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Everything posted by nothke
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Thanks! Added to OP. Also changed the label to Cooling system problem since some say it's a leak and some say it's not. Most probably, they won't since it's a smaller problem, if they don't manage to solve the problem trough software, they will have to do an emergency EVA in 24-48 hours. But if something goes dramatically wrong, there are 2 Soyuz-es on board that can first isolate crew and then return crew home.
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THE International Space Station has been forced to shut down many of its systems after a coolant leak. NASA has confirmed the station is having problems with its coolant system due to a faulty valves. Early reports of the difficulties appeared in tweets from the station's crew and support staff. http://mobile.news.com.au/technology/science/international-space-station-coolant-leak-causes-emergency-shut-down/story-fnjwlcze-1226781205918 http://www.mirror.co.uk/news/world-news/international-space-station-suffers-emergency-2917539 http://rt.com/news/iss-coolant-problem-092/ (tnx to GeneCash) http://www.spaceflight101.com/space-station-encounters-thermal-control-system-failure.html Live ISS telemetry (tnx to GeneCash): http://spacestationlive.jsc.nasa.gov...nDisplay2.html
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[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Yes I knew about this "cheat" long before, snjo fixed the problem in Firespitter plugin by creating an action group that does nothing (it is impossible to make it dissapear) to address the problem, but the fix will only be available in the next FS update after 0.23 comes out. I did not specifically mention the bug cause I didn't want people to overuse it =P I also said that more cargo bays will come with FLEXracks so I will see. I agree adapters are a "waste" and I wish the stock ones were already hollow. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Now on spaceport: http://kerbalspaceprogram.com/6s-service-compartment-tubes/ EDIT: Edited OP with the link I just noticed this one. Although I am focusing more on simplicity and modularity - one-for-all kind of style. If someone needs walls inside the compartment you can put a stock metal sheet yourself. Not for now, I think KW rocketry has some hollow conical parts if you need to put things like monopropellant or batteries. Thanks for the info, funny part description =). I will put this in for the next version. But it's just strange that you need to put the special words in the name to make it work. -
MISSION COMPLETED KTS-40 Mission synopsis: KTS-40 flown by "Charon", third assembly mission of Horizon-3 space station. Charon will deliver the first truss segment "M" (standing for Middle or Main) to Horizon-3 and also perform the first crew rotation, delivering Gregcan and Hervis to the station, and bringing Chrilkey and Barker back to ground. It also means that for the first time, there will be 5 Kerbonauts onboard the station during the mission. This mission is projected to be much shorter than previous ones because there is are no on-orbit pre-docking operations, Charon will directly dock to the Horizon-3 and start grappling and berthing the truss segment (the only cargo in the bay) to the station. The mission patch celebrates 40 flights of Kerbal Transportation System with all 7 orbiters displayed and carries the names of 2 fallen Kerbonauts beside the ill-fated Basilisk orbiter on top. Mission: KTS-40 Orbiter: Charon Crew: Lubro Kerman | commander/pilot, fourth flight Gregcan Kerman | remote manipulator technician, second flight (ascending only) Hervis Kerman | spaceflight passenger, second spaceflight (ascending only) Returning crew: Barker Kerman Chilkrey O'Kerbaman Mission code: H3-3 Objective: Deliver Deliver M Truss segment to Horizon-3, first crew rotation Payload: M Truss, ALADIN, DRO-8 Launcher: Orcan-H external tank + 2 KW Thor SRBs Powertrain: 3x FSX3 (X3-a, X3-b, X3-c) Payload mass: 7.06 t Orbit inclination: 50 Orbit apoapsis: 80km Milestones: First truss segment to Horizon-3, 40th mission of KTS program Launch location: KSC Landing location: KSC MISSION COMPLETED! KTS-39 Stream footage: Preparations and Launch, Docking to Horizon-3, Deorbit and Egress Mission synopsis: KTS-39 flown by KTS Elegy, the return to Horizon-3 space station which core module we've deployed during KTS-37. It's now the time to power it up and board, as well as adding a few new "gadgets" to it. KTS-38 has proven that KAS is indeed reliable when being careful with it, and also proving KABOOM docking system works as intended. The new modules delivered to the station will include the 6 way node that will provide the attachment point for future modules and the Theresa Power Module, a temporary module that will provide power to the station before the big solar panels arrive. While the temporarily attached impact docking DCK-2 module will provide clearance for shuttle docking