoupler or a docking port. This part is feature creeping six ways from sunday, but that's okay. @.@ Also, I removed the tanks built into the front external stowage area. I figured that I should let a player mount whatever they want there. I may make a few things designed for that space, though.
  10. There we go. The new metal texture is MUCH better. The cockpid/cupbola windows will need a complete redo, and there is lots of other work to do, but the texture is a lot better. I'm waffling on if I want rivets, though. Old version, for reference
  11. So, my first attempt to make a metal texture for the Munox was... kinda bleh. And fiddling with it just made it worse. So I've had another go from scratch, now that I've learned a bit, and I think it is an improvement. This is just a simple base, to which i will add other effects like damage and whatnot. Seams and rivets done by hand, and the base metal texture is a composite of several metal textures from texturelib.com, cleaned up and layered together. They are open licensed, detailed below. The rivets might need a bit of distress or something to make them look less perfect. As before, @CaptainKipard's tutorials are invaluable, even though I'm no longer following them directly. Worth checking out at http://forum.kerbalspaceprogram.com/index.php?/topic/87505-intermediate-texturing-panels-and-edge-damage/
  12. In any case, as a matter of courtesy I am happy to make a new external model and texture to use for the next release, if he wants me to. I don't want conflict. If he doesn't object to me using what I have, then I'll keep that as it is but not introduce any new instances of his textures.
  13. Possibly. Though on my system, even loading the part in flight mode makes the physics completely freak out.
  14. @Starwaster moving this over to the dev thread I'm looking at the centrifuge in Blender, and the colliders for the torus are a whole mess of non-manifold stuff: edges without faces, zero area faces, and the like. Drawing that sort of thing ought not to be much of a problem, but I can see how in a collider it might KSP freak out. Are you doing only unity-side stuff or config editing, or are you also working with Blender at all?
  15. Oh, that reminds me that I should also look into adding Kerbalism support
  16. Interesting. I can open it in blender and blender doesn't throw any errors. There are some cleanup tools that are meant to remove that sort of thing. I'm not 100% sure how to get a model AND it's animation out of blender and into unity, but some research ought to tell me. I don't suppose you know where in the model structure it is?
  17. The version I used is the previously released version, under CC license. You did give permission, and I appreciate it. It did sound like you wanted me to have my IVA require your parts mod though, instead of being a self-contained unit that I can distribute. Basically, I wasn't getting back to you until I'd mulled over what the best way to respond was, that would be best for everyone. Which is why I was discussing possibilities in this thread, since the dev thread is the place to do that. I was a bit confused by the custom external offer. It is kind of you, but given that I already have my modified version of your original mesh, I'm not 100% sure what the purpose would be of you making the same changes that I already made. I'm trying to do right by everyone here, but do note that this all started just before I went to bed last night (west coast US) and I only just got up a couple of hours ago.
  18. Regarding giving credit where it is due, I want to be extra respectful of other people's work, since I am using a lot of it. I'm actually trying to even carry that over to in-universe acknowledgement in the flavourtext. Perhaps I'm being overly concerned, but I do really want to hammer home what is my personal work and what is not. It kind of gives my company a neat shtick, anyway. Mostly just sharing because I can, but feedback is always welcome. I've italicized the repeated bit, for ease of skimming. I do wish you could put carriage returns in descriptions manufacturer = Tokamak Industries Refurbished Parts Division description = After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! The PA550 was already a mature design, so we simply had to dust it off, update the inflation mechanisms, and possibly remember to check for leaks. It offers an unprecedented amount of elbow room for recreation, guaranteed to prevent your Kerbals from getting grumpy and mutinous on long stays in space. (Warranty void if used in space or extrakerbin planetary surfaces) title = Inflato Workshop PA330 manufacturer = Tokamak Industries Refurbished Parts Division description = After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! When we got our hands these, they were just mostly empty shells with 30m² of exciting possibilities. Ignoring those possibilities, the PA330 has been fitted out as a workshop instead. It can hold up to 6 Kerbals with enough elbow room for them to work, but you will want to find somewhere else for them to spend their off time if you are not a fan of mutiny. There was even enough room left over to throw in some surplus life support recycling equipment. title = Inflato F.L.A.T Command Module manufacturer = Tokamak Industries Refurbished Parts Division description = After the Kerbin-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! Like the PA330, the "Feasible Landable Advanced Technology" Inflato module was just an empty shell with an excess of docking ports. Unlike the PA330, it was also annoyingly small, so a command console and a worktable were all that would fit in it when stowed. At least it's roomy when inflated, and quite light for a 4 Kerbal pod. We are fairly sure we cleared out all of the spiders. title = Dry Workshop manufacturer = Tokamak Industries - Reburished Parts Division description = A hollowed out and re-fitted UDK brand fuel tank, designed to provide extra living space and allowing Kerbals to stay in space for much longer periods in... "comfort". The smell of refined kerosene is almost mostly gone. I'm a bit unsure if the "Kerbin-renowned" sounds amusing or clunky and tryhardy. Perhaps it should just be "world renowned". Also, I know the tank would probably have LOX or H2, but those wouldn't leave a bad smell, so there is no joke there Oh, I meant the inner hull of the tank itself, though also the endcap. Oh? I didn't know that. Is there a better candidate? Why are they changing the endcaps? O.o
  19. You may be right, but since I am already on shaky ground in terms of snarfing up a bunch of assets and re-using them, I want to make sure I do right by the community and other modders. If we can't come to a mutually agreeable solution, I probably can just redo stuff. I did also use his texture as the base for the inside wall, but I have learned the photoshop maxim "Use ALL THE LAYERS"
  20. Due to some issues with the creator of some assets I used wanting to revoke the CC BY-NC license, I may end up keeping the dry workshop hab as it is, or having to significantly recreate it with new assets. I guess we'll see.
