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Marzl

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  1. First of all thanks for that wonderful mod, really like it. But I found that since you changed the ScanSAT altitude in 0.0.2.6 I always get the "Too high" message for the ScanSAT parts. When I switch the setting back to 1 (@scanAltitude = 1), I get these values for the moon that seem reasonable for me: < 23.500 m: sub-optimal, 23.500 to 47.000 Ideal, >47.000 Too High With value 0.1 I am always too high for scanning.
  2. Basically that exactly is what I did in my mod. I use an intake and lot of electricity to split co2 to o2, with that you are able to use all jet engines on eve (and duna) then. I was not able to do a release due to missing time, but may be next week I will be able to. But it is already working as designed
  3. You need to define a new atmospheric resource for each of the other planets. Then you need a ModuleResourceHarvester module (in your ISRU or intake or whatever part) to harvest that new resource. Then you can convert this new resource instead of IntakeAir to XenonGas. I think Kerbonite does more or less exactly that, you may wan´t to take a look at this mod. ModuleResourceHarvester requires an animation to activate, at least that was the case for 1.1.
  4. You´re absolutely right... opened a topic here.
  5. Hi, this is the development and discussion topic for the EJF - Eve Jet Flying mod. The mod is not yet released, so stay tuned for updates... EJF allows you to fly jets on Eve (and Duna) in a way that makes - at least some - sense technologically and is not too overpowered hopefully. The idea is to have an air intake that harvests carbon dioxide from Eve atmosphere and splits it up using (a lot of) electrical power. The produced oxygen is then fed back to the air stream thus the jet engines will be able to burn fuel and produce trust. Should work with any stock or mod jet engine that needs intake air to operate. Flying on Eve is pretty easy, due to the dense atmosphere you reach much higher altitude before the engines flame out. Flying on Duna is quite the opposite, you need moar intakes and moar lifting surface or you will crash in to the next hill. Screenshots http://imgur.com/a/gTLAC Contained Parts Oxidizer Intake Mk1 (requires "Aerospace Tech" in career mode) Roadmap Prepare initial release. Upload stuff on GitHub. Add an inline air intake. Known Issues When having multiple intakes and energy runs out sometimes only the first activated resource harvester is automatically deactivated. DOWNLOAD LINK I have not yet released EJF, have to get permission for using an intake model from Karbonite first. But stay tuned for updates... LICENSE EJF is licensed under the Creative Commons 4.0 Share-Alike Attribution Non-Commercial license. CREDITS The Oxidizer Intake is based on model, animations and textures from Karbonite.
  6. Maybe the experimental parts already in the game can be used to spice up the tech tree a bit. E.g. most tech tree levels can have one or more parts in it that are always marked as experimental first. When you research such a level you get the contracts for this experimental parts auto-assigned. You can only proceed to next tech tree level when all experimental part contracts of prereq. levels are done. Thus the contracts would get more significance, and you would actually need to test drive such a part to get the final version for your game. As they are not too much parts in stock the contracts can be hand-made so they are realistic. Maybe also connected to a difficulty setting (no/easy/medium/hard experimental contracts).
  7. My mod will enable flying jets on Eve (and Duna and Jool later) in a "lore friendly" way (don´t know how to express that better ). Basically the idea is to create an air intake that harvests Carbondioxide from Eve atmosphere and splits it up using (a lot of) electrical power. The produced Oxygen is then feed back to the air stream thus the stock Jet engines will be able to burn fuel and produce trust. I am most the way done, just need to work on the model for the intake and tweak the part parameters to not over or underpower it...
  8. Hi there, after several months playing KSP and reading this forum I now finally managed to create an account to also contribute a bit. My main motivation to get into posting was that I am currently working on my first mod, hope to release an initial version during this week, so stay tuned Thanks for all the valuable hints and ideas you people already gave me.
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