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OrbitalEscape

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Everything posted by OrbitalEscape

  1. Hi guys, sorry as well about this. Life is too much in the way right now (do engineering they said, it will be fun they said). Anyways, in the dropbox link the AresExploration folder should have a somewhat functioning MAV (I think?) but may be buggy. Feel free to try it out! I haven't even open up KSP in months (I will play it again sometime, its my favorite game ) so I don't remember the state of the MAV. Oh yeah, don't use the drill, it summons the kraken. Signing off for now
  2. I'm not sure how the bottom of the MAV is protected from reentry but the martian air is very thin, and most of the time I play in the game I don't need a heat shield except for aerobraking. As for landing fuel, there are a lot of tanks on the landing stage that are left behind when the MAV launches so they will contain fuel but an ISRU may also be added. As for the rotating hab modules with artificial gravity, I have tested it and it works in 1.1 with the 1.1 compatible infernal robotics. This doesn't mean the mod is completely compatible with 1.1 as I'm still testing it, but if anyone wants to help test the current download version in 1.1 and let us know of any problems that would be great
  3. xxHansonMaxx says he is very busy and doesn't have time to work on this, his current work is in the middle of texturing the Mar Ascent Vehicle. As for 1.1 I will do everything for the new Unity, but unfortunately I don't have the steam version so I can't do the pre-release and have to wait til the full release @Goat Master I don't know what to say, it seems to work for everyone else but this mod is kind of on a hold until 1.1 is released
  4. Yes, there is config that comes with the realism overhaul download that automatically makes the cst100 compatible
  5. Has anyone tried using the interior lights on their own mods? I tried using them but they don't actually emit light or light up the pod, they only change color of the light. Any help on how to do this would be great.
  6. That was the right command to use, thank you!! I actually used resourceFlowMode = NO_FLOW This code wasn't on the KSP wiki CFG page but after searching its in a github page This is the mod I'm working on, as you see in the pictures the engines are built in and I was also making the decoupler built in so there's 3 parts
  7. Is there a way to write in the cfg file to stop fuel flow between 2 parts directly touching each other? Like if you have 2 fuel tanks stacked on top of each other it acts as one fuel tank but i want them to be separate (the mod I am developing has 2 stages with engines built into the fuel tank but the 1st stage draws fuel from the 2nd) fuelCrossFeed = false doesn't apply here because that only stops fuel flow through a part (when there are 3 parts stacked the middle one will stop fuel flow between the top and bottom) Thanks for any help!
  8. when using the spinning ring you will have to have SAS on to counter the rotation. If you built the ship right there should be enough SAS power
  9. Hi there! Sorry about the long hiatus but we've been busy developing the Hermes. I'll look into this nosecone issue, shouldn't be a big deal to fix. As far as the texturing, I will talk to xxhansonmaxx and see if he wants to update them at all because he has gotten better at texturing since making this mod. Also I may or may not have accidentally put speculator(shiny) shaders on the parts (lol) so that will be fixed with the nosecone
  10. Also, the folder structure was completely changed to share textures and reduce memory used so make sure to delete any old versions
  11. He means when KSP 1.1 comes out. It will use a newer version of the game engine that will improve performance of the game. Squad is starting to enter QA testing so based on previous versions it will probably take ~4-5 weeks. So maybe mid Janurary KSP 1.1 will come out. Yes he has already started (see page 9 and scroll down) but it is on hold until the main ship is done.
  12. Just to let you guys know this is an alpha WIP 0.1 version; meaning there is still a lot of work to be done. We simply released a version so some of you could try it out as we know you were waiting. As far as the things that we are planning on changing(no particular order): IVAs, rotating ring remake(new model and texture), texture antenna dish, finish MAV, weight/thrust/fuel balances We recommend Kerbal Joint Reinforcement. KSP 1.1 should make animation stuff better (solar panel lag because the frame rate is too high, possibly stopping the rotation)
  13. for you lazy gamers out there like me who don't want to dock 20 times, you can use the HyperEdit mod to send the whole ship directly to orbit
  14. Yes xxhansonmaxx has actually started a model of the MAV and plans to finish it eventually but for now he is focusing on the main ship until it is finished
  15. 2 more modules were textured. the ship is now mostly textured and the remaining things are: engine, fuel tanks, and some of the rotating ring
  16. The current capacity is 6 but if you mean the IVA then yes we will most likely make a basic IVA just not for the very first version
  17. Absolutely. not necessarily diameter but length, it could use the same pieces and rotating ring but it should be half the length IMO
  18. Watch xxHansonMaxx's stream in 15 minutes or so and he will be making the MAV
  19. Yes of course! xxhansonmaxx will be starting the modeling of it in his Sunday twitch stream! It is a pretty sweet vehicle and we are going to see if the ladder tube can be used like in the movie
  20. There's like 3 textured parts right now, they're just different greys and the sun makes it look white
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