  21. Thanks! That centrifuge, though. It makes KSP completely freak out and fail. I may not be able to recover that one. Though @Starwaster was working on trying to figure out what was going on with it, who I spoke with a while ago. I should check up to see how that is going. Thanks! The dart board is great... and totally not mine. The P550 is the one that was completely finished by @Porkjet, IVA and all, when he made the original pack. Note that there are duct tape patches around the dart board too. XD
  22. Ah, I think I see what the problem might be. I was displaying the part for which I was trying to paint textures, specifically the greebles in the middle. I was not even thinking about the fact that I had slapped your texture onto the end caps, and certainly was not trying to claim any credit for that part. I honestly didn't think about that, because I was too focused on the bits I was working on. I will correct that immediately. I have appended the notice: I hand painted the textures on the greebles (misc pipes tanks and things) in the center of the part. I did NOT create the gold endcap texture. That is a CC licensed texture created by@udk_lethal_d0se and at no point was it my intention to present that part as my work. That was an oversight on my part, and any assets, even a snippet of texture, that are used in anything I release will be fully credited. Also I will just be clear here that the external texture for the "dry workshop" part, in addition to the base of the IVA's internal wall texture are originally by the same author, as credited in the release thread, as well as the mod download, and the .cfg file itself.
  23. Here is a list of the quality pre-owned and probably still entirely functional parts that we have available for the budget-conscious space program manager. Popular mod support is offered at no extra charge! Inflatable Habitats After the world-renowned Porkworks was acquired by C7 Aerospace, they abandoned their Inflato product line to focus almost entirely on spaceplane parts. This left warehouses full of almost perfectly good giant space balloons gathering dust. Tokamak Industries was able to acquire them at closeout prices, and we pass the savings on to you! Inflato Habitat PA550 The PA550 was already a mature design, so we simply had to dust it off, update the inflation mechanisms, and possibly remember to check for leaks. It offers an unprecedented amount of elbow room for recreation, guaranteed to prevent your Kerbals from getting grumpy and mutinous on long stays in space. (Warranty void if used in space or extrakerbal planetary surfaces) Includes support/configuration for USI Life Support, USI Kolonization Systems (MKS/OKS), Connected Living Space Requires USI Core Tools Completely made by Porkjet. Included here not to take credit for but completeness Tokamak migrated from obsolete and buggy deployable hab module to USIAnimation, added support for mods Inflato Workshop PA330 When we got our hands these, they were just mostly empty shells with 30m² of exciting possibilities. Ignoring those possibilities, the PA330 has been fitted out as a workshop instead. It can hold up to 6 Kerbals with enough elbow room for them to work, but you will want to find somewhere else for them to spend their off time if you are not a fan of mutiny. There was even enough room left over to throw in some surplus life support recycling equipment. Includes support/configuration for USI Life Support, USI Kolonization Systems (MKS/OKS), Connected Living Space, Extraplanetary Launchpads Requires USI Core Tools Externals completely made by Porkjet, as well as basic unfinished internal skeleton Tokamak finished/fleshed out IVA, using some models and textures from PA550 to maintain consistent look and feel, added mod support Inflato F.L.A.T Command Module Like the PA330, the "Feasible Landable Advanced Technology" Inflato module was just an empty shell with an excess of docking ports. Unlike the PA330, it was also annoyingly small, so a command console and a worktable were all that would fit in it when stowed. At least it's roomy when inflated, and quite light for a 4 Kerbal pod. We are fairly sure we cleared out all of the spiders. Includes support/configuration for USI Life Support, USI Kolonization Systems (MKS/OKS), Connected Living Space, Extraplanetary Launchpads Requires USI Core Tools Externals completely made by Porkjet, but no IVA Tokamak created IVA, using some models and textures from PA550 to maintain consistent look and feel, added support for mods Dry Workshop A hollowed out and re-fitted UDK brand fuel tank, designed to provide extra living space and allowing Kerbals to stay in space for much longer periods in... "comfort". The smell of refined kerosene is almost mostly gone. Yes, we are aware that it sort of looks like a Kerbal in a metal hockey mask. Includes support/configuration for USI Life Support, USI Kolonization Systems (MKS/OKS), and Connected Living Space Exterior by udk_lethal_d0se, as well as internal wall texture IVA design by Tokamak Uses some small assets in accordance with their respective licenses. See asset credits Also included: One genuine Porkworks low-profile base mount! Entirely by Porkjet Included for completeness KADEPT Folding Heat Shields The Kanvas And Duct-tape Entry Protection Thing (KADEPT) designed by DennyTX Ltd is a very light folding heat shield made of high-tech Mystery Goo impregnated fabric, and not just an unusually bulky umbrella. In either case, the KADEPT's ability to unfold allows you to produce a lot of drag for your aerobraking needs in a surprisingly light package. It is however considerably weaker than a conventional shield, so not recommended for high velocities in thick atmospheres, or indeed for any other use. This version is Available in .625m, 1.5m, and 2.5m, each of which unfolds to the next size up. Model, texture, and animations by DennyTX for KSP 0.25 Updated to ModuleAnimateGeneric for KSP 1.1.3, and KSP 1.x thermal and aero systems by Tokamak
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