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SuicidalInsanity

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  1. Mk2 Expansion Version 1.6 is up, grab it from Kerbalstuff or Github Version 1.6 ============================ -New Mesh: CB-C cockpit now has three different flavors via IFS mesh switch -New IVA: Cb-C cockpit now with custom IVA -New IVA: Mk2 Scilab now has custom IVA -Model Rework: R-71 cockpit mesh error fixed -Model Rework: 'Vector" Turbojet new model -Model Rework; 'Afterburn' Ramjet new model -New FX for the Afterburn and Vector -Part Tweak: NUK-3 reactor should now generate heat while running -FX fix; Pluto now with 100% more smoke trail -Part respec: 'J. Edgar engines returned from legacy, are now heavy lift VTOL engines -Part respec: 'Pegaus', 'Siddeley', 'Jumpjet' engines thrust buffed ~20%, should make fighter VTOls a bit easier to build -New part: Short mk2 bicoupler -New Part; mk2 Shockcone Intake -New part: short mk2-size2 adapter -New part: Radial landing leg w/ aeroshell -New part: mk2 conformal solar panel -Added CLS compatibility MM patch -Added ASET IVA MM patch -NFE compatibility and NTJ_decay patched tweaked, should no longer conflict with the Mk2 KSPI integration mod The 'J.Edgar' hover jets are back and specced for heavy lifting, the CB-C cockpit and mk2 science lab get their long awaited IVAs, some model reworks, and some new things that were requested at one point or another.
  2. Alexustas, I've been making ASET enabled IVAs for my M2X cockpits, and while doing so it occurred to me that there were a few gauges that wern't included that would be useful. I don't know if you are stil taking requests for gauges, or if they can be done, but could we get an Angle of Attack gauge? Something else that would be useful for TRJ/Nerv engined craft; could we get some sort of Engine temp gauge to supplement the Pod temp gauge?
  3. Does anyone have a good example of configuring a drill (or, I suppose, anything else using the ModuleResourceHarveter)? The existing documentation on drills and their setup is, as far as i can tell from a few hours of searching through the forum, pretty much non-existent. Specifically, what I need is getting the drill to register ground contact: I've taken a look at the stock drill via Blender import, and the above model features a impactTransform that should be oriented correctly, but I'm apparently missing something. Any help would be appreciated.
  4. @Svm420; Thanks! On a general note, Looks like I will end up taking my time, mainly due to incomplete documentation on 1.0X features. Trying to test some new parts, but: Does anyone know the proper Unity configuration for drills? I've searched through the forums, but no luck, and the trial and error brute-force approach to solving this problem isn't yielding any results. Edit: Ver 1.6 is up, sans mining parts. I'll hopefully have them working by ver 1.7, but no point in having them hold up everything else.
  5. @More Boosters; Something like that would be best as an optional MM patch; those who don't/won't use cryofuel engines can still use the M2X engines, and those who do use cryofuel can have a lower thrust, higher ISP LH2 option for their engines. @Everyone; I should have Mk2Expansion version 1.6 ready in a few days.
  6. Bleh. I hate doing IVAs. Scilab is at a state I'm willing to leave it be and call it 'good enough for now'. I also got the landing leg previewed a while back finally working, so I could conceivably have Mk2 Expansion ver 1.6 up in a few days.
  7. @More Boosters: 1)The Rontgen Uranium consumption is controlled by a MM patch - /Mk2Expansion/Patches/NTJ_Decay.cfg - remove that, and the engine will revert to its stock behavior and only consume IntakeAtm. 2)I'll consider it. 3)I do plan to get around to making some sort of mk2 rocket engine at some point, would probably have the option to toggle between LH2/O & LF/O fuel modes. 4) would take like 5 minutes to make, why not? Yeah, that should be Insanity, not Icarus. Whoops, it'll be fixed.
