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DasPenguin85

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Everything posted by DasPenguin85

  1. I should have mentioned that if you use the RCS blocks that come with BoxSat, they act as engines, so all you need to do is throttle up. However, LFO engines will be in a future update. I know there's a very small LFO engine in the stock parts, and it should attach to the bottom node of the frame, but I haven't tested that yet.
  2. The antennas will be included in Alpha.02 (A.02) - soonâ„¢, for now I would recommend using the antennas that come with RT2
  3. Thanks for the feedback, I'll look into some reduced textures for folks who need them, and I'll pass on the code notes to orcmaul.
  4. I will put that on the to-do list I originally just painted it for the banner. However, if enough people want an actual KHAUL box to play with, I can consider adding one!
  5. Presenting the latest in modular satellite technology! YouTube instructional video coming soon! Kerbal CurseForge Download This mod was made in our spare time, we appreciate any contributions Details: This mod was built to be compatible with MechJeb2, Kerbal Inventory System (KIS), & RemoteTech2. However, these mods are not required to use the parts included in this pack. So what's special about this mod? This mod adds a satellite that, when used with KIS, can be changed and modified after it has been launched! Current parts list: -Frame Frame Modules: -Probe Core -Batteries -Monopropellant Tanks -Liquid Fuel & Oxidizer Tanks -Reaction Wheels -Maintenance Cover “Hatch†-Fixed Solar Panel -Folding 1x3 Solar Panel -Corner-mount RCS Tri Communications Equipment (RT2 supported) -Single tape antenna -Quad tape antenna -Hinged offset dish antenna Science Modules: -Thermometer -Accelerometer -Barometer -Gravioli detector Parts planned for next update (soon™): **Planning phase Credits: Part configuration, Unity implementation, and original concept by Don “Orcmaul†H. Models, textures, animations, and art design by James “DasPenguin†V.M. Known Issues: -Hatch mounted backwards when attached using Kerbal Inventory System. -Normal maps on a few parts accidentally included text labels. Change Log: Alpha.02f 09/16/2015 -Updated for KSP 1.0.4. -Removed thermal mass adjustments. Alpha.02e 05/09/2015 -Updated for KSP 1.0.2. -Updated MM cfgs to use NEEDS. -Adjusted center of mass on all parts for better balance. -Removed two prototype parts that were problematic. Alpha.02d 01/13/2015 -Fix missing Propellant node in prototype LFO engine part. -Added stack node to dipole antenna. -Added prototype quad frame part and MM cfg for rcs stack nodes. Alpha.02c 12/24/2014 -Update for KSP 0.90. -Add SASservicelevel 1 to probe core part. -Remove SAS module from reaction wheel part. -Add prototype parts. Alpha.02b 10/12/2014 -Update for KSP 0.25 (fix texture glitch with scienece and antenna parts). -Change all textures to .PNGs for disk and memory savings. -Boost Remotetech antenna range for tape antennas (old values file has stats from previous version). -Increase fuel/oxidizer capacity of LFO module. -add entryCost for all parts. -fix description for MP and LFO modules. -add MM config for Kerbal Engineer v1.0. Alpha.02a 09/01/2014 -Fixed RemoteTech config to make tape antennas omni Alpha.02 09/01/2014 -Added 4 science parts and 3 antennas -Fixed RCS tri name -Moved mod compatibility to module manager configs -Added module manager configs for tweak scale, kerbal engineer, and kOS Alpha.01 08/23/2014 -Initial Release License: All Rights Reserved.
  6. Immediately downloading this. Another idea would be "deployment pay" for Kerbals, like if they're on a mission they get paid 10x normal daily. That would be a major difference between using probes and Kerbs.
  7. I hope this doesn't come off as rude or anything, but is there a possibility that we could get a version that doesn't require the asteroids, terraforming, and texture replacer mods? I think the mod looks great, but it's so crazy with memory that running the 32 bit version of KSP it just simply locks up. I'd love to try the mod, and I can only speak for my self when I say this, but I really don't want to be required to install a bunch of mods I don't intend to use at all. Summary: I think it looks fantastic, but I really just want the effects without the other addons.
