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Denko666

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Everything posted by Denko666

  1. The original idea of the IXS has never been with surface landing in mind, let alone athmospheric flight. But i'm trying to get those top and bottom pods designed, that should cover 'non-pressurized storage for experiments etc...' and a tank variant for storing extra resources. the pods would have built-in RCS, room for a 1.25m docking port at the bottom surrounded by thrusters and landing gear so it could make landings (and possibly take back off again). But this is making a part from scratch, which i've never done before. So it may take me a while.
  2. Keridian Dynamics (KD). Haven't seen a message that it's updated to KSP 1.2 yet though. Minor Update! 0.4.0.2: October 14 2016 - Updated SurveyScanner pod to KSP1.2 Kerbnet - SCANsat modifies all parts with Survey scanners in them, so the pod is also SCANsat ready now
  3. you want that? Thats no more difficult then writing a ModuleManager config. I'll look into writing that tomorrow. First i'm going to enjoy KSP1.2 a bit myself now
  4. It should work, but the function is moved to the Warp Drive ring itself. So it's not a separate part anymore. EC usage of the develocitizer is as before (more dV to correct, more EC it needs but its not infinite). The code should work, the code for develocitizing is the same; it did not throw any errors in the compiler. But i haven't had the chance to create the right circumstances in a game to give it a field test. So the pod formerly known as develocitizer is now a Survey Scanner. And the Warp Drive itself now has the brakes built-in Remember to shut down the Warp drive before you develocitize, or it won't have the desired effect.
  5. i heard your woos, i tried it out myself and yeah... De-Velocitizer is not particularly cheaty. The De-Velocitizer was made when the IXS was using a fork of the Alcubierre code. I'd have expected RoverDude's drive would have its own way of getting your orbit stabilized; but if it has, i don't know how.
  6. Glad to see you're still alive and online Diazo. Without the intent of pushing you: i can't wait for AGex to be upgraded to KSP1.2. only 10 AG is like: "what? i'm at 10 already? but not even halfway the buttons i want...aaaargh!". iow: i just can't live without your mod
  7. And a new minor update is here already: - Added Develocitizer function to Warpdrive Ring - Replaced deprecated MDrive thruster in example craft with QV2Thruster Maybe there is some other deeply mysterious way of fixing your orbital speed when coming out of warp, but i'm not that good a wizard. So i re-introduced the De-Velocitizer, but this time it is part of the warp drive ring, so the pod with the blue light thingy remains a survey scanner. This should also mean that no craft will break, and that you gain the ability even if there is already an IXS in use in your savegame.
  8. THIS MOD IS NOW CONTINUED ON ANOTHER THREAD For KSP 1.2 This mod is updated to version 0.4, and for the occasion receives its own thread. (Click link to be taken there)
  9. WarpShip WarpShip is an update and expansion of the IXS Enterprise, adding some futuristic functionality while maintaining good integration with stock parts, and creating some new gameplay options but not adding too much complexity to the game. The core of the mod is, of course, Stevie_D's IXS Enterprise parts, but it also adds several models from KSP Interstellar in order to give more flexibility when building your WarpShip. However, WarpShip itself is not all that compatible with KSP Interstellar and the parts generally do vastly different things. WarpShip also uses @RoverDude's Alcubierre Warpdrive Standalone and Community Resource Pack If you are upgrading from an earlier version of WarpShip, you should delete your old GameData/WarpShip directory or there will probably be issues with textures. This mod probably won't break your saves but it is a WIP so I can't and won't guarantee anything. Download from: Spacedock Requires: USI Alcubierre Warp Drive Standalone Community Resource Pack Sourcecode WarpShip borrows extensively from: Stevie_D's IXS Enterprise (http://forum.kerbalspaceprogram.com/threads/92816-NASA-IXS-Class-Warpship-and-Spacedocks-For-KSP-I-and-Stock-KSP) USI Alcubierre Warp Drive Warp Drive (http://forum.kerbalspaceprogram.com/threads/100798-1-0-Alcubierre-Warp-Drive-%28Stand-alone%29-v0-2-0-2015-04-27) KSP Interstellar (http://forum.kerbalspaceprogram.com/threads/43839-0-25-KSP-Interstellar-%28Magnetic-Nozzles-ISRU-Revamp%29-Version-0-13) Sophia's Warpship:(http://forum.kerbalspaceprogram.com/index.php?/topic/108458-wip102-warpship-032-updateexpansion-of-ixs-enterprise/#comment-1907537) I am simply giving credit where credit is due; none of these mods are required to use WarpShip and in fact will probably clash with it. Firespitter is also no longer required, as I've borrowed the needed code from it as well.
  10. After some poking around, i think i found out why. But it is up to Valve to fix it. In their Steam Controller plugin for KSP they reference a library from Squad (KSPUtil.dll) that has changed name. I think all they need to do is update their library references and recompile. I filed a support ticket, but so far no feedback. Maybe everyone having the issue should open a support ticket, that could bump it up their priority list.
