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Thrimm

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    SSTO enthusiast
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    On the runway

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  1. That's actually a neat idea, thanks!
  2. Of course, if you're interested. PM me and we can discuss the details No problem for me. We could integrate it into a future full release as optional texture pack or something as well. Meanwhile I'm happy if people are willing to try out your work.
  3. There are a couple of ideas I want to implement/working on/"would be great to have no idea how to make it work yet", so I decided to share them with you and ask about what you guys think would be neat to have. There are: 1. A cycle airlock animation. Instead of open door 1 or 2, it would be a single animation for going inside or outside, opening doors for you (easy) 2. A door animation that plays automatically when a Kerbal is close (feasible, but technical details escape me - help highly welcome. Part triggers and stuff, custom unity layers, just how to make it actually work) 3. Automatic helmet/suit removal when inside. @PrivateFlip made a great experimental plugin for this mod a long time ago that proved the concept, but I was too lazy to expand on his work. Still a great thing to have. (hard for me) 4. More dome types (easy/medium - due to new features) 5. Small domes seem obsolete now? ( no effort) 6. Interior pieces, crewed compartmnts etc. We're talking ISRUs, greenhouses, habitats, dormitories or dormitory domes. Anything you can crew with an IVA or that you like, or that works with your favorite base building mod but this time with its own PD twist. (medium/hard, mainly due to complexity. Single instances are actually easy.) So, what would you like to see most? Cheers, Thrimm
  4. Hello, after quite some time I present you with a beta version of PD working with the current version of (KSP 1.7.x). So far there is only one dome (new type and functionality) new airlock (new animations and functionality) and an updated tunnel. In this pre-release dome(s) are equipped with lights and active nodes (bits appear or disappear as a function of stuff attached to nodes - designed to work with airlocks). Airlocks now have animated doors and your Kerbals can walk through them, so it no longer works as a part with crew capacity. Enjoy: https://drive.google.com/open?id=1-_d0U9nWso8hfgt-cH10znM-fMXFzMsg Cheers, Thrimm Edit: A snippet of how it should work now
  5. I am quite surprised by the amount of people missing this mod and the traffic this thread experiences recently. I'll do my best to update this mod to work with the latest KSP version AND include recent, work-in-progress changes I wanted to include a long time ago. Stay tuned friends.
  6. As you might now, SpaceX has significantly changed their design for ITS (now called BFR) and therefore all the updates I've been working on, like the modular system, cargo bay and general vehicle shape as well as all the aerodynamic calculations I've done are pretty much redundant. This is good and bad news at the same time, as now the vehicle will be much more controllable thanks to a large delta wing built into the fuselage, which can also be integrated in KSP more easily. Docking system has also changed significantly, as well as engine layout so some part require complete remodeling, some are redundant and some are missing. I will start working on making those new parts asap, but it will take a couple of weeks before they are ready. I'm sorry and thank you for your patience. If you're interested here is the conference talk where Elon disclosed SpaceX updated plans for BFR:
  7. There is a Transparent shader under Legacy Shaders that you can use. It works with KSP, you're not limited to predefined KSP shaders actually. I hope that helps!
  8. Yes the mod works with the latest version of KSP. Just install it and enjoy The update will drop when everything is ready, there are a number of changes to be made.
  9. Thanks for this great mod! I love the idea and so far I had great fun using it, but I have some questions Having read through this thread the best I could I still have some questions regarding Karbonite and Karborundum fueled engines. If those questions have been answered please excuse me. So the questions are: 1. Is this intended that Karbonite fueled propfan engines (except for radial ones) have such high demand of IntakeAtm? Namely, both front and aft mounted KAE-UHB propfans require 275+ Intake Atm and cannot in fact run on its own. Radial mounted engine has both its thrust and propellant requirements on much lower levels (requires only 39+ Intake Atm). Since mass of those engines is similar and this pattern is not visible on their Liquid Fuel counterparts, I wonder if this is intended and maybe a work in progress? 2. Torch drives seem to lose very little of their thrust and Isp in the atmosphere on Kerbin, but on Eve below certain altitude they plummet like crazy. I tested the smallest KFD-100 Torch drive and on Eve ASL it has just around 20kN of thrust making is completely useless. Seeing as this is highly non-linear and somewhat much different from stock engines behavior, I wonder if this is again intended or just an improper extrapolation of the Isp curve into higher atm pressure regions? If I'm missing something obvious please excuse me.
  10. @Galileo thank you for this amazing mod, it's a very needed refreshment from the stock Kerbol system and the planets look stunning! I have a stupid question though, is there any "easy" way that this could be incorporated to the stock game as an extra star system instead of replacing it? I know there are mods that add multiple star systems but I'm unfamiliar with the details on how it's done exactly. I'd love to be able to explore both systems simultaneously though!
  11. Thank you a lot for your reply @PrivateFlip. The station has a slightly eccentric orbit with periapsis of 77,793m and apoapsis of 95,313m, so it is well above the atmosphere (well, maybe not 'well' but still). I'll try docking to something that is in higher orbit and see if the problem persists. You're doing an amazing job with a much needed mod so there is no need to apologize for anything . Actually the entire trip for the SSTO was documented in a video that I will publish today - I'm not sure if there are any additional info you can get from that, but I'll be happy to do more testing for you. Also, no harm was done as luckily Valentina had a quicksave insurance . As I said, this mod is an amazing idea and I absolutely love it! EDIT: It just occurred to me, is it possible that the allowed margin for the orbit the spacecraft will be placed in by the mod had its lower limit in the atmosphere, and this is causing the problem? I don't know how big the margin is, but in the tracking log the MaxOrbitAltitude=103.856 which is ~ 110% of the apoapsis value, so if the difference (~8500m) is subtracted from the periapsis as well, then it would indeed place the vessel in the atmosphere, or at least allow it. I have no idea actually it is just a wild guess
  12. I seem to have some issues with the mod and so far I was unable to determine where the problem comes from. I've tried tracking a resupply mission and a return mission with an SSTO and a simple resupply mission with a regular rocket, without a return mission. In both cases tracking ended normally, but once I order any of those two missions, after the required time has passed, ordered vessel is completely gone (it is actually destroyed by the game, see log file). I have a number of mods installed, so I'm yet to replicate this in a fully stock game, although I kind of need this mod to resupply modded space stations I'm using version 0.24 for KSP 1.2.2. Log files and tracking info: I would be super grateful for any help. Valentina wouldn't mind too I guess. Thanks in advance!
  13. @PrivateFlip Thank you for this mod, it just turned my KSP from tedious to fun again! Stellar idea and awesome implementation!
  14. @theJesuit I have new dome type ready but I wanted to add a bit more before actually releasing the beta. The domes are moving from being merely structural parts to parts with active nodes that will react whether an airlock is attached to a node or not, built in lights and also I want to add some functionality in USI-LS, turning them into efficiency parts. That requires more tweaking than I expected and I also had to completely rework colliders, which was painful. @NNYGamer Once the new functionality is in place the next thing I want to add are plant pods that go with those and even more dome types with specific functions provided LS mods are installed. So plant pods, trees, science labs and workshops are coming soonTM
  15. @JadeOfMaar That's a good suggestion, I just didn't expect anyone to install USI-LS patch without having the mod installed in the first place, but I guess one can never been too sure. I'll add it.
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