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Jimbodiah

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Everything posted by Jimbodiah

  1. Spacedock and the safety message browsers are giving because their SSL certificate expired or something. Sarcasm.
  2. Thank god for SSL and over-zealous browsers. I'm sure SpaceDock plans to take over the world!!!!!
  3. Launch #4 for my new station. The new tug using Infernal Robotics is a godsend, stable docking of different part sizes and shapes; just change the width and length of the RCS and off we go. Each section will be joined by two Konstruction docking ports that will be welded together when the parts are in their correct position. I just hope I don't accidentaly weld my tug to the station at some point. SSTU, Infernal Robotics, Station Parts Expansion Redux, HeatControl, NF Solar.
  4. Ah, you want me to include it in my pack you mean?
  5. Simple RSS Patch RSS Patch (all KSP versions) download from SpaceDock latest version: v1.11 (11-04-2021) Unless Squad renames their engine modules, this patch will work with any KSP version. This patch is aimed at the stock KSP players, or lazy players like myself, that want an introduction to the huge scale of the Real Solar System (RSS) but who find extra mod packs like RO/Smurff too daunting for now. Simply install RSS, add this patch and you are good-to-go with the stock parts and other parts mods you have already installed. Fly around the massive Earth, explore the real planets and moons. A super simple patch that tunes engine thrust and ISP so that you can use stock parts in a bare install of Real Solar System without needing Realism Overhaul or other complicated setups. This does not re-scale your rockets to actual real-world size like RO does, but keeps all components as they are out of the box. Also comes with a patch to move the launch location to Alcântara in Brazil which is near the equator. Thanks to José Eduardo for the tip! note: SSTU, BDB or similar mods are highly recommended to get a wide variety of engines and modular fuel tanks that scale up to anything you could need in RSS. SSRSS Patch Download file [v1.2 13-06-2017] Unless Squad renames their engine modules, this patch will work with any KSP version. A simple patch for SSRSS to balance thrust/ISP so that you will need to build larger, more realistic, ships to do the things you would normally do. This will get rid of the short, chubby, gumby-looking ships in stock game play and requires you to use larger tanks and thus get more realistic looking rockets. Best used in combination with SSTU. Can be modified to run with stock system as well by removing the NEEDS[SSRSS] part.
  6. v1.7 Released Please backup your save-game before installing the new update!!! - Cleaned up file names and directory structures (has no effect on parts) - [SSTU] Added an MFT-A clone with probe core functionality (JPL-ATV-MFT) - [SSTU] Added a 2.5m and 3.75m COS storage module that can switch lengths between XS/S/M/L in the VAB (JPL-COS-STORAGE-25 and JPL-COS-STORAGE-375) - [SSTU] Added clone of 2.5m COS storage that has probe core functionality (JPL-ATV-COS-25) - [SSTU] Added a thermal isolation ring with scalabe diameter - [NFP] Cloned all SSTU rcs blocks into variants using Lithium - [FTL] Added a Long 2.5m COS module with FTL drive - [FTL] Removed FTL functionality from JPL craft, needs to use new COS FTL module - [FTL] Added a 1.25m Medium COS module that acts as a probe core with FTL Beacon functionality - [DSEV] Added a small WildBlue DSEV fusion reactor to the ATV-COS and ATV-MFT modules - [ART] Added Fuel Hatches for the following: Lithium, Argon, Ore, Rock, MetalOre, MetallicOre,ScrapMetal,RocketParts - [FFT] Added a clone of the small reactor that has DSEV Fusion Reactor functionality - [FFT] Added a clone of the large reactor that had DSEV Fusion Reactor functionality - [FFT] Added a clone of the small reactor that converts EPL and ART resources - [FFT] Added a clone of the small reactor that converts Ore to fuels (Lithium, MonoProp, Hypergolics) Will be removed next release (1.8), please replace in your game saves: - JPL-COS-Storage-XS (replaced by JPL-COS-STORAGE-25) - JPL-COS-Storage-S (replaced by JPL-COS-STORAGE-25) - JPL-COS-Storage-M (replaced by JPL-COS-STORAGE-25) - JPL-COS-Storage-L (replaced by JPL-COS-STORAGE-25) - JPL-COS-ATV-S (replaced by JPL-ATV-COS-25) - JPL-COS-ATV-M (replaced by JPL-ATV-COS-25) - ST-COS-DSEV-Miner (replaced by JPL-ATV-COS-25) - ST-COS-DSEV-Miner2 (replaced by JPL-ATV-COS-25)
