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Hohmannson

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Everything posted by Hohmannson

  1. Just in case you can't recompile Kaboom for 1.8+, install Impossible Innovations and make the following patch: @PART[*]:HAS[!MODULE[ModuleIIPoof]] { MODULE { name = ModuleIIPoof } } It will work just like Kaboom then. Parts and Patches folders from Impossible Innovations can be safely deleted. And your warranty is void.
  2. Great examples here, it will be easy if you actually play with it. Some copy+paste, targeting Planetside parts and maybe lowering converters output and habitation time due to modules being smaller. https://github.com/post-kerbin-mining-corporation/StationPartsExpansionRedux/blob/dev/GameData/StationPartsExpansionRedux/Patches/SSPXR-USILS.cfg
  3. https://forum.kerbalspaceprogram.com/index.php?/topic/192563-11012-the-martian-for-ksp-mav-release/
  4. https://disk.yandex.ru/d/SluTNyYYf1IYAA Made a Tweakscale support for ModulePETTurbine and turbines parts(thanks Lisias it's that easy) and a simple wind observation experiment. Adjust to your liking and thanks for the great mod, @benjee10!
  5. https://github.com/Gameslinx/Tessellation/ Using Parallax with shadow projection settings above fixed this for me. No Parallax-Stock needed, just that 15.5mb plugin(and Kopernicus of course) and no FPS drops are visible.
  6. Yes. It's a stock module and it jettisons all resources from the part it's in. I use it to emergency stop SRBs, but it can jettison EC from batteries, yes. And hidden resources too.
  7. Lights on/off doesn't seem to do anything in flight scene, flight(or gliding) without attaching your jets and SRBs is nearly impossible - the plane quickly flips nose-up. To good news - the texturing is great!
  8. It's easy. Take Parts/Core/Parachute folder to some other folder(Gamedata/MyStandaloneKnesParachute), change "name =" in part configs to avoid patching confusions and change all filepaths to models and textures in part configs to match its new place. Filepaths will be in MODEL{} and ModulePartVariants{} nodes. And you will need to still have RetractableLiftingSurface in your gamedata for parafoil to work properly.
  9. Like trusses/panels that can be considered assembled in situ, thus having less volume packed then unpacked.
  10. Yes, Kerbin Soviet Socialistic Republic. 71 "states" in USSR had similar naming.
  11. Live preview of ScaledSpaces of planets, that have EVE atmo(without Scatterer) seems to be bugged(lit side is grey, unlit is OK). It's only life preview, the photos made are OK. PQSspace is OK too. KSP 1.11.1, latest NeptuneCamera, latest EVE-Redux and SVE, no Scatterer. Absolutely nothing suspicious in logs.
  12. Try alwaysOn = true in part config. Not sure if it is what you need, but it's the only thing you can change.
  13. Also Tantares, KNES and Contares for other types of real parts.
  14. https://spacedock.info/mod/1787/Notantares - Gemini Paraglider Exactly this one(like IRL proposal) and exactly for BDB. Will need some training to steer, but it's a thing.
  15. http://www.buran.ru/other/skif-lan.pdf http://www.buran.ru/htm/cargo.htm Mostly used those. About the PDF - divide the captions by two, if you know what i mean. Drawings from Земля и Вселенная were... speculative and the SKIF-D vessel on photo doesn't look like an electric analogue - on part of the photos it has visible demonstration signs for верхушка to show.
  16. The PAW button wasn't working and my "soft" patch too? Well, then it wasn't that useless
  17. Lift in KSP without FAR is:(example from Contares single-part glider) MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 1.5 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } and also CoMoffset, CoPoffset and CoLoffset and drag values. Get a NodeHelper to help with coordinates of offsets to tune this. Also there is a RetractableLiftingSurface mod that uses same module, but can activate only when animation is in certain state.
