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MaxShadow

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Posts posted by MaxShadow

  1. Yeah, I had a quick look at this and didn't work it out. I don't have blender or any other modelling software so I couldn't check for specific flags to use. I did try things like 000 and 001 but no joy.

    I'd be inclined to say that's what you want to be trying, the specific flag that is, though don't mix it with deepreplace, incase you missed that in the kerpaint config. Deepreplace just seemed to cover the entire spaceport when all I'd painted was the door.

    Damn, I guess that in some cases, only mod authors are able to do these configs. Anyway, thanks for taking the time to try it. If you're interested, this is the plugin I used to import the model:

    http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon

    It works with Blender (free). Perhaps you find it useful someday. I have no idea how to use these modelling programs.

    Oh and thanks for the updated SP+ config!

  2. It depends how the mod handles it. SP+ has 2 textures for it's radial intakes, one shader map covers both textures without any complications or extra config entries.

    I'm trying to add compatibility with the mod Hangars. The problem is that the models are separated in many sections (main body, front door, back door, left leg, right leg, etc...). Some of those sections share the same texture, but all models use more than one texture. I've made the "_paint" files, but if I use Deepreplace it wont look good. I tried to add the ModulePaintable more than once to the same part, but none of them is painted in-game. The part has the module, but I can't paint it. I'm not sure if that's because I can't add more than one ModulePaintable to the same part, or because I'm using the wrong "Specific =" flag :/ I imported the models to Blender using a plugin, that's how I got the name of the sections, but I'm not sure if that is what I have to write in "Specific".

  3. WOW that's a lot of spaceplanes. I'll definitely take a look at some of them, specially the biggest ones like the Wedgetail and Albatross. Also, a freaking KR-2L on the back of the Dementia?? THIS IS MADNESS :0.0: (?) I've read your guide too. Pretty straightforward. Not too long, but it covers some aspects I haven't seen explained anywhere else, like the control surface tweaking, and using flaps and spoilers for landing. I'm using NEAR right now, it's like FAR, but a bit simpler and without the aerodynamics analyzer. I'm starting to get the hang of it, just need to learn to make a good balance between mass and lift. By the way, thanks for the answer!

  4. I like the resource depletion idea. You could make it so when you start extracting in one spot, it creates an area with a certain radius, where the extraction rate is reduced. The reduction multiplier and radius would raise logarithmically over time. Using another device, or through prospecting, the player would be able to reduce the multipler and radius, but he wouldn't be able to extract in that area at the same time.

    About prospecting, it's also a good idea, but taking in account that low gravity moons makes rover driving a real pain, it would be a bit tedious to find karbonite only this way. You could make it so the detector has less maximum effective range, with 0 minimum range. The radius of detection could increase inversely with the altitude, so you get a big detection range when you are landed.

    Finally, about the consumables... I personally don't like that idea. It would make the mod harder because you would have to bring spare parts with you, increasing dry weight. And after some time you would need to deliver more (when you could simply send some fuel to your refueling station). You could make more devices to produce these parts, but that would add complexity. With KSP-I and MKS/ORS we have enough resource production :P

  5. Nice mod Roverdude! I was using Kethane until I saw this. Wanted to use both but due to memory limitations I decided to keep Karbonite instead. Being able to collect the resource from air and sea is a really good addition. However, land mining feels a bit OP. I just sent to minmus a little ship with two big tanks and three drills, landed it in a good spot (+4000) and started mining. The tanks got filled instantly... Looks like a single mining ship can feed any amount of refueling stations, being the transport the only obstacle. Too bad Karbonite is not edible :P While this is better than having to change the mining location all the time, it also makes interplanetary travel much more simple and less challenging. If you are using extraplanetary launchpads, it makes you completely forget about getting fuel, forever. I think that the collection rates should be nerfed because Karbonite is also infinite, and that feels really unbalanced.

  6. I just came here to say thanks for this amazing tool! I've managed to launch a few full space stations in one go.

    I was going to suggest an option to use "Onion" staging (All engines fire at once, fuel flows from one entire stage to the next), but I noticed that doing this, or firing the engines in different stages without fuel lines gives almost the same Delta-V, so adding that option won't affect the program calculations at all. The only difference is that you start with more TWR, so you get out of the atmosphere faster. It's slightly more efficient.

