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Everything posted by ColdJ
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Ok not strictly working under water but it relates to the Mechjeb Enabled chair, which now has a spotlight built in, haven't fully tested if the Kerbal blocks it beam a bit yet. Seeing as @Spaceman.Spiff liked the Idea of having an EMU chair for space walks, I went ahead and built it. But I did this in a brand new clone directory of KSP That is stock except for the stuff I am working on, Kerbal Konstructs so I can launch in water and just enough Mechjeb to have the chair work. I found out the hard way that there were controls I hadn't set right. So working EMU with no generators but a decent battery supply and 10 units of Monoprop. A Mechjeb AI and a work light. Added sensible level 5 port thruster packs that carry 5 units each of Monoprop. Based on the water EVA design. After a few disasters in space, remembered that just because I don't need pitch underwater doesn't mean I don't need it in space. Added a 3rd pack on the back of the chair only set to Pitch. Modified the stock satellite launcher by removing the battery and antenna, added a micro docking port then connected a reversed 1. moved up to work easy and Connected a finished chair to it. put all back in place, Adjusted the fairing so the Kerbal was comfortable, added the Kerbal. Remembered why I hate working in the VAB. (Has anyone made an easier interface as the stock VAB 1 sucks?) Forgot to put up the throttle on launch and wondered why the rocket fell down etc. Finally got it worked out. Used the Chair Mechjeb to auto ascend and once in orbit, decoulpled and tested the chair. Success, all pilot functions, the thrusters worked sensibly, the pilot could follow target and all the rest. Carefully managed to get back to the probe. eventually managed to dock, but had the Acquire force too high and dislodged Valentina from her chair.(Seriously, seat belts anyone?) Finally remembered to switch to her but she couldn't see the probe. Finally remembered the probe had the chair an the chair had thrusters and higher functions. Used the mechjeb to set it on the right path till it considered itself close enough, manually used the target reticle and thrusters to get close and not too fast. Switched to her and managed to grab and enter the chair as it passed. Big smile from Valentina until she realised it was a one way trip. But I told her it's alright, we are in a sand box and I can go back in time. @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar@Hohmannson@Stormpilot@Martian Emigrant@Kerminator K-100
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You are legend, a gentleman and an absolute font of knowledge. Never leave
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Rovers! Post your pictures here!
ColdJ replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
I took my unicycle for a spin. Had been a while. It really takes finesse. SAS on straight away. You basically just lean in the direction you want to go. No accelerator needed.- 174 replies
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Rovers! Post your pictures here!
ColdJ replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
Also I believe if you are gentle and can keep your point of view you can climb the KSC stairwells with it.- 174 replies
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Rovers! Post your pictures here!
ColdJ replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
Cool, I haven't got a pic to hand but I think I could upload the craft file to Kerbal X, pretty sure it is all stock. give a few. @Kerminator K-100 It has been awhile since I road this. it uses reaction whells to stay upright and you can lean steer it as I recall. If you fall over it is powerful enough to just stand itself back upright. https://kerbalx.com/ColdJ/Uni-cycle- 174 replies
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@Stone Blue Ah, well it seems you can't just pop it in a micronode. though I didn't give it Electric Charge, Don't know if that matters. So I guess back to good old mesh stacking. @Stone Blueok I have downloaded them. I do wish the TomTom didn't use an .mbm though, I can't open them to see or edit.
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Give me 15 minutes and I will present a quick rough to see if it works.
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@Stone Blue Strange your post is in triplicate. Thanks I will look. But you need not worry. The only mesh you see in the model is the first you put in. So the actual Mechjeb case doesn't show, although the green on light glow does. That is why we scale the secondary parts down, not because they will show but because the bounding box of the mesh would invisibly conflict with other things. Sadly all the links on the page no longer function. @Stone Blue But as I underatand it as long as it contains the same program as the ar202 you could take a structural part and give it the function, resize it to what you want and retexture it to how you would like it to look. Probably no lights but I think you could live that.
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If anybody wants their textures to look like my chair and thrusters. Chair Thrusters Ballast Ball Please rember if you convert them to dds to flip the verticaly first.
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WeLLLLL I'LLLL Be!
