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orcmaul

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Everything posted by orcmaul

  1. Basic config files for the new parts are done. Time for some sleep. Tomorrow(er, today) I: update some of the configs for the old parts to consolidate mod support to modulemanager files and correct some minor issues. After that comes more modulemanager files for mod support. Part function testing. Modulemanager file testing. Build test vehicles and take new screenshots. Update the license. Work on the runway phantom force issue. Remember whatever thing I have forgotten to list here. So I'm going with it will be ready soonâ„¢.
  2. And there it is. Your craft file reproduced the problem on at least one of my installs. I'll check it out. Thank you again.
  3. Hello, thanks for the bug report. I tried this out and the only thing I noticed was some awkward collision detection with the runway surface that caused the box to get bumped occasionally while I rolled it around the runway on reaction wheels. Do you still have the craft file? I'd like to test it out.
  4. Here is our current plan for what we'll be releasing in our next update. Coming soon in BoxSat vA.02 Science Modules: Accelerometer Barometer Gravioli Detector Thermometer Antenna: Kerbin range extending metal tape antenna Minmus range Yagi-Uda antenna Duna range hinged offset dish antenna Other: possible module manager files for a part failure mod (still being investigated for implementation) We are trying to keep this update small so we can release a quick follow up to our initial release. Thanks to everyone for their feedback.
  5. Which ScanSat parts in particular did you feel needed the BoxSat treatment? I didn't have time to work up a BoxSat with an SAR but of the three scanning sensors it would be the one I could see doing a new version of for BoxSat. The MapTraq and BTDT could maybe also use a more appropriately sized version.
  6. Hello, sorry to hear you are having problems while using BoxSat. Am I reading this correctly? You started with a subassembly as your first part?
  7. I went one better and tried it. I made a tweakscale config for BoxSat (it'll be at the bottom of the post) and tried it out. Hmm... so the tweakscale part works but it looks like tweakscale and KAS don't understand each-other well enough to keep me from doing very silly things. If anyone knows if there are settings that prevent this do let me know. Here are some pictures of my testing. (link removed now that tweakscale config is included in the release download)
  8. I like it. Thank you for the pictures. Did you use Infernal Robotics to rotate the wheel parts? DasPenguin and I have discussed attemping a similar probe rover mod. I'm still working the idea over to see if we can reuse parts effectively or if it would be a separate effort. edit: You inspired me to make a tiny rover using the boxsat probe module.
  9. Correction to DasPenguins comment: We actually do not have a larger BoxSat in the current plans. We do have plans to add a payload module size and accompanying payload frame. The frame would still be 62.5cm and allow for larger modules like a goo experiment or an ion engine. I have toyed with the idea of a larger frame size but I'd want it to use the current set of modules so that we aren't continuously reinventing the wheel across size classes and ballooning the install size. The first thing I'm considering when I look at other sizes is what parts does it work with? So that's where I turn to the user and ask what parts are you looking to use with BoxSat that don't fit on the current 62cm model?
  10. Just in case building satellites and space probes wasn't enough BoxSat parts can also be used for other things. Here it is making an open air cockpit and fuselage for a prop plane using a propeller and tail from the SXT mod.
  11. Hello, daspenguin and I released BoxSat today and so far we've heard several times that people would like see some antennas. We already have some antennas planned but we'd also like to know what sort of antennas people are looking for. Omni? Directional? What sort of performance? Are you looking to build a communications network around Kerbin or connect the whole Kerbol system? Post pictures if you have them.
  12. The one on the very top center is 10cm along with some of the other sizes we tested. 62.5cm was the clear winner in terms of usability within KSP.
  13. Disclaimer: MechJeb is required for RCS using engine throttle functionality.
  14. What kinds of antennas should we be looking at? They'd obviously need to be compact to fit with the existing parts. I've got some notes about a folding rod omni antenna, a telescoping metal tape omni antenna, a flat patch antenna, an a hinged dish antenna. I don't know if all of those would get made but those were the ones that came to mind. Anything in particular that people would like to see antenna-wise?
  15. Lol, we make a neat thing and people want to play with the box it comes in. Good times.
  16. Tried the example cfg in the OP and couldn't get it to work. Banged some rocks together until it did work and this is a working version of the example cfg. PART { // --- general parameters --- name = RCSBlock module = Part author = NovaSilisko // --- asset parameters --- mesh = model.mu scale = 0.1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.45212, -0.0105571, -0.0059382, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = fuelSystems entryCost = 3400 cost = 450 category = Control subcategory = 0 title = RV-105 RCS Thruster Block manufacturer = STEADLER Engineering Corps description = The recent discovery of a third law of physics made it possible for STEADLER Corps engineers to produce these small monopropellant thrusters, to help with attitude control and linear motion. Even though many Kerbal physicists still dispute the validity of this new law, studies show that the thrusters seem to work as advertised. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 PhysicsSignificance = 1 // --- rcs module parameters --- EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 0.2 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.1 pitch = 2.0 loop = false } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCSthruster thrusterPower = 1 runningEffectName = running flameoutEffectName = flameout engageEffectName = engage PROPELLANT { name = MonoPropellant ratio = 1.0 } atmosphereCurve { key = 0 260 key = 1 100 } } } We are also working on a Hall Effect thruster using this plug-in but are having some difficulties determining the right way to implement the emissive. Right now the emissive is always active. Also in the wings is a quad Hall Effect thruster and we aren't sure how to tie the individual emissives to the different RCS ports. Any help is welcome. PART { // --- general parameters --- name = KRD_RCS_HallThruster_single module = Part author = Das Penguin and Orcmaul // --- asset parameters --- MODEL { model=KerbalRocketDesign/RCS_HallThrusters/RCS_HallThruster_single scale = 1.0, 1.0, 1.0 //scale = 0.001, 0.001, 0.001 //position = 0.0, 0.0, 0.0 rotation = 0, 0, 0 } // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0 , 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = ionPropulsion entryCost = 4200 cost = 1500 category = Control subcategory = 0 title = Hall Effect Linear RCS Thruster manufacturer = Kerbal Rocket Development description = Ion Thruster blah blah blah RCS blah blah blah. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 0.1 crashTolerance = 10 //breakingForce = 50 //breakingTorque = 50 maxTemp = 3400 fuelCrossFeed = True PhysicsSignificance = 1 // --- rcs module parameters --- EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_mini volume = 0.0 0.0 volume = 1.0 0.2 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODULE { name = FXModuleAnimateThrottle animationName = HallThruster_singleEmissive dependOnEngineState = True responseSpeed = 0.5 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 0.1 pitch = 2.0 loop = false } } } MODULE { name = ModuleRCSFX thrusterTransformName = RCS_Thrust useZaxis = true thrusterPower = 0.1 runningEffectName = running flameoutEffectName = flameout engageEffectName = engage PROPELLANT { name = XenonGas ratio = 1.0 } PROPELLANT { name = ElectricCharge ratio = 10.0 } atmosphereCurve { key = 0 2000 key = 1 100 } } }
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