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Caithloki

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Everything posted by Caithloki

  1. Looking for some clarification on this, using minmus as example with no literal craters would it not be a valid place to do this challenge? or would the Flats counts (I assume no since they are not craters caused by impact, just want to confirm) Also on dres having 42 craters, I can only count 18 on the map (I am only looking at the yellow circles on the biome map tho.) Can you help point out exactly what denotes a crater.
  2. For any new entries in this challenge here is the series I did for this challenge, and one heads up SRBS are your enemy in this challenge. Original Cave man Challenge.
  3. I agree, I have been wanting to do more challenge videos, but with all these challenges that have been cropping up, most not worth the trouble, I have decided to wait till new year to do more.
  4. Here is the final video for the challenge, it is the sepratron ship, there is also a video before it with the sat launch.
  5. Ah decent, that would of made it alot simpler lol. I did finish most of the challenges there are currently 3 videos made, and I attempted the sepatron level, but couldn't get it to space. I will be trying again some time this weekend.
  6. Here is my video for the up to the non supplies items. I doubled up with 1 ton of ore. It kinda starts off weird, I did another challenge that ended up really short and this was recorded half way through. I will be posting a video for the separatrons, I have something attempted I just need to finalize the design. Also the hyper edit was for another challenge I gave up on, I think eve space program.
  7. It will have to review my videos again, I usually have a bit of wine when I record so I am not quite sure what flight/video you are referring to, but I am glad I was able to provide some inspiration.
  8. My video for the part two challenge, thought it was going to take longer but was able to get it done with one craft. https://youtu.be/hGOUaxTQ9Sk
  9. I was wondering if there was a second stage that could be add to this challenge after the first level, maybe from cave man challenge to hunter gatherers or something, I really enjoyed this challenge and it actually taught me a lot to my surprise. Maybe a limit of 2-3 upgrades to buildings ( as mentioned in the prior thread ) or something similar.
  10. Posted the second half of the part one easy challenge, Ill be doing the 10 ton and 5 ton later tonight once I get home.
  11. Here is the first video for proof of the challenge, I have the second half made, just having trouble uploading it. https://www.youtube.com/watch?v=9GB2iUz3mkA
  12. Wow, so I made this challenge for myself alot more difficult than it needed to be with the two SRB engines on the sides.
  13. The SRB's are pretty useful for that purpose but with the limits of the challenge there downfalls come into play. I enjoy putting a massive starting stage of SRBs, then a single powerful for the next stage, usually can get a ship with 4000 delta V to Kerbol orbit if using Space Y SRBS
  14. I started the upload of the final mission now should be up and in the playlist in an hour, might start another challenge soon, or maybe think of a way to bring this challenge to the next level. And you are right about the SRB,s now that I finished the challenge I checked into my two ships (One with two side fleas and one with two T-200 tanks but same center stages) with kerbal engineer to see how they differed, turns out the fleas gave me a higher starting T to W ratio but gave me about 200 less delta V. I guess I am just used to slapping on a ton of SRBS to get to orbit height, or to brute force my way straight to Kerbol orbit.
  15. Okay, I just noticed this challenge isn't active anymore, but I completed it finally. For some reason I do not have the ability to post to imgur (I will do it and edit this post) but here is my lets play of my Cave man Challenge. This is the first of 11 videos, I am posting the 9th video at the moment.
  16. It is not currently up to date, it will not function completely.
  17. Loading back from a docking mission around the mun and then pop up saying game save is unplayable, here is the output log. https://www.dropbox.com/s/9ipw9pyuugaxitf/output_log.txt?dl=0
  18. I was having the black texture issue and tried to resolve it, before doing so I had all the parts just not with anything but black textures, after doing the removal and install it will not show the parts anymore in the list. What would I need to do to resolve this issue?