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Pardon me if it's a big deal, indeed. I considered your engine a rocket because it's not a turbine engine and it's rather high thrust for an ion engine...And I'm not accustomed referring to thrusters that aren't jet engines or RCS, as something other than rockets. Oooh, you are fun. Please look up Pulse Jet engine. Here this will make it easier. https://en.wikipedia.org/wiki/Pulse_jet_engine And Impeller. https://en.wikipedia.org/wiki/Impeller Rockets contain a limited set of resources inside an enclosed shell that are generally mixed and ignited and don't stop till the contents are exhausted. Jets intake, heat up and expel under pressure atmospheric gases and fluids depending on the medium they are in. As they said in RED October. "Engage the silent drive." Anyhow , no seriousness. We are all having fun learning from each other. @JadeOfMaar
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Each intake that is not submerged won't produce its resource, so the engine will lose out on input amounts and will starve. Such intakes must therefore always be on the belly of the ship for the best chance of staying submerged at all times. Ahh thats going to fun if you make a mistake that throws you out of the water for a sec and immediately rip off all your intakes. Or rub it against the sea floor.
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Ok so Here is the community resource packs intake liquid vs intake water. and saying if it is not on kerbin then it is not water is being pedantic. So the density is the same but not all factors. And why is the HSP so high? Have I got the understanding backwards? Is it puts out or absorbs? RESOURCE_DEFINITION { name = IntakeLqd //Like IntakeAtm but for oceans displayName = #LOC_CRP_IntakeLqd_DisplayName //Like IntakeAtm but for oceans density = 0.0010000000 hsp = 4183 // specific heat capacity (kJ/tonne-K as units) flowMode = ALL_VESSEL transfer = PUMP isTweakable = true isVisible = true unitCost = 0.0008 color = .5,.5,1 volume = 1 } RESOURCE_DEFINITION { name = IntakeWater displayName = Intake Water abbreviation = INWTR density = 0.001 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } }
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Rovers! Post your pictures here!
ColdJ replied to Kerminator K-100's topic in KSP1 The Spacecraft Exchange
I have unicycle, does that count?- 174 replies
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@JadeOfMaar Also if I put in underwater only, what happens if I am moving on the surface of the water?
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Hi @Hohmannson already started me on that. I am working up to it. You have got here late so you probably don't realise I have separate water Intakes for the Intake Water that the engine needs. It is not a rocket. The ISP is not insane. Would you expect an outboard motor on a dingy to be able to push you through the air? My problem was that it was TOO powerful before. I have had engines work down from starting at melting everything in seconds underwater to going supersonic to finally being comfortable. Subs don't like 320m/s as they start to vibrate from the extra drag. The Alternator is a throwback from the beginnings ofthe file I started on and will be removed on final product. The engine has 50 thrust but does 150m/s at depth. Thanks for the other info. I will learn the ins and outs of using it. I am not going to have afterburning engines underwater, I think that the reasoning for that is straight forward. Cheers.
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@Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar@Hohmannson@Spaceman.Spiff To follow will be the configs for the mechjeb enabled chair and Porpoise Point Drive. They both use mesh stacking in the config files. The drive uses stock parts except for the bubble trail which is Angel-125's I think he is ok with that. If you aren't just let me know. You require the Squad shock cone intake as the first mesh, and the Juno as the inner mesh that is required so that it functions as an engine, rotated 180. I am still playing around with fx settings for the bubble trail but it looks ok. The engine is currently without sound as Hotel26 preferred silent, but I will be adding something as silent slowly freaks me out over time. I wish the electric rotors at least had a low hum. The mech chair will require the EAS-1 external command chair as it's main mesh, then a radially attached monoprop tank for the second and then you will require the mechjeb mod pack and it's AR202 case mesh as the 3rd. I love the little in joke in the title of the the texture file for it. "AR202_HD2_tex" For Spaceman.Spiff , just remove the Ion Steam generator and change the resource of EVA Ballast to a monoprop amount that is fair, no monoprop generator as that would be cheating. The original use is in water where you are surrounded by reaction mass. Just use regular RCS thrusters , though be warned that regular thrusters are designed to push greater mass, so you will probably need to lower the thrust for EVA. If you use the Kerbanov mesh I use at the settings I use then the bottom corner of the thruster pack just touching the top corner of the chair post that hold the controls should have you balanced for all directions. The Electric Charge would theoretically be to run the Mechjeb, cept I nerfed it. And means you can put lights on the chair and a shrunk down KAS winch. The winch is good because if you get out the chair you can attach the connector to you so as to not have the chair float off or attach it to the ship you are working on if you have given it a connector. The chair uses the "Cubic Octostrut attach parameters so that you can attach things to it. For the the underwater thrusters you will need the Kerbonov 4 port Probe RCS as the first mesh and the Squad linear "Place Anywhere" monoprop RCS as the second. I have been deleloping my own folder structure so either create it in yours or amend pathways to what you want to set it up as. Angel-125. I moved your PumpjetExhaustFull1 and 2 into the Squad fx folder for convenience, I hope that is ok. Now the chair. Looking through as I put that in reminded me I have altered mesh names and hex edited so that they point to my textures. In the folder of originals: So MRCSSeat = model, as found in Squad's External command seat. BallastBall = model. as found in Squads RCSTankRadial. Mechunit = model. as found in Mechjeb2's MechJeb2_AR202. The thrusters SRCSmodel = PRCSmodel as found in Kerbanov Prcs. linearSubRCS = linearRCS as found in Squad linearVernorRCS. My sub RCS uses the same meshes, just different configuration and Intake water not Ion Sream. I will look through the community resource packs And if the Intake liquid is a match for Intake water I will swap. The Ion Steam density needs to be what it is or the chair Buoyancy will have to be totally rebalanced, and it took some time to get it where I wanted it. Sub RCS The resources were published a few posts back. I think I have given you the various Ballast tanks but if not ask and you shall recieve. If I have missed something let me know.
