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Psyden

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Everything posted by Psyden

  1. Could you not make it a sea-plane? The P-1112 and SHIELD Helicarrier both require water landings. That way, you don't need to make landing gear, and I have seen your carrier blow up a runway just by existing, such is it's majesty. Also, do you know if Ground Effect is modeled into the game? I know that GEVs can get away with a much smaller wing area than normal aircraft.
  2. Here is an interesting tid-bit I learned from a retired Air Force Colonel who used to work at the Pentagon: Aircraft Carriers (at the time, it would be a Nimitz-Class) are/were faster than their escorts, thanks to the ridiculous amount power they can generate. Now, granted, he'd been retired for a while before I met him, so I expect the information is from the 80's to 90's. He did not tell me their real top speed, but said it was classified, and that the 'official' top speed is a bit below the actual. I was doing some research into the P-1112 Aigaion from the Ace Combat series, because when you say 'Flying Carrier', that is what I think of first. With a wingspan of just shy of a kilometer, I don't think we'll be seeing it in KSP. I know the helicarrier is a distant project, but what are you drawing inspiration from, one of the many renditions of the SHIELD Helicarrier, from some other source, or is it an entirely new design?
  3. Is there a way to set the docking port to rotate in the opposite direction to keep the launch facilities in null-g? It would make it easier to land without having to match rotation, and might allow you to have a functional KSO base in orbit while you work on the issue. To get to the interior of the colony, you could have an elevator system that takes the Kerbal from the dock to the interior. Basically, a hab module of some sort that goes to and from the surface, so the kerbal is already moving at the correct rotation and can be deposited directly on the surface. Would this work?
  4. The main difference between the Cargo and Rover bays at this point is that the Cargo bay would be set up so that payloads would be set parallel to the ship's axis, so that you could launch and recover small craft, where as the Rover Bay would be designed for launching rovers, with crew hatches for entering and exiting the ship from within the bay. After I get the main set of parts down, I would like to look into support for the Hangar Mod to expand on this. I already have plans for an ISRU Converter for refueling both the ship and anything else that is attached. What would you be looking for to make a better mothership?
  5. Other Potential Names: Modular Inline Exploration System Modular Ingenious Linear Exploration System (MILES) Modular Linear Exploration System Name subject to change. I was inspired by @TiktaalikDreaming and his Modular Pods, so I sat down and thought how I would approach the problem of excessively large space faring vessels in a way that was unique (or at the very least in a way I haven't seen). The mod will have adapter parts starting from 0.625m and ending in the 10m range, though the bulk, especial to start off with, will be in the 5m part range, at least in the beginning. The 5m parts set is built around a central 1.25m spine (with or without a flange that goes to the edge), and the individual modules are half moon, to allow two modules per level. Some of the modules are: Science Lab Communications (deployable antenna, manning it will extend range) Life Support (largely storage for LS supplies from LS mods) Solar Power (batteries and deployable solar panel) Other Generators Possible (LF/O, Mono, Fission, ect) Bouncy Castle (Science?) Zero-G Ball Pit (Science?) ISRU Processing Tanks Tanks w/ sunken Engine Mounts (Possible 3x 1.25m engine for a half, 3.75m for full?) Crew Cabin (6 to 8?) Apartment (2 people, IVA to show 2 distinct rooms) Captain's Quarters (1 Kerbal, IVA has the Kerbal looking out of the window) Cargo and Rover Bay The 7.5 and 10 meter parts would be third and quarter. Possibly a 2.5 and 3.75 set around a 0.675 core, but I'm not sure about how much floor space there would be. The Science Lab might also be split into 2 different parts, a Research Lab and a Science Module. The Research Lab would handle the normal research function of the Science Lab and the Science Module would handle experiment cleaning, and possibly a built in goo canister and science jr. This is my first mod, and I won't be able to work on it right away. I'm waiting on a new hard drive and I'll need to get more familiar with Blender before I can start prototyping. During this stage, I would like comments, critisms, and suggestions, and if someone would be interested in helping me with modelling, even if it is just tips and tricks, that would be much appreciated.
  6. I've made a clean install and went through with mods that were explicitly for 1.2 and 1.2.1, and not ones people said would work with 1.2.1, which I had done previously. Didn't work, so I made a new install with just EPL and MM, still couldn't get it to work. Then I used CKAN, it now it does, which means that some how, some way I am screwing up the install. So, what I'll probably end up doing is using CKAN to install EPL, as well as all the others that I can that it has, then manually installing the rest. @taniwha Thanks for taking the time to help.
  7. Here is the log file I am unable to get the build GUI to show, but I made sure to fiddle with the parts as best I could. Not sure how much is logged, though.
  8. Just trying to make sure I've got all my bases covered, one by one. Eventually, I am sure I will get this working, even if I have to start checking the code, line-by-line. Not that I really want to do that, mind.
  9. Is MM supposed to show up on the AVC add-on list? I don't see it, but I do see Module Manager applying patches on start up. Here is the list of mods, as compiled by AVC:
  10. You can try Brass Moustache Industrial Supply, as they have a TAC-LS and EPL supplement, and GNE Industries has a 'new' spherical launch pad, but these are both 2-3 years old, so you might need to either edit the config to make it work, or else find someone to do it for you.
  11. @TheRagingIrishmanThanks, I've updated to MM 2.7.4 and removed the extra versions, still no such luck. At this point, I am sure I've screwed up somewhere along the way. I've always seemed to be... inventive when coming up with errors. @taniwha To me, it would make sense for the scientists to be able do surveys, since they are the ones with that fancy kerbalized book-learnin', but then that would leave the pilots without anything to do, except fly. Maybe a special experiment where they can watch a ship being constructed and gain some small amount of science with a biome-specific boost, as they observe how environmental factors effect construction? Possibly with this giving boosts to construction times whilst in that biome?
  12. Yup, I have MM, as well as KIS and KAS. I also have a bunch of parts packs, some science packs, some auto-pilots as well as, KSPI-E, Hangar, and Kopernicus. I could give you a full list of all the mods I am running if you think there could be any compatibility issues. Oh, whilst going through and checking to verify that, yes I did have MM, I noticed that I have 3 .dll for MM, 2.7.1, 2.7.2, and 2.7.3 I am not super familiar with how MM works, so I don't want to just go and delete them, since they were put there (I assume) by other mods as dependencies. If it doesn't hurt anything, I'll clean them up later.
  13. I have had EPL on 1.1.3, 1.2, and 1.2.1, and I can't seem to get it working. I am using the full suite of ISU and Wild Blue mods, and I can't seem to get any of the orbital dockyards to work. I can't even get the EPL button to appear in the tool bar. I do, however, have access to all the ELP part, so I don't think it is a problem with the install (though I won't rule that out). I have used a variety of combinations of parts, with and without ELP parts, and with both RocketParts and MaterialKits. Any help would be much appreciated.
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