  11. Same here, Steam Controller on SteamOS (Jessy) is recognized by the OS, works in other games. Works in KSP 1.2pre as far as buttons go. But the Mode switching is not working. In the KSP.log i find: [EXC 14:51:27.541] FileNotFoundException: Could not load file or assembly 'KSPUtil, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one$ UnityEngine.GameObject:AddComponent(Type) AddonLoader:StartAddon(LoadedAssembly, Type, KSPAddon, Startup) AddonLoader:StartAddons(Startup) ^G^E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) ^F^E:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) GameDatabase:StartLoad() ^F:MoveNext() UnityEngine.MonoBehaviour:StartCoroutine(IEnumerator) LoadingScreen:Start()
  12. X4 !! better start strapping on some spoilers
  13. Well,, i usually have something like this set up: Ag1: jet engines (tca g1: manual) Ag2: rocket engine (tca g2: manual) Ag3: all VTOL engines (split in tca as follows:) Tca g3: thrust : large engine cluster right below CoM Tca g4: thrust+manouver : medium engines facing down at the plane's extremities Tca g5: manouver : small engines facing sideways, 2 in each direction I use T. G. O. L. radial engines for this (they're on spacedock) So on entry, ag2 will probably be active. To switch over i would need ag3 to become active with the corresponding setup in tca BUT keep ag2 also active for forward movement. The problem i have is when i do this tca always decides to either change the thrust and maneuvering settings to alll the same for all vtol engines, or it changes the rocket engine from manual to thrust and maneuver or it deactivates the rocket engine all together. By the time i correct it... Well u can guess what.
  14. Ah, thats why. ok, better an issue you know then an issue don't eyh
  15. Konstruction is KSP 1.2 ready ... the rest of USI isn't, @RoverDude said he'd release those when the final KSP 1.2 is released.
  16. Hey Angel, I've been trying Pathfinder on KSP 1.2pre. And i came across something odd: The Ponderosa has no inflate button. And the Chuckboard inflates the second my Kerbal puts it on his back. The Hacienda remains deflated on a Kerbal's back. I'm using the latest KSP 1.2pre build and i pull Pathfinder, Buffalo, WBITools, MCM and MOLE from your github. Git said my clones are up to date. i put the KSP Log here Although i don't see any Pathfinder related errors or exceptions. There is however plenty of mesages about something with creating a Unity5 window,... but that seems to be a ModuleManager related issue (Sarbian knows about it). I got to the Mun with a Pathfinder kit, and i got as far as unpacking the Buffalo rover(with Grizly wheels! yay), placing Saddles and putting Ponderosas on them. So all that seems to be working so far.
  17. Hey @allista You're probably busy updating TCA to KSP 1.2. But When u have some time/interest for adding something to TCA: I got a little challenge for ya. . I use TCA on my spaceplanes. the idea is: an incomplete interplanetary vessel is built in orbit. A spaceplane then takes off from the KSC just like a regular plane, but climbs all the way up to space and meets with the interplanetary ship. It docks, completing the setup by serving as its command bridge. once arrived at destination, the spaceplane undocks again and serves as lander on the new world. But Lets say the destination is a planet with an atmosphere, like say Duna. Landing a spaceplane o, a, uninhabited world (and so: no runway) is next to impossible. So once the spaceplane has descended enough it would need to switch from plane mode to VTOL mode. I haven't found a way to do that with TCA. by the time i got it switched over (switching engine config, activating proper modes) something disastrous either has happened or has become inevitable. Maybe TCA can already do that, but then i don't see how.
  18. The actual IXS design has 2 pods attached, one bottom, one top of the main hull. But those have never been modelled for KSP so far. The attachment points on the main hull are there though. I could make a 3D model of them, but i have no clue how to do the animation and the colliders and stuff.
  19. Slightly newer version posted: 0.3.9.1: October 7 2016 - Sorted parts into proper categories - Sorted Science Sensors into Sensor pod - Sorted Survey Scanners into Scanner pod (the pod formerly known as develocitizer) - Sorted Science Experiments into Science pod - Consolidated the QV and MPD drive This version is for KSP1.2_pre and can be downloaded here
  20. That is wonderful news! 'cause frankly... screw those scrawny SpaceX and Kerbodyne rockets. We want some serious lifting powa'!
  21. Hey @TiktaalikDreaming Will you be updating this mod to KSP 1.2?
  22. Deflector shield? R u sure u're in the right game?
  23. Oh i have no intention whatsoever to do away with it. Like you said, it's much too nice for that. Besides, its a part of the original IXS look. I just need to find a purpose for it. All the sensors are now being housed in the pod with the antenna, Science experiments go into the pod with the red hexagon. The filtery thingy does particle collection. The pod with the 2 rings does Antimatter collection, even though in the current resource setup that has no purpose. I was toying with the idea of putting surveying modules into the blue pod by the time KSP 1.2 goes live. There used to be even more pod designs, but they seem to have been lost as the mod changed hands.
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