  8. I'm having a little problem with the KSO combined with Deadly Reentry. So, since this is about KSO's interaction with another mod, I'm fully aware I may be barking up the wrong tree. The landing gears almost always catch fire immediately and explode, as though the shielding either doesn't work, or the axis that is used to indicate the direction of the ablative shielding is pointing the wrong way, because the parts do have the shielding on them, and the rest of the KSO shields fine. Now, I can get it to reenter undamaged, but only if I point the nose directly along the velocity vector, making reentry turns next to impossible. Now, I do have FAR, and I ruled out aerodynamic structural failures by disabling those failures in the settings. Only thing I can think to do is to crack the maxtemp in the cfg up to a ridiculous value. Anyone have any suggestions? Losing too many KSO's to water landings. So far, no kerbals have died, but it's only a matter of time before I screw up a ditch in the water.
  9. Porkjet, how am I supposed to get any work done if you post an awesome addon like this? Great job!
  10. Kinda curious, this plugin causes part costs to be heavily modified, particularly the MechJeb AR202 part, which now costs over $4,000,000 Krones. I can only assume that's to try to make it so people don't use MJ, but sometimes manually launching rockets can get tedious at best if you've done it thousands of times over the last 2 years. Is there any way I can change this? I know, some people are going to call me a newb or whatever, but I've been playing this game since 0.12 - I've been to every body in the Kerbin system with manual control and I just like using MJ - personal preference kind of thing.
  11. That would be likely, considering I looked at that .dll and ignorantly exclaimed "Bah, I don't need this! It's not even in its own folder!" The lack of installation specificity regarding this has probably led me astray, and I'm usually pretty good at RTFM. Thanks!
  12. STUPID NEWB QUESTION ALERT! Well, I'm only a newb to Ferram AR, and decided to try it recently - I spent most of the day yesterday trying to design super-sonic airliners with the B9 pack. One thing I noticed is that I can customize the functionality of the B9 control surfaces, however I cannot do this with the stock parts. So, my question is: Am I on a buggy version, or can you only customize the control surface functions on supported mod parts? Thanks!
  13. It seems the current version is causing me some problems in 0.21. The AR202 will not attach to the ship, and then I cannot save the ship or attach other parts. I'd wait until r4mon updates MJ.
  14. Simple question: Is it possible to design a rover (or something similar) in the SPH, to take advantage of the symmetry tools, and then port it to the VAB when finished? Thanks!
  15. Holy crap... I just suggested this to the devs like 2 days ago - you are something awesome!
  16. Well, this time around it worked flawlessly, even with Mechjeb. I would hate to give any critique, considering that it just got to a working version - which is awesome, by the way. However, I find it messing with my perception that the smoke and flames seem to move so slow, mostly the smoke though, that seems like the effect is tied to the craft, but not the world/simulation, so it appears very slow. I guess a better way of putting it is that I don't feel like my craft is ripping through the atmosphere at 2,000 m/s, it feels more like a slow floating effect, like 20 m/s. I'd be remiss if I gave critique with no help though, so I feel obliged to extend an offer of my skills: if you need more models, textures, or animations, shoot me a PM - I have 15 years experience with 3D Studio Max under my belt, I can send sample images of my work. Cheers dude! PS> Thank you for this mod! All critique aside, I've been waiting for something like this for ages, and every time I re-enter Kerbin's atmosphere I get that feeling like I'm watching the ending of Apollo 13, but alas KSP has no vanilla effect for reentry, and you've brought me one step closer to that level of immersion.
  17. Attempting to be proactive here, I'll be the first to post what togfox is getting at: nVidia GTX285 on 301.42 drivers (Win Vista - I know, it sucks/sucked - I really haven't had problems with it, but I wasn't about to drop another $300 for Vista's quick-successor, 7) My thoughts: It seems to occur when the heat shield is supposed to start burning, so that would either tell me that it's calling for an effect it can't locate, or the effect is what togfox suggested, a potential problem with either drivers or video cards. It wouldn't be the first time nVidia drivers have borked something up.
  18. Every test, multiple installations, always gives the NaNm/s & black-screen bug
  19. I do have some 15 years of modeling/texturing/animating experience... here\'s some models I made when I was trying to start my own flight sim company. No, none of these ever got published, and you can\'t find products anywhere. However, you can see that I did get the Antares 20E in FSX, the only problem was my programmer fell off the face of the planet so no gauges ever got put in =[ I wanted to get on Team Kerbal, but I could never get Harvester\'s attention - one time I did, but I got ignore-slapped. So, maybe my stupid skills can benefit your project =P PM me if you\'d like.
  20. Dude, you rock - I swear they need to hire you. This screenshot came from your epic plugin. PS> If you\'d like help with models, I\'ve got some 15 years experience with 3D Studio Max - send me a PM if you\'d like.
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