

Nycidian
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Anyone know of a mod that adds a confirmation dialog box or another similar option to both space center buttons. I have tried searching but have not been able to find anything yet. Essentially what I keep running into is for some reason on occasion I hit Space center instead of revert flight, every time I do so I realize the mistake as I'm doing it so a small delay would completely stop this. If anyone knows of a mod like this I would appreciate the info.
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This would make finding mods that have been updated for a paticular release much easier.
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I am still working on this however I will be waiting until after 1.0 to upload anything.
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Version 0.5 is up Added an inflatable solar panel Fixed Ion engine, it's thrust should work correctly Added dependency to NearFutureSolarPower
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I'm pretty sure your overestimating quite a bit http://wiki.kerbalspaceprogram.com/wiki/Electric_charge I'm pretty sure '20 ⚡/kg' is supposed to be W·h/kg Also of note is right now with current technology flywheel batteries can reach energy densities of 100–130 W·h/kg the best technology being carbon fiber composite flywheels with magnetic bearing in a vacuum at the moment (from what I understand). These densities only reached in non commercial applications but most kerbal parts are supposed to be analogous to NASA level tech which is not really commercial. http://en.wikipedia.org/wiki/Flywheel_energy_storage#Physical_characteristics Any way I hope the information helps.
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Just adding an update on the new piece being added based on this technology [TABLE=width: 500] [TR] [TD=width: 256][/TD] [TD]A Bihedral Inflating Solar Array Obviously the materials need some work but I have finished the animation and worked out how to have the energy return be based on how much of the inflated array is being hit by sunlight Note: The animation is at 1/10th speed, and the viewpoint is retreating so you can see the entire balloon. [/TD] [/TR] [/TABLE]
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I could use some help setting up a double tracking solar panel
Nycidian replied to Nycidian's topic in KSP1 Mod Development
Thank your for the response I greatly appreciate it -
I could use some help setting up a double tracking solar panel
Nycidian replied to Nycidian's topic in KSP1 Mod Development
Those are the panel1 & panel2 -
I'm trying to set set up a solar panel that tracks in two axes like the panel in this mod I looked at the config files and I understand how it works on that end but I can't seem to get it to work no matter how I set up my model. I can get one pivot to track on one axis and the other to track on the other axis but combining the two doesn't seem to work. This is how the config is structured [B]​[/B]PART { name = suncatcher module = Part author = Nycidian MODEL { model = KnomicLimited/KarbonFiber/Models/suncatcher position = 0.0, 0.0, 0 scale = 1,1,1 rotation = 0, 0, 0 } rescaleFactor = 1.0 TechRequired = composites entryCost = 2500 cost = 250 category = Structural subcategory = 0 title = TBD manufacturer = Knomic Limited description = TBD attachRules = 1,1,1,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.05 minimum_drag = 0.01 angularDrag = 2 crashTolerance = 3 maxTemp = 3000 breakingForce = 400 breakingTorque = 600 MODULE { name = ModuleDeployableSolarPanel sunTracking = true raycastTransformName = panel1 pivotName = pivot1 isBreakable = false resourceName = ElectricCharge chargeRate = 0 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } MODULE { name = ModuleDeployableSolarPanel sunTracking = true raycastTransformName = panel2 pivotName = pivot2 isBreakable = false resourceName = ElectricCharge chargeRate = 0.75 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } NODE { name = top transform = node1 size = 0 method = FIXED_JOINT } NODE { name = bottom transform = node0 size = 0 method = FIXED_JOINT } } I have tried to set up the model in all sorts of different ways none of which worked. The way I thought it should of worked was base pivot1 panel1 pivot2 panel2 I also tried base pivot1 panel1 panel2 pivot2 base pivot1 panel2 pivot2 panel1 And many others but I can't seem to get it to work and unfortunately I can't seem to open the mu file in blender from the mod I linked to so I could get an idea of how they set up their model. Any help would be appreciated
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Sorry I should have responded sooner Thanks for the input I don't know how to make the nodes smaller, there at size 0 now, but I did take your advice on the surface attachment so thanks I did some testing and I set angularDrag to 2 and while it does not completely fix the issue it does seem to stop the effects at normal time rate. It already is
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After much trial and tribulation the next installment is ready https://github.com/Nycidian/Karbon-Fiber/releases/tag/v0.4 Version 0.4.0 Reworked File structure a bit more Added agency definition Added decoupler Added ion engine with emisive animation Added support for remote tech for probe cores Made it so hydrogen and argon fuel tanks only appear if near future propulsion is installed Bundled three necessary mods Tech Manager (anonish) Community Tech Tree (Nertea) Module Manager (Ialdabaoth | sarbian)
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Mod is updated V0.3 Further updates should come a bit quicker I was very sick and had jury duty the last 2 weeks.