  7. That's the same module I use for the stock and sstu pods.
  8. Euhm.... By "long and skinny", do you mean 10m diameter and 150m high? I was actually thinking of breaking out the Jupiter III (7.5m) and launching 4-5 modules at a time, or even make the EPL part operation first and just send up shipments of Rocketparts. But all-in-one? You guys are nuts!
  9. Staaaahp... don't use the stock tanks!!!! Blasphemy!!!! Use SSTU and you have full recoloring capability and tank flexibility
  10. Contemplating how many launches it will take to complete my new station. For those of you counting: 23 launches for just the station parts, then 2-3 extra for tugs and support, and at least 10 to fill all the tanks with the required resources to function as an EPL platform and refueling station for my NearFuture and FarFuture fleet.
  11. The current stations parts consist of a hab space and built in equipment. If you were to use the raw volume of the COS modules, you would be able to put a lot more kerbals inside. So basically this already takes care of the hab and equipment portion. As for storage, there was a plan to have the MFT with COS textures, but the eva handles would not scale properly with the MFT diameter irrc, and was subsequently removed from the MFT configs. This is the reason I patched a COS clone for myself that was purely for storage and has the SSTUVolumeContainer module just like the MFT. The system you describe sounds very complicated to implement, and would not offer any real functionality over the current parts; maybe with exception to having a storage version of the COS modules.
  12. Thanks for the tips guys! I tried it like Kurgan said and then it animates at around 900-1200K, so apparantly it still works. Now to figure out the draperPoint and lesp parameters in order to get it animating earlier perhaps.
  13. @RW-1 Sorry for the late reply. Did you figure it out in the meantime? Sounds like you are using RealPlumes and some other mod is getting in the way.
  14. I found an old part pack from the 1.0.5 era and it still seems to work with exception to the heat animation. Upon altering some modules in the part to make it behave differently, I noticed the coils inside glow when they get hot. In-game there is no animation however, even when the temperature gets over 1000K. The heat is handled by the AnimateHeat module along with the following thermal parameters: maxTemp = 2500 // = 2900 emissiveConstant = 0.5 heatConductivity = 0.6 thermalMassModifier = 4.0 skinThermalMassModifier = 20.0 skinInternalConductionMult = 2000 radiatorHeadroom = 0.75 MODULE { name = ModuleAnimateHeat ThermalAnim = hsanim useTemp = true useSkinTemp = true } Can anyone tell me if this module is still supported in 1.3.1, and if there is any way to get the effect to work again without the ability to model/texture etc?
  15. Angel. Regarding the open loop cooling on the panels: WOuld it be an idea to have an auto bleed when a set maximum temperature is reached, to prevent overheating?
  16. I've tried that method before but I'm too lazy Playing with IR is kind of fun, could open up some nice new builds You can offset the port and activate the extension so that it does not look like it is floating. Alternatively you can take an MFT-A tank, set it to Stuctural (no resource) and clip it into the station to make a passageway/tube with the port at the end. This is basically a radialy attached structural part then, but can come in very handy if you need to stretch out further than the port-extention will go.
  17. This mod still works in 1.3.1, so I don't know why the original form was taken down and later replaced by only the AHMS units? Just tried it on a FarFutureTech engine that generates a ton of heat and one 2.5m AHMS and four large radiators scaled to 200% handled it just fine.
  18. Thanks for keeping this rolling in 1.3.1!!!
  19. Yep, and I got IR to work in 1.3.1 and looky what I made... Width and length configurable on the spot :)))))))))))))) Not much to do with SSTU anymore, so sorry for going off-topic. I do miss my "construction yellow" paintjob though!
  20. Merlin engines and you can make the tanks ofcourse. For gridfins/legs you will need Kerbal Reusability Expansion.
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