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Legion_Alpha

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Everything posted by Legion_Alpha

  1. Ok, first, I am fully aware of InfernalRobotics, I just wanna post THIS one which uses a vanilla module. Special thanks to Yargnit for telling me and all other 100-something livestream viewers of his. Motors: The 2nd-to-last frontier Ok so, while watching Yargnit's KSP livestream, he was experimenting with a module. He told us! Yay! Apparently it was implemented in 0.24 but was never used (hence the word "Test" in the module). It's a fully-developed motor-like module. It works fine, with tweakables too. No problems of any kind with the system, just that it was never coded into a part. So I coded it into a part, and now EVERYONE can use it! By the way, the module is ModuleJointMotorTest. So basically it rotates the nodes connected to it. It has 3 modes: Park, where it stays still, Neutral, where it's neutral, and Drive, where it rotates. The speed and force can be changed w/ tweakables, and there's also a reverse. You can also set it to a throttle > speed setting to, it's useful for planes and helicopters. When making helicopters, it is recommended to put a Neutral motor below the rotation systems, so it doesn't spin you. Uh, blah blah blah no SAS blah blah thank you for downloading blah. P.S. Struts and KAS wires/pipes will in fact obstruct movement. Loss of life due to excessive spinning is not covered by warranty. Warranty will be voided if used to fling A-C-Class asteroids at things. The thing about this is that, unlike InfernalRobotics, it doesn't use any added plugins, so RAM usage is minimized. MJMT is a fully stock module, so it shouldn't take up much memory. Action groups don't work, by the way. Sorry. CurseForge page: http://kerbal.curseforge.com/ksp-mods/223357-spin-o-tron-motors Download from KerbalStuff: [removed link to defunct website] Known Issues - Kerbal Joint Reinforcement It seems to make the motors refuse to spin. Complain to ferram4 if you want this fixed. Credits - Squad - KSP, motor module (coding for it), docking ports of which the motors are based on Yargnit - Motor module (or at least revealing it) Me - coding it, period I completely do not own any part of this mod, other than nothing really. In fact, I don't even own the thumbnail of this mod (it's one of Squad's flags). I simply coded it to fit the requirements of a motor. Textures, model, KSP, and the motor module belong to Squad. The contents of this mod are distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License, found here: http://creativecommons.org/licenses/by-nc-sa/4.0/ EDIT 5/21/15: Wow, I completely forgot I had this forum post. Added KerbalStuff and copyright. P.S. Thank you Niemand for pictures.
  2. The Normandy SR-2 from Mass Effect 3 (yes, 3; 2 has an orange version and 1 has a smaller one).
  3. actually i found quite the opposite: 12 tries without hamachi active all resulted in slow loading, and 7 tries with it active actually loaded quite fast
  4. Compat stuff: I tested some mods on 0.90, and they work: DeadlyReentry 6.4.0 (already 0.90) | http://forum.kerbalspaceprogram.com/threads/54954 Stockalike Station Parts Expansion 0.2.1 | http://forum.kerbalspaceprogram.com/threads/91814-0-25-Stockalike-Station-Parts-Expansion-%2817-11-2014-CTT-compatibility%29 and HyperEdit (AKA Kerbaltek) | http://forum.kerbalspaceprogram.com/threads/37756-0-25-HyperEdit-Teleporter-Orbit-Planet-Editor-More
  5. I'll alpha-test this if you want. I can also help with configuring (not the anims though) and I might be able to create the module for it (depends on how long it takes me to learn C# which I am currently doing). About DRE, the module is simple. The direction line has a set of coordinates, ordered as x, z, y. Z is usually -1, to point downwards. The reflective line accounts for the heat being dissipated, and the value is in a decimal (0.05 = 5%, 0.72 = 72%). The rest is somewhat simple, and there are comments in the code to tell you what to do.
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