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Added Fully functional Directional Antenna with a config for RemoteTech2. Still some work left to make the Remote Tech information display properly however.
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Well no promises but depending on complexity of the piece i'm hoping to get out at least 1-2 pieces a week, with quite a bit of variety.
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Some pictures of the Directional Antenna I'm Modeling
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[TABLE=width: 400, align: center] [TR] [TD] Important! Due to changing file structure, for now you must delete the old KarbonFiber folder before installing a new version. [TABLE=class: cms_table, width: 400, align: center] [TR] [TD=width: 100, align: center]License[/TD] [TD=width: 100, align: center] Download [/TD] [TD=width: 100, align: center]Source[/TD] [/TR] [/TABLE] Bundled Mods [TABLE=width: 400] [TR] [TD][/TD] [TD][TABLE=width: 300, align: center] [TR] [TD=align: left]Tech Manager[/TD] [TD=align: left]anonish[/TD] [TD=align: right]MIT[/TD] [/TR] [TR] [TD=align: left]Community Tech Tree[/TD] [TD=align: left]Nertea[/TD] [TD=align: right]CC-A-NC[/TD] [/TR] [TR] [TD=align: left]Module Manager[/TD] [TD=align: left]Ialdabaoth | sarbian[/TD] [TD=align: right]CC SA [/TD] [/TR] [TR] [TD=align: left]NearFutureSolar (Plugin)[/TD] [TD=align: left]Nertea[/TD] [TD=align: right]CC NCS[/TD] [/TR] [/TABLE] [/TD] [/TR] [/TABLE] Supported Mods[TABLE=width: 200, align: center] [TR] [TD]Remote Tech[/TD] [/TR] [TR] [TD]Near Future Propulsion[/TD] [/TR] [/TABLE] [/TD] [/TR] [/TABLE] What is it? Karbon Fiber started out as a project due to my personal frustration with making smaller satellites. What I wanted to make were structural pieces that were much smaller than those I had, along the way some other ideas came to me as well. At the moment the plan is to make a full set of modular structural pieces as well as some specific sized non structural pieces that look similar and will fit together with the structural pieces. The base building blocks are in the following table. [TABLE=width: 500, align: center] [TR] [TD]Name[/TD] [TD=align: center]Nodes (T/S/B)[/TD] [TD=align: center]~Height[/TD] [TD=align: center]~Diameter[/TD] [/TR] [TR] [TD]Karbon Fiber Hex Strut[/TD] [TD=align: center]1 / 0 / 1[/TD] [TD=align: center]93.75 cm[/TD] [TD=align: center]31.25 cm[/TD] [/TR] [TR] [TD]DuoTetraHedron[/TD] [TD=align: center]4 / 0 / 4[/TD] [TD=align: center]58.75 cm[/TD] [TD=align: center]58.75 cm[/TD] [/TR] [TR] [TD]TetraHedral[/TD] [TD=align: center]3 / 0 / 1[/TD] [TD=align: center]37.25 cm[/TD] [TD=align: center]37.25 cm[/TD] [/TR] [TR] [TD]Bihedral[/TD] [TD=align: center]1 / * / 1[/TD] [TD=align: center]39 cm[/TD] [TD=align: center]31.25 cm[/TD] [/TR] [/TABLE] As I am trying to stay semi-realistic I needed a material that was very light but strong and that material is Karbon (Carbon) Fiber. From what I understand carbon fiber depending on how it is made can do some amazing things ending up being stronger and lighter than other materials however the cost is much greater in most cases. however one of the weaknesses is that when used in a manner that it is not designed for carbon fiber often fails easily and spectacularly. That in mind, these pieces are smaller, lighter and much stronger than similar structural pieces. However the cost is much higher and the crash tolerance is very low. [TABLE=width: 500, align: center] [TR] [TD][/TD] [TD=align: center]Cost[/TD] [TD=align: center]Mass[/TD] [TD=align: center]Max Temp[/TD] [TD=align: center]Crash Tolerance[/TD] [TD=align: center]breaking Force[/TD] [TD=align: center]breaking Torque[/TD] [/TR] [TR] [TD]Modular Girder Segment XL[/TD] [TD=align: center]25[/TD] [TD=align: center]0.375[/TD] [TD=align: center]5000[/TD] [TD=align: center]80.0 m/s[/TD] [TD=align: center]200[/TD] [TD=align: center]200[/TD] [/TR] [TR] [TD]Karbon Fiber Hex Strut[/TD] [TD=align: center]2000[/TD] [TD=align: center]0.035[/TD] [TD=align: center]???