  8. @Svm420; ASET props aren't being used for a few reasons - Ignorance of the pack's existence to begin with, and then later a desire to try and minimize dependencies the mod uses, though to be honest, they would have been really useful to have had when making the R-71 IVA. At present, I am sorely tempted to go back and remake all the IVAs with those props, but I also want to take a break from IVAs for a bit - not the most fun things to make. Edit: Having thought about it, I will remake the cockpits with ASET props. Now just to decide if they should be optional in the same way the RPM versions of the cockpits are or have ASET as a required dependency... @AJTheMighty; I've been finishing the mk2 scilab IVA; At this point, the cyclops cockpit is near the top of the to-do list, WIP images of it will be posted when I get to it.
  9. @StahnAileron; Stack nodes are easy enough to add. Chine intakes? Would also be easy enough to add, but keep in mind their small size wouldn't provide much IntakeAir - would probably end up with an intake amount about half to two-thirds that of the radial structural intake. @Thorbane; No, not right now. I could possibly make one sometime later, but having just finished the CB-C fighter cockpit IVA and the mk2 science lab IVA, I sort of want do do something that doesn't involve IVAs for a bit.
  10. @ Nothalogh; FX tweaking is easy enough to do. Got more IVA work done. Mk2 Science lab is finally getting an interior: Still need to finish up the workstations and add thing like lights
  11. @Nothalogh; The low fuel consumption is due to early versions of the CLEAVER using the turboramjet ISP and intakeair ratio. The low TWR is likely an earlier version of the CLEAVER before I buffed it to 840 thrust in jet mode. The flaming out at 19km was likely due to the engine consuming twice the IntakeAir it should, since the atmocurve and velcurve are the same as the RAPIER. @AJTheMighty; I should have at least an exterior model done by them. In other news, I've made more progress on the next Mk2 expansion update, working my way through the list of stuff to get done. In particular, I've gotten the fighter cockpit IVA I promised awhile ago finally working: A much better field of view than the Mk1Cockpit placeholder.
  12. @CptRichardson; Isn't that sort of similar behavior to how the science labs work at present? @Nothalogh; Planned. @ABZB; You might like the Science Alert mod. Not certain about the all-in-one science experiment, mainly since at least in my experience, the instruments i bring on missions change every mission, in both type and quantity, which means an all-in-one part would still need extra instruments bolted onto the craft somewhere. On the functionality side of things, can a single part have multiple different sci experiments?
  13. @CptRichardson; Yeah, for mk3 science experiments the only things I could thing of to justify the size of the module would be something along the lines of a compact cyclotron or some sort of artificial micro-gravity centrifuge experiment or something.
  14. @AJTheMighty; Haven't started it yet. -Mk3 science experiments: A mk3 sci-lab is planned; beyond that? I don't know. One one hand, more experiments are always nice, on the other, I'm already dreading having to come up with all the science definitions it would require -Mk3 Hubs: Already modeled, and are awaiting Unity Import @davidy12; The oms units are attached to an OMS shoulder that was previewed in the WIP image posted a few pages ago. The engines are from a parts pack I made back in the 24.0 era that I never released for reasons I thought good at the time. I suppose if anyone's interested I could throw up some pics later.
  15. @CptRichardson; After fooling around with making ion powered planes for a bit, I would be surprised if they couldn't. @DownHereInChile; Oops, my bad, thanks for pointing it out, its been fixed. As for gimbal, yeah, some gimballing could be added to the engine. @amankd; Not really, but thanks for the offer.
  16. @davidy12; Preliminary OMS tests are sucessful: The new OMS pieces have been added to the mk3 github repo, link in the OP. @MelancholyFlapper; Yeah, drills that can reach the ground are important. The final version of the mk3 BWE will extend farther than shown in the WIP image to take into account the height of the bigger landing gears. @Svm420; I'll try to get something kludged together for the new engines sometime soon.
