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-ctn-

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Everything posted by -ctn-

  1. On the original post: "Landing base, with a built in hatch for ground access, an ISRU module that uses the Community Resource Pack to turn Carbon Dioxide into fuel, and four 1.25m engine mounts for powered landing... ...This mod is no longer packaged with the a Community Resource Pack. In order to utilize the ISRU aspect of the mod, please download the most recent version of the Community Resource Pack." So yes, the base part has the ISRU capabilities. It works as recent as 1.1.3.
  2. Thanks! I'm glad you seem to enjoy the mod. I'll try to fix those faces and get a quick update up tonight. Also, check your inbox!
  3. Argh! I knew I would forget something! And good catch with the missing face. I've noticed sometimes when I merge objects in Blender, some of the faces reverse direction - which is super annoying. And also good catch with the new RCSFX. I'll wait to fix that until 1.2 is officially released though - I don't know if calling that while in KSP1.1.3 would cause issues.
  4. Update is up on SpaceDock! Remember, this is a save-breaking update. Make back-ups and remove previous CRS parts from your ships. Also, this is tested against KSP 1.2 but KIS and MechJeb have not been updated to 1.2 yet. To enjoy the full functionality of this mod I recommend playing KSP 1.1.3 and using KIS and MechJeb until they have been updated to 1.2.
  5. I'll look into that! Thanks for the help! I'm glad you like the mod
  6. I know I keep spamming pictures, but here: Stackable science module for the inside of the two probe cores. Includes every stock science instrument. Quite costly.
  7. Don't forget there are precision tools in the VAB editor since 1.0 that allow you to position and rotate a part more. For instance, the Phoenix capsule with a docking port on top - and the stock nose cone on top of that - leaves a small gap between the top of the Phoenix capsule and the bottom of the nose cone. Use the position tool in the VAB editor to bring the nosecone down slightly and make it look right. I do the same thing with radial parachutes on the capsule - to "hide" them beneath the surface of the capsule mesh.
  8. Like a nose cone? Stock one works just fine. I decided not to, to keep the parts added low. I get annoyed with mods that flood your inventory. What I've been doing is using an RCS tank and one of the flat disc probe cores. I would recommend RLA stockalike - they have some excellent monopropellant engines.
  9. Thanks, however it is essentially one of the stock parts of the game that I just tweaked and scaled. I heavily re-worked the texture and modeled in some wires for aesthetic purposes though.
  10. Okay, I finally got the solar panels for the ATV craft to work. Turns out solar panels that track the sun are a giant pain in the cheeks. I was going to try to make a set specific for the Cygnus but I may just say forget it, and use stock panels. Anyway, all that's left is a Trunk-to-2.5 adapter and this will be ready to update.
  11. Thanks! I know there have been requests for a stackable SEM24, but I don't know if that's going to be in the works yet. I am quite fond of this booster, though.
  12. Okay, new update for this is almost done. The solar panels have been fixed and the correct side now absorbs sunlight. I didn't tweak much as far as stats go, but.. FINALLY! The reason I made this mod was because I was hearing all about KSP's antenna relay/signal features, and I thought it would be neat to use CubeSats in-game to set up cheap and small relay devices. With 1.2, that is finally a thing. So now these really have a purpose, which is awesome. I may make a 3Sat - decoupler/adapter, but I have some parts to work on with the other mods, so we'll see. Stay tuned everyone!
  13. Here's a picture of something that's coming with the update. I wanted to be able to make a stock-alike Ariane 5 in the game, so I made a slanted 2.5m SRB. Still balancing out the thrust and fuel stats, but it works.
  14. Is the "drag a subassembly into a container" thing still planned for future updates, or not anymore? Basically, the ability to build something (rover) in the VAB, save it as a subassembly, drop it into a big enough container, and later use a kerbal to extract the full subassembly from the container.
  15. I'm quite excited. I felt bad because there were a lot of people looking forward to the new models for the original CRS stuff, but I just got burnt out on it. I decided to add to the mod and make parts that I also needed a use for, so hopefully others will too. Now that I think I have solar panels figured out, I'm going to make a set specifically for the Cygnus part and for the ATV part as well.
  16. I would suggest parachutes and using the engines on the "base" stage. That's how I've been landing them, and how the vehicle appears to be designed to work.
  17. Coming soon... Three new parts. This will be a save-breaking update so make backups. The 1.25m Phoenix/Dragon will be no more. Instead, you'll have these. 1.25m - Cygnus style KIS container with monoprop, electric charge, and RCS. 2.5m - The current Phoenix/Dragon capsule + all its parts, and the new HTV style KIS container with integrated solar panels, monoprop, electric charge, and RCS. 3.75m - ATV style KIS container with a lot of monoprop, electric charge, RCS, and high-level probe core with MechJeb enabled. Still balancing the parts, but they all work in-game so expect them soon.
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