  18. Skif-D is a Skif-Demo, Skif-DM is a Skif-Demo-Mockup(that one was flown and the one was called Polyus). It was made in a hurry with remaining hardware and actually was assembled on the Baikonur, there was no laser stuff, instead the non-TKS hull(down there) was packed by science. There are no original blueprints or even arts of the thing, art with docking port(also, that's male port, can't refuel with Progress) originates from 1992 magazine - people have artistic freedoms. The mockup in the post above, in the Imgur album(with APAS) has an English plaque "orbital plant". It's a later project ТМП(heavy orbital plant) based on Skifs - the Kristall module on steroids, that had docking port, yes. There is no evidence original Skif-D or Skif-DM(Polyus, flown) had a docking port or was supposed to have one. About FGB sections: there is a confusion with documents, the TKS hull 16701 was supposed to be used in some Mir module(even listed like one in TKS derivatives list), but it never happened. It remained original 11F72-type TKS and thus was used to make Polyus. (there was no VA ofc) About length differences - the most comprehensive Russian article on that subject says it's because of fairing they had to install, so D and DM were same in sizes. We've never seen original Skif-D fairing(it probably never existed), so seems legit. Skifs were not supposed to be manned - TKS was full of control systems too fragile to be mounted somewhere else - and it had no VA. The green thing you see on photos of full-white vessel and the white-blue vessel is a structural cap. It's not completely clear if the cap was flown, there is no photos of black-painted vessel without the fairing, because, as you see on one of my photos, they mounted the fairing before painting it. About artistic freedoms - it's KSP and you are one of the best part modders and you are going to use B9PS, so there is no weird thing you can't do with it. So: 1)Skif-D had a testing laser systems - wasn't able to actually shoot. Compressed CO2 and turbo generator for the laser included, radar included. Also it was supposed to have a lesser laser for targeting(was able to shoot) and a telescope somewhere near the laser(Neptune camera says hello). 2)Skif-DM/Polyus had no laser systems, instead it had Xenon-Crypton tanks to release those in space for science, inflatable balloons to release them in space for science(had a radar too, to locate them) and some other undisclosed science(military-applicant experiment). 3)Highly likely they were similar in lenght, they are drawn with different fairings, but no one ever have seen smaller fairing of Skif-D. 4)Two paint shemes - white-blue(of Skif-D) was actually drawn to please the Gorbachev and generals, but who cares, we are in KSP. Also had a red Soviet air force star somewhere on the stripe. 5)Both had generic TKS 11F72 modules, unmanned, without docking ports and VAs, with generic TKS solars. Green VA-alike cap is debatable, but why not. Ship was using TKS engines for maneuvers, the RCS on laser sections were attitude control only. 6)There was a project of TMP crystal factory, Skif-based, using same crystal oven that on Kristall, Was supposed to have a docking port (not clear which) and larger solars from 17F111 Cascade battle station. Crewable, but just to load more materials in. There is none official bluerints or sketches, only that mockup from imgur album - full artistic freedom if you wish to. 7) Skif-D - 37 or 40m long, 4.1m wide, 95 ton. Skif-DM - same but 77 ton. TMP factory - unclear, but 88 ton. Ask if you need measures per-section. --------------------------------------------- Materials in Russian are, mostly, the same mess as those in English because of semi-classified nature of the ship. There is a pack of bad photos of D or DM from integration facility and Khrunichev and one or two articles that helped. But i hope i made things more clear.
  19. The laser was(proposed, never flown) a gas-dynamic laser running on compressed CO2 or something. FGB on top was using solars and powering all the vessel.
  20. You got tricked by KGB when white-blue ship(on photos from integration facility) turned black on pad, right? It's thermal coating, look, it's in progress. And how it looked. It was, as said, "nearly unaltered" FGB. Moar here http://www.buran.ru/htm/cargo.htm
  21. adding isVisible = false in resource definition(after IsTweakable) should be the thing. Will run the game soon and check how it looks
  22. Not necessary. Only active control surfaces need to be separate, game will be OK with all the plane having one ModuleLiftingSurface. Contares-NAM is a showcase.
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