  17. AJTheMighty; -Mk3 fusion drive: Sounds like ABZB will have that covered -Mk3 airliner cockpit: Will probably happen at some point. -Mk3 2.5m triple-mode scramjet/turbofan/rocket hybrid engine: I do have a half-finished 2.5m jet engine, probably won't end up tri-mode, though -Mk3 inline capacitor: As in NFE capacitors? -Mk3 chine-form jet engine: Better solution would be mounting a 1.25m Jet on a fuselage extender mount, a chine sized jet would be in the .625m range, which seems too small for behemoth mk3 craft @CptRichardson; -stubbie bicoupler: Done. And continuing the trend of working on whatever random part I feel like at the moment, I started working on some mining kit - have a mk3 inline ISRU drill: Mk2 drill and ISRU refineries are likely to follow.
  18. @Kerbinidiel; I see the problem - it was a screw-up on my part; a fix (version 1.1.7) has been uploaded to correct this. @jlcarneiro; The solar panels included have up to 50 eC/s collection rate. Re: running out of power - the example ships provided were quickly thrown together and demonstrate the inherent problem of having an ion powered craft that lacks batteries. As part of the ver 1.1.7 hotfix, I reworked the example ships, so they have decent battery capacity now.
  19. @ ObsessedWithKSP yeah, I think I'm going to go with 1.25m @AJTheMighty;Considering I have a mk2 RCSAS part, you can count on there being a mk3 version. CLS support is easy enough, just another MM patch @Autochton; I was working off of something similar, but to fit the part within KSP formfactor limitations I had to take some liberties with the Shuttle OMS design, choosing to make it a two part OMS as a compromise between maximum placement options and utility on one hand and part count and complexity on the other. Functionally, it'll be a throttled monoprop engine with RCS @davidy12; I haven't decided on engine stats yet, but the main OM engine will likely be in the 80-120 thrust range, RCS thrust will probably be around 2
  20. @ObsessedWithKSP; I think davidy12 was referring to the Comorant Aerology mod @AJTheMighty: -Mk3 dark matter drive; a bit out of scope at the moment -Mk3 shielded docking port; planned -Mk3 inline docking port; planned -Mk3 bubble canopy cockpit that faces forward: forward bubble canopy like a fighter jet, or like the sub on the last page? -Mk3 space shuttle OMS; in the works -Mk3 decoupler and separator; planned -Mk3 inline parachute; That would be one massive parachute So, got some work done on a Shuttle Orbiter-style OMS module: Since people have expressed interest in integrated RCS, I decided the best way to go about it was 2 parts - shoulder and thruster - it permits freedom of placement as well as control over RCS thrust vectors. That said, i haven't decided If the shoulder should be a 1.25m mount or a twin 0.625m mount. Thoughts?
  21. @Sandworm; Good point. Mod has been rebranded 'KerbolBattles' Good thing I wasn't going for movie perfect replica parts.
  22. @ Autochton; Interesting. Yes, something like that would work for a mk3 rover cockpit/cupola. @ AJTheMighty; -Mk3 cupola; Given the request for hub pieces earlier, sure -Mk3 formfactor intake; Not sure why you'd need that much intake air, but why not? -Mk3 giant closed-cycle dual-mode torodial aerospike: Already have a pair of aerospike engines and a dual-mode mk3 engine -Mk3 inline solar array similar to Skylab's solar arrays: Some sort of solar panels will come with later releases -Mk3 Space Shuttle-style nosecone with RCS and reaction wheels: See the Comorant Aerology mod linked a few posts up -Mk3 expandable warp-drive powered by Xenon: Sort of outside the current scope of the mod -Mk3 inflatable centrifuge: Not sure where I'd even begin, that would require at least a custom animation plugin -Mk3 tail boom: Will probably happen at some point -Mk3 jet fighter cockpit; Mk3 craft seem more suited for command bridges than bubble canopies -Mk3 battery: Could possibly happen at some point -Mk3 to Mk2 cockpit: Maybe?
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