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Randazzo

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Everything posted by Randazzo

  1. The fact that this is even a discussion is sad.
  2. Heatsinks and AHMS units have a "fuel tank" icon to display the overheat bar.
  3. But you don't have an interstage decoupler in that picture. It's a separate part from the pack.
  4. Finally biting the bullet and constructing a massive 500+ ton interplanetary ship in space(with easymode life support!) and the infrastructure to support it. Thus far, if I couldn't launch it in one go (maybe two) it didn't need to be done, or could be done with multiple vessels. Preceding that, I needed a way to fuel the thing, since the propulsion unit alone weighed in at close to 427 tons with fuel - no way I was getting that thing off Kerbin. Dropped about 3 million on a fuel base(habitats and drilling rig), two fuel stations, a fuel shuttle, and a fuel lifter. Launching the ship itself ran about another 5 million, with four modules ranging from 600k to 1m to launch, plus two large fuel can launches (since I got tired of filling 58,212 units of LF 6400 at a time - Each of these trips required about the same amount to refuel the lifter and shuttle, all done at the originating end of the route). At any rate, it was finally done and a crew of seven was off to Sarnus. Interesting note: If you play long enough at 12fps, it starts to feel normal, and regular non-laggy ships feel like they are running at warp speed.
  5. The upcoming models for what I consider to parts likely to be on an active ship are dimensionally identical to their predecessors. The Interstage Decoupler model is different, but I don't expect this to be on any active ship which isn't in the process of launching, and therefore not likely to be affected. The shroud will not currently appear until you attach something to the bottom of the adapter. Originally the shrouds were part of the multinode unit models themselves, however the ModuleResourceConverter on the AHMS units conflicts with any other module that uses staging commands (engines and fairings). This is a stock conflict that cannot be corrected without using a plugin. To get around it, I had to use this slightly wonky design. Making the shroud appear when attaching the top node of the decoupler to the Multinode part results in the shroud sticking to that part instead of the decoupler. Making them explosively decouple from everything had the unfortunate tendency of ripping engines off with it. Thus, I was left with making them appear on the bottom node. This way when the decoupler is jettisoned, it takes the shroud with it. They work the same as the engine shroud/fairings you see on most engines. It's just a hidden mesh inside the model that only appears when something triggers the proper node.
  6. Where might one acquire the landing legs shown in the OP? (I already have the capsule )
  7. With the impending release of 1.03 I'll have an excuse (and probably a need) to release another update. I figure this will be a good time to push the new models out. The Thermal Washers may or may not be stolen wagon wheels. The heatsinks and thermal washers have identical dimensions to their original models and will (should) not blow up your ships when installing. The Interstage Decouplers are different, however. I imagine these are unlikely to be on any active ships beyond ascent, but if you do have them on an active ship, they may cause destruction. Radiator panels now have an active mode that is not quite as effective as an AHMS unit (or Nertea's panels, though they function on a slightly different mechanic), meant to provide a compromise solution to heat dissipation without requiring the massive electrical requirements of the AHMS. Using a Heatsink with Radiator panels is heavier but essentially free, whereas using an AHMS is lighter but you must power the unit. AHMS units have had their power draw tweaked as well. You will need to delete any existing version of Heat Management to use the beta version: DOWNLOAD I haven't been able to quite figure out how to appropriately fit a heatsink into the Mk2 chassis, though I have a couple more ideas. My main concern is that it would be horrendously draggy, but we'll see.
  8. Commenced littering operations around Sarnus
  9. I think it has something to do with your rockets not looking like this:
  10. Unless of course you can replenish your ablative resource. I imagine it wouldn't be hard to generate enough power while diving into the sun to keep that shield generator running for awhile.
  11. You could try this: http://forum.kerbalspaceprogram.com/threads/123755-WIP-D-E-F-L-E-C-T-O-R-Shield-For-those-overcooked-re-entries Though I suspect it easily qualifies as "experimental technology".
  12. 9/10 I think they're on to something there
  13. I only see one evident attachment point, that being the nose of the pod. You could try something like this: It's supposed to tip over when you raise that leg, this one required some encouragement. You should probably bring an engineer along since I don't see anywhere to mount legs on the other end to absorb the shock of falling over, but if it's the Mun it probably won't be too bad anyway.
  14. If you're into mods you could check out Heat Management or Heat Control. I know some folks tend to have the "Agh! Mods!" reaction, but honestly, it's better than having wings stuck all around your engine. In my humble opinion.
  15. Launched the Propulsion module of my Sarnus vessel into orbit and began fueling operations. And then crashed a fuel shuttle from Minmus into it.
  16. Yet more stuffs. What else does this need? I'm kicking about the idea of landing legs, but not sure it's worth the effort.
  17. Tonight's addition: Mk1 Lander Tank. Fits perfectly to the Mk1 Lander Can without blocking (much) of it's IVA view. Download link in the OP is updated.
  18. It appears that the parts will appear both under nuclear propulsion and under the new nodes IF the parts had already been unlocked before installing the new version with the new tech node distribution. It's a part of your persistent save and I don't think there is anything I can do to change it. I honestly don't know why there are so many copies of the parts. The names haven't changed since 0.11. I'll add this to the known issues section. Thanks for bringing it to my attention.
  19. Depending on how long you ran those engines, they are potentially still hot. Even after you turn your engines off, that heat is going to stick around for awhile and spread to the other parts of your ship until it equalizes.
  20. As of version .24 there is an AltStockTech.cfg (Alternate Stock Technodes) file inside the patches folder, which is inside the Heat Management folder. Do you recall what the version of the zip file was?
  21. Not seen that before. Is there anything else I should know before trying to reproduce this? Tech tree mods, etc. Nuclear Propulsion is also no longer the default node for them, so may I assume you deleted the AltStockTech.cfg or are running an older version?
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