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AlphaMensae

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  1. Oh, it's two ModuleGenerator part modules. One outputs the resource ElectricCharge, the other various fuel resources: MODULE { name = ModuleGenerator isAlwaysActive = false OUTPUT_RESOURCE { name = ElectricCharge rate = 100 } } MODULE { name = ModuleGenerator isAlwaysActive = false requiresAllinputs = false resourceThreshold = 0.001 activateGUIName = Start Fueling shutdownGUIName = Stop Fueling OUTPUT_RESOURCE { name = LiquidFuel rate = 36 } OUTPUT_RESOURCE { name = Oxidizer rate = 44 } OUTPUT_RESOURCE { name = MonoPropellant rate = 5 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdHydrogen rate = 165 // 11 * 15 } OUTPUT_RESOURCE:NEEDS[CommunityResourcePack] { name = LqdMethane rate = 165 // 11 * 15 } }
  2. Sorry, I'm not the one to ask about kOS, I don't use it and barely know anything about it. I would say that fueling a rocket is a pre-flight thing, and not something that needs to be automated.
  3. @Cruesoe has made a .cfg for RP-1 that now includes Modular Launch Pads, you can extract what you need from that. I'm not making a .cfg as I don't use it. I have a custom stock category with subcats, that's what I use. The parts are titled in a way to group them together.
  4. Yes, based on images of the actual rocket and certain distinctive details on that BDB variant, the Centaur was rotated like that to make everything match. I should add that it's only the tank that's rotated, the engine mount can be left in the default placement position.
  5. Yep, the prime speculation was that a private equity firm and not a game publisher had bought the PD properties. Turned out to be correct, and now we have a name. Don't get too excited, all this team-up of Haveli and the ex-Annapurna staff may do is just distribute the former PD games, but if that keeps KSP alive then that's a plus at least.
  6. With v2.8 done, that's the last of the v2 updates, so it's time to start thinking about v3. This will be a very long term project. There won't be a separate branch on the GitHub for v3. I'm completely changing the folder structure, and putting all .mu files and texture images into one Assets folder, and having the part .cfgs in different folders. This is to eliminate a lot of repeated texture images and to allow the v3 parts to coexist with the older parts. The v3 folders will be added to the existing folders on the master branch, and as the new parts are completed, the old versions will be fully hidden. That way craft files will still able to be loaded so the old parts can be changed out. Once v3 is done, the release will not have any of the old parts, but the folders will be able to be copied into an existing v2.8 install if desired. Or just start fresh. The internal part names are going to be chnaged, both to establish a unified naming scheme (like how BDB does it) and to allow the old parts to coexist and be hidden without afffecting the new parts. This will be a full remake and revamp. Lots of stuff will be changed, some more so than others. There will be an SLS line of parts, dedicated Atlas V/Vulcan launch bases, and a remade series of general launch bases, focused on just one exhaust hole size (or maybe 2 in some cases). Nothing will use the stretchy launch clamp module legs as strucural members, but cosmetic legs/columns/pillars of fixed or adjustable height. And plenty more, including stuff I haven't thought of yet.
  7. Version 2.8! It's on the GitHub right now, Spacedock will come later as it is currently having trouble doing an update. I think CKAN will pick up the GitHub release. Changelog: * NEW Vandenberg SLC-6 Shuttle Mount and Tower parts. * NEW Atlas-Agena Service Tower. * NEW Atlas SLV3-Centaur Service Tower and modified umbilical arms. * NEW Atlas I/II Service Tower and custom Umbilical Arm. * NEW Modular version of the Delta IV Service Tower with core and top section parts. * Remade the Round and Rectangular General Launch Stands and gave them adjustable-height legs. * Modified the Shuttle Launcher Base with integrated adjustable SRB hold-downs and custom decks for different shuttle stacks, as well as an SLS variant. * Modified many of the launch stands and launch plates by minimizing the stretchy launch clamp module meshes and adding a switcher to turn them off. * Added blank decouple animations to all launch clamp bases, stands and plates to prevent throwing an orange-color NRE in the log. * Removed the few RO craft files of mine as they are at risk of becoming outdated.
  8. "Experimental parts" means science or career mode, and most of the MLP parts will need to be unlocked first from their custom nodes on the very left side of the tech tree (assuming some tech tree mod didn't remove them), there's only a small number of them at the start.
  9. Ok, the final modeling thing for v2.8, I did add legs as an alternate option to the General Small and Medium Bases. Kind of a a quickie interim thing, as the launch bases will be remade again in v3.
  10. Oops! I made a late change to the Atlas Stand, removing the colliders from the clamp arms, but didn't do it to the revised stand, but the old one Correct one is on the GitHub now.
  11. After some final tweaks, it is fully complete now, ready to put on the GitHub. Have this little build and launch demo: It's now on the master branch of the GitHub. I have some housekeeping things to do with all the launch bases, and I think I'll add some fixed legs as an option to the general bases that currently only have wheels. Then v2.8 will be ready for official release.
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