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Hi JadeOfMaar. It is a cruise engine. Through use of the atmosphere curve, it is too weak to fly above sea level but it's ISP increases with depth. Weirdly not as much as you would think it would need to. It took a while to get it balanced right, had some wildly overpowered ones to start that would burn you up in seconds or if it didn,t it put you in to orbit. Being as they are marine engines I don't want them to be able to push planes through the sky. I just need to grab the relevant info and then I will put the configs up for it and the Mechjeb enabled RCS. I happily share all my work. If a parts pack comes about it will be only so that more people than are on the forums have access to the parts so they can play in the oceans of their own games.
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Bugger
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Singing "And so your back, from outer space, I just came in to find you here with that sad look upon your face, I should have changed that stupid lock, I should have made you leave your key. If I had thought for just 1 moment you'd be back to bother me....................... Well a day of much frustration trying to intergrate a docking port into a chair and failing. On the upside, trying to intergate Mechjeb into a chair and succeding. Also finally got my "Porpoise Point Drive" to behave sensibly. 20m/s on the surface and 150m/s at depth. For those of you who understand "Float Curves" and "Tangents" in relation to KSP/Unity key definitions. If you don't already know, there is a lovely plugin to KSP called the Amazing Curve Editor. Very handy for making Jet engines work sensibly at different altitudes and speeds. So 2 versions of the underwater RCS, assisted and not assisted. 5 port RCS thrusters in EVA size and Submarine size. A micro docking port that fits on the bottom of the chair and works well. Anyone else out there done a long distance underwater rendeverous and successful docking? Various adjustable ballast tanks in large Sub Ballast and small EVA Ballast sizes. Buoyancy compensating Kerbals and various types of Sub engines that work well underwater. All the things I came here looking for and then ended up creating myself. Oh I seriously hope that @Angel-125 s Sunkworks mod works on my version of KSP, as I am not in a rush to go to 1.11. His SCUBA gear would just take the immersion to a whole new level.
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Thanks. I will need to go in and read the licenses.
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Also wondering is there an etiquete to using meshes created by others. I have mod packs where the modder has completely done all there own work and made unique models e.g "NMB" but others who mostly took existing Meshes and And reconfiged them, they even have the config files pointing to Squad folders for textures e.g "NSI" so how do I go about it? Can I ask permission? do I need to ask permission? or do I need to find someone willing to create new meshes? @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar
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Hi decide to go completely original resources. Hopefully I have. Anybody know how I get them added to the "Community Resource Pack's" next update? @Hotel26 @Angel-125 @Tsar_bomba @Caerfinon @swjr-swis @Klapaucius @Dientus @Stone Blue @Astrion @Cavscout74 @BadOaks @JorgeCS @Weak Player @N_Danger @JadeOfMaar@Hohmannson RESOURCE_DEFINITION { name = SuBall displayName = Sub Ballast abbreviation= SuB density = 1.00 unitCost = 0.01 hsp = 30 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = IonSteam displayName = Ion Steam abbreviation = INSTM density = 0.0001 unitCost = 0 hsp = 3000 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = IntakeWater displayName = Intake Water abbreviation = INWTR density = 0.001 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false isVisible = false RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } } RESOURCE_DEFINITION { name = EVA Ballast displayName = EVA Ballast abbreviation = EB density = 0.010 unitCost = 0 hsp = 30 flowMode = NO_FLOW transfer = PUMP isTweakable = True RESOURCE_DRAIN_DEFINITION { isDrainable = false showDrainFX = false } }
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1 of the latest just uses a girder for an undercarriage.
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(WIP) Titania A New Moon To Kerbin
ColdJ replied to An Amongus Sussy Player's topic in KSP1 Mod Development
Thanks for the mention. I have an old system so I don't run anything that changes the stock enviroment or solar system.- 21 replies
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