[/TD] [TD=align: center]3.0 m/s[/TD] [TD=align: center]400[/TD] [TD=align: center]600[/TD] [/TR] [/TABLE] Unique Shape At some point when I was messing around with model shapes I decided to try making a tetrahedron (why I do not remember) this snowballed into the DuoTetrahedron, taking me many hours to get the alignment right for the point directions that would become the nodes. After which, I remembered that this shape is actually very simple to get simply by propping a cube up on a corner and making an axis from each opposing corner . But all was not lost in this process as I got some very interesting regular geometric shapes that align perfectly with my hex struts in the tetrahedral axes. Hence the names don't refer to the shapes but the axes that their nodes face. Other Features Besides purely structural pieces I plan on making other parts within the confines of these four shapes. [*=left]Fuel Tanks for the fuels used for low thrust engines [*=left]Ion and monopropelant engines. [*=left]Low thrust RCS [*=left]Expanding sat dish [*=left]Omni-direction antenna [*=left]Expanding Tracking Solar Panel [*=left]Probe Core [*=left]Flywheel batteries / SAS / Reaction wheel Combination As well as the above I will be making adapters that go from the stock larger sizes to this size and possibly in the future and even further smaller parts. In the future I want to have the Inertial batteries reaction wheel force to be based off of their current charge but this will require me learning a bit about coding in c#/unity. I welcome feedback and ideas on the project please post in this thread if you have any.
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A very frustrating problem when building ships is selecting the correct piece and sometimes getting that piece to connect to the correct alternate piece. One thing that would make this a great deal easier is too have a layering system. In VAB/SPH if there was a GUI menu that had 10 buttons that could be selected one at a time or in multiple by holding alt and clicking or unclicking a button. This would set what layers are active and on selecting an item to attach would set that item to those layers. Each Item would also have 10 buttons in its right click menu that would work the same setting what layer(s) it was assigned too. Only items on an active layer could be selected There would also be a toggle button next to each layers GUI button that would let you toggle whether a layer was obscured, which would make all item on that layer become mostly transparent. Finally there would be 10 more buttons that could be selected to assign what level(s) of items the current selection can snap too. Items not on an active layer could be connected too. I'm not sure if something like this is even possible as a mod so some input would be helpful at this point. If it is possible I would probably see what I could do to implement it although it may take me quite a bit as while I'm fairly proficient with python I have no idea how to use unity or c# (I believe those are what I would need to use for this). If it is not then I will make a post on the suggestions part of the forum. Any input would be appreciated on if it is possible or the idea itself. Thank you