  19. I seem to be having an issue when I tried to resolve the atm issue, i reinstalled earlier because of the black texture maps but after doing so no matter what I do they do not show up any more. Anyone else have an idea why it would be happening, I have removed IR completely multiple times and it does not seem to want to display.
  20. Okay that might assist me, I will try it out later, I assume with using the ModuleCurvedSolarPanel from Near Future Solar, I will need to state it as a dependency for the mod?
  21. Thanks for helping with that, It is now working on one side, is there a certain way to make both sides collect electric charge?
  22. Okay, I have been trying to implement this panel as a solar panel for a few days now, I have attempted to look into all the tutorials on how to implement it. No matter what I do I cannot make this solar panel, work as a solar panel. The problem I believe is the suncatcher but there is nothing I can find that lays out the rules or steps to create a sun catcher. Currently the best assumption I had was to take a panel and name it suncatcher. That did not work, here is pictures of the part, unity and the cfg file. Please help. PART { name = StackSolar module = Part author = Caithloki mesh = model.mu scale = 1 rescaleFactor = 1 PhysicsSignificance = 1 node_stack_top = 0.0, 0.1287344, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.0, -0.1287344, 0.0, 0.0, -1.0, 0.0, 0 TechRequired = precisionEngineering entryCost = 5800 cost = 750 category = Utility subcategory = 0 title = Stack Solar Panel 1.25m manufacturer = ORC description = The stack solar panel is used for crafts coming in hard to the atmo, this allows it to avoid major heat damage. attachRules = 1,1,1,1,0 mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 1200 // = 3200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 // 1/3 the default MODULE { name = ModuleAnimateGeneric sunTracking = false animationName = Open raycastTransformName = suncatcher pivotName = suncatcher resourceName = ElectricCharge chargeRate = 1.64 retractable = true startEventGUIName = Open endEventGUIName = Close actionGUIName = Toggle Panel powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } I hope someone can point me either to a tutorial with more indepth info on solar panel creation or through the forum. Thanks in advance. If anymore info is needed please ask and I will supply it.
  23. Here is the first draft of the solar panel Idea, it is in KSP but just as a structure part, I am still trying to figure out the config file bit and I fixed the underside being see thru (used a plane instead of a two sided object in blender.) Edit : I've now got it to have controllable animations! Decent, now to turn it into an actual solar panel.
  24. Okay sorry for the long absence, I have been busy and had to redesign the part (seems that I couldn't get the part to work properly in Unity, turned the frill into a plus sign lol. I have made a simpler part to try and figure out the process. I have it able to be added to KSP as a structural part but as soon as I try and repurpose the stock folding solar panels it doesn't load. here is the config file I am using. PART { name = InlineSolar module = Part author = Caithloki mesh = InlineSolar.mu rescaleFactor = 1 node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 TechRequired = advElectrics entryCost = 4400 cost = 440 category = Utility subcategory = 0 title = Inline Solar Panels manufacturer = Orbital Robotics Constructs description = A Inline Solar Panel to better protect the part from heat while entering or leaving orbit. attachRules = 0,1,0,0,1 mass = 0.025 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 2000 // = 3200 bulkheadProfiles = srf thermalMassModifier = 2.0 emissiveConstant = 0.95 heatConductivity = 0.04 // 1/3 the default MODULE { name = ModuleDeployableSolarPanel animationName = InlineSolar resourceName = ElectricCharge chargeRate = 1.64 } }
  25. It would be cool to make it procedural in the future but I do not quite understand how that would work with this part, maybe with future parts. This first part is just going to pop open and is stationary and can close also. I mainly want to make a part that is protected better then surface attached panels, especially on ships entering the atmo at high speed. Allowing them to have a good supply of power when they do land. I plan to make an angled set of parts also that would allow for better range of view for the sun when landed, so instead of having -=- have it come out like \_/ but the with the panels pointing down. And I like Dr Jets inline solar idea, they are a nice setup but I wanted more of a frill around the ship. Kinda got the idea from this dino lol.
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