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Kreuzung

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Everything posted by Kreuzung

  1. >Psyckosama There will be one in the new parts pack.
  2. >dishycourier I've been playing around with numbers a bit, everything has to be rebalanced, I'll give you the numbers once I'm happy with the thing. I also fixed the part resource consumption for the reactors (used function wrong -.-), so you could make them finite. I'll probably add the possibility to block generators off-rails, the heat system doesn't work then and you'll run out of resources too fast anyway.
  3. >kyle.mk.howard Are you trying to make a part be an ion engine? // --- general parameters --- name = VB_IonEngine module = IonEngine author = Yorik // --- asset parameters --- mesh = IonEngine.DAE scale = 1 texture = IonEngine.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 iconScale = 4, 4, 4 iconCenter = 0, 1, 0 // --- node definitions --- node_stack_top = 0.0, 0.1991, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.054, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.1502, 0.0, 0.0, 1.0, 0.0, active fx_exhaustLight_blue = 0.0, -0.1502, 0.0, 0.0, 0.0, 1.0, active fx_smokeTrail_light = 0.0, -0.1502, 0.0, 0.0, 1.0, 0.0, active // --- Sound FX definition --- sound_vent_medium = activate sound_rocket_ion2.wav = active sound_vent_soft = deactivate // --- editor parameters --- cost = 950 category = 0 subcategory = 0 title = YE-1138 Ion Engine manufacturer = Void Bukerneering description = Representing the next step in kerbal space exploration, the YE-1138 Ion Engine will never run out of fuel provided you can provide it's battery with energy via the solar cells. (Battery and solar cells not included.) // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 19 breakingForce = 80 breakingTorque = 80 maxTemp = 3600 // --- ion engine parameters --- maxThrust = 4 fuelConsumption = 0.8 thrustVectoringCapable = False It's basically the same as an old LiquidEngine that doesn't use Isp
  4. That's an issue with the game only recognizing a ship as unmanned if it has no crew capacity at all. It whould require the plugin to remove all crew capacity for the time the vessel is unmanned. We discussed that months ago, dunno if JDP already implemented it.
  5. I think it whould've been too small if it was half-sized, I like it in this size. And BTW, it's 1.25m or size 1 but NOT 1m since the release of .16
  6. >unWinged Forget the EPS part module and add: partResGenerator = True power = [value] to the part.cfg. You probably have to mutliply the value by 50 because EPS uses PhysX frames instead of seconds AFAIK.
  7. >Thrfoot, Spaceghȫst Hmm... how many batteries do these ships have? How many parts? Maybe there's a problem with the EL_API on large ships, if yes I'll try to optimize it.
  8. >ZeldaCorporation Dumb question, did you download the plugin but forgot the parts pack? It's a separate download as there are other mods that only require the plugin but not the parts pack. >Corax Thanks for clarifying that, I'll probably make them more efficient to allow the engines to consume more energy, I don't want the battery to last as long as it does in the current version. The poll is at almost 50% for infinite now, so I'll leave them infinite for the next update and wait for the poll to timeout...
  9. >tjitte He already has auto-copying done in a nicer way. There's no way to do that faster, I usually take that time to check the IRC.
  10. ...or make sure their module line is set to SolarPanels_adv_PowerTech and add: partResGenerator = true power = [value] that system is directly integrated into PowerTech and therefore takes all that shiny visual stuff into account too. Edit: Can we get more connection strenght and radial attachment on the struts? I had a nerdgasm with the reactors an hour ago but it was lacking both stability and strut attachment options.
  11. MultiJointPart is outdated for almost half a year now... Use PowerTech for solar panels.
  12. AFAIK even stock gear throws "WheelCollider requires an attached Rigidbody to function", at least it did in .15
  13. I could implement all these possibilities (it will at least always be possible to have them infinite), but I also have to balance the engines and I honestly whouldn't like it if VB is totally different than MMI, DCCPW or DSM, there'd be no point in that.
  14. Just that the solar system is 11 times smaller doesn't mean that the conversion factor from m/s to km/h changes, there'd be no point in that at all because the game uses normal metres and hours. If you take an hour as 1/24 of a Kerbin day it whould change though...
  15. I think it is... Use wheel colliders for all wheels that power or hold the chain and use animations to fake the chain movements...
  16. >Olsson -YES. -It's just for debug, ignore it. The heatshield doesn't need it's own stage, just activate it like everything else -Try it out in true Kerbal style:sticktongue:
  17. >Aescwulf: You need the MuMechLib.dll in your plugins folder, you don't have to copy the MechJeb parts. >dishy: Upload it on Kerbal.net or Xenolith.ws, becoming mod of the month and getting 15$ on Xenolith is easy enough:cool: Own experience:sticktongue:
  18. I did a Jool aerobraking (kethanobraking?) with mine and tried to land on Laythe but screwed my burn and had not enough fuel to get into orbit around Laythe, dammit. I wonder how good it could swim.... EDIT: Dishy, if it doesn't swim nicely, turn down buoyancy to allow it to roll over the bottom of the ocean for the next release
  19. Basically it tells the ship that the lowest point is far below the ship (with 'far' being whatever you set in the part.cfg) like a launch clamp does. It bugs out below kerbosyncronous altitude but works great in low orbits (and for just falling down a few 100 metres for fun). It also has an option to set the velocity vector of the ship to directly bring it in a circular orbit at that altitude. No teleportations etc are done and the G force meter also stays in the green area, so it should be kraken-free, the only bug is that it doesn't work from the SPH at all.
  20. I could do that, but for gameplay reasons I'd rather have a fuel tank that can run empty as it's much simpler than slowly dying batteries. I wonder if it whould be OK for the majority that voted for infinite if it had fuel but could be refueled by other spacecraft and/or fuel mining.
  21. Looks nice, downloaded and will try the next time I play.
  22. DynaSat is broken and has to be reconfigured. I have the permission to do that, but Maraz didn't give a license so I can't republish his work on the forums.
  23. I think I finished the orbit spawner now, which is a quite good result considering I wanted to start with it tomorrow^^ What you said about the cargo bays sounds quite interesting, especially adding things to the doors.
  24. >quadro7f How is the bay animation made? I hope you didn't use Landing leg, I hate it if shuttles look strange because of the gear changing everything...
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