    I also noticed that using different engines produces a very similar Delta-v. NERVAs for example, they can burn longer, but also have less thrust, so, in fact, you get almost the same Delta-V. I'm not sure if I understand these mechanics correctly, but seems like the maximum Delta-V depends only on the maximum fuel and total mass, not the engines, but I guess I'm missing some details. Anyway, great job! This tools is really useful.

    EDIT: Ignore that last paragraph, I was looking at atmospheric stats. NERVAs give more Delta-V in vacuum, so the maximum Delta-V also depends on the Isp.

  7. Nice mod, there aren't many good rover mods out there. I really love those wheels, but there's one thing I dislike. The side wheels are too high when you set the Height to 0. That way any rover chassis touches the ground most of the time. It would be better if the 0 Height was lower, like at the same height as the attachment point, because if you set a higher height, the wheel arch doesn't lower, and that flying thing looks a bit weird.

  8. Damn you're right, it's always the same thing ;.; Kerbin's satellites are pointing towards the active vessel. That's why the connection works when I'm controlling the long range satellites, but it gets disconnected when I swap to the short range probes. Those long range dishes have a really narrow signal cone. I feel really stupid now :( Anyway, thanks for the help!

  9. First of all, great mod! I love it. KSP probes are OP without this mod, and I always hated the lack of usefulness of permanent satellites. However, sometimes this does not work as intended, at least not as I think it should. Right now I have a group of satellites in Eve, but the connections are not working well. This is the setup:

    explanation.png

    The probes A, B and C are equipped with 5Mm Omni Antennas, and a disabled short range dish. All of them are in range with the adjacent probes.

    The long range satellites 1 and 2 are equipped with 5Mm Omni Antennas, 2 Long Range Dishes pointing towards 2 satellites orbiting Kerbin, and 2 disabled Short Range Dishes.

    The long range satellites have working connections with Kerbin, but the short range probes are disconnected and I don't know why. There's at least one (A,B,C) in range with a (1,2) all the time, but the omnis are not connecting them. When I check the connections in the map, it seems like the long range satellites are sending signals to the little probes, but these are not sending the signal back. All ships have full power. Also, those probes came attached to a little carrier, and they lost connection as soon as I detached them, even with the antenna deployed and being at a few meters of the carrier (wich had a working connection)... Is this a bug?

  10. This mod is not working for me :c I tried to launch a rocket with 4 containers, but after a few seconds, before leaving the first atmosphere layer, the tanks dissapear, and the camera starts moving down, like if the tanks were teleported to the center of kerbin or something. Any attached struts also points toward the back of the rocket. I'm using NEAR, and no other part has this behavior. Any idea of what could be wrong?

  11. @MaxShadow: That sounds like my timewarp "fix" in version 1.15a isn't. On verison 1.15a make sure that you are at 1x speed or you can downgrade to version 1.15. Note that in 1.15 any changes made to actions while under timewarp will be lost.

    Hmm no, it doesn't work in 1.15 either. I can remove previosly assigned actions while in flight, but there's no way to add more, the main window is missing. Perhaps is some kind of conflict with another mod?

  12. Great tutorial! I learnt a lot of things from it. I wasn't sure if should install FAR, thought that it would make things much more complicated. But everyone seems to love it, so I'll give it a try. However, I'm pretty bad with planes. I've made a few working small planes, but I'm failing so much trying to make a little cargo plane to transport a rover to the other side of Kerbin. When I attach the rover, it doesn't fly. The nose tilts down as soon as I reach the end of the road. The center of mass and lift are properly aligned, but the rover is probably too heavy. Perhaps I should make the plane bigger than the rover :P I also tried to make a little VTOL aircraft (just a squared plate with one jet engine in every vertice), but once I tilt it a bit, it loses control and starts flipping. I really hope these problems are a fault of the KSP engine and not my incompetence :P anyway, I'll see if FAR helps me or makes everything even worse.

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