in following missions. The mission will also include the first Scottish Kerbonaut Chrilkey O'Kerboman who will stay on the station together with Barker Kerman after the Elegy returns home. Current mission: KTS-39 Orbiter: Elegy Crew: Mike Kerman | commander/pilot, fourth flight Alfie Kerman | remote manipulator technician, second flight Barker Kerman** | spaceflight passenger, thrid flight (ascending only) Chrilkey O'Kerbaman | trainee, first flight, first Scottish kerbonaut (ascending only) Mission code: H3-2 Objective: Deliver Crosser node, DCK-2, and Theresa to H-3, powering up and boarding the station Payload: Crosser node, DCK-2, Theresa PM, ALADIN, DRO-7 Launcher: Orcan-H external tank + 2 KW Thor SRBs Powertrain: 3x FSX3 (X3-g, X3-h, X3-i) Payload mass: 6.695 t Orbit inclination: 50 Orbit apoapsis: 80km Projected milestones: 4 crew since KTS-24, first Horizon-3 expedition, first flight of Elegy as 3Gs, reusable SRBs Launch location: KSC Landing location: KSC Mission outcome: Success Landing: Perfect Orbiter status after flight: Undamaged Crew status: OK. Consequence/Assesment: More RCS fuel is necessary. More caution at launching and orbit information because the external tank wasn't thrown out in time and the orbit had to be lowered afterwards, and therefore spent more fuel coming back to orbit and correcting inclination. Mishaps: Launch clamps launched with the orbiter (bug). I didn't decouple ET at the right time. Previous missions: KTS-38 Stream footage: Launch, Obrital Ops, Deorbit and Reentry, Landing and Egress Last completed mission: KTS-38 Orbiter: Asterion Crew: Kurt Kerman | commander/pilot, fourth flight Carol Kerman | robotic manipulator technician, second flight on KTS Hervis Kerman | trainee, first flight Mission code: X-2 Objective: KAS testing and reliability mission, arm replacement Payload: DROMOMAN-5, test cargo module, test dock module, picoDROMOMAN Launcher: Orcan-H external tank + 2 KW Thor SRBs Powertrain: 3x FSX3 (X3-a, X3-b, X3-c) Payload mass: ??? Orbit inclination: 30 Orbit apoapsis: 90km Milestones: First flight with 2 arms, and first success of moving one arm's root position. Also assessed an ability for arm extension in case far reaches are needed. Tested the KABOOM (Kerbal Androgynous Berthing OO-Matic) ports for future use on Horizon-3 Station, which work flawlessly. Launch location: KSC Landing location: KSC Mission outcome: Success Landing: Perfect Orbiter status after flight: Undamaged Crew status: OK. Consequence/Assesment: KAS is quite reliable if you are carable with attaching detaching! Discarded the arm after flight cause there was no time to pack arm and take the cargo module out. Mishaps: None KTS-37 You can see the footage here and here, or the images below Mission: KTS-37 Orbiter: Charon Crew: Enemone Kerman | commander/pilot, fifth flight Lubro Kerman | robotic manipulator technician, second flight Dosy Kerman | trainee, first flight Mission code: H3-1 Objective: START OF HORIZON-3 program. Launch Horizon-3 core and DCK-1 modules Payload: DROMOMAN-6, H3 core module, DCK-1, ALADIN Launcher: Orcan-H external tank + 2 KW Thor SRBs Powertrain: 3x FSX3 (X3-a, X3-b, X3-c) Payload mass: ~11t Orbit inclination: 50 Orbit apoapsis: 80km Milestones: First Horizon-3 mission, start of first station entirely constructed with KTS Launch location: KSC Landing location: KSC Mission outcome: Objective Success Landing: Hard landing, damaged Orbiter status after flight: Clipped left wing on landing Crew status: OK. Consequence/Assesment: KAS is not reliable! Discarded the arm after flight from fear of wobble Mishaps: KAS bugged, removed the plugin. Front landing gear brake was engaged and caused the orbiter to lean to the left and clip the wing, possibly was accidentally engaged in VAB before flight (damn tweakables). It is assessed that it will take some time to repair the damage. KTS Charon grappling Longton-2 satellite on the KTS-36 mission Kerbal Transportation System, General Info: Hi guys, my first time posting about an actual flight project than modding =) Since I am a more like plan, design systems, study, improve, log everything kind of guy, I do my permadeath missions (no quickloads, except if it's a KSP/mod bug), a bit of roleplay and having this feeling of suspense and meticulousness of running things flawlessly, than just destroying rockets. Some of you might know it, seen it in the screenshots, saw me running missions in realtime on Kerbal livefeed.. Anyway I want to officially present you KTS - Kerbal Transportation System, a reusable, Space Shuttle like system with which I did a lot of missions and assembled a few stations with. It started in KSP 0.19 as a Shuttle recreation project and has continued to every version since. I am writing a paper about the history of it (good old days nostalgia is hitting me) which you can read on the link below and also keep a log book of each mission, mishap, even an imaginary "serial number" of each engine used. Yeah, that's me =) Most of the mods I designed came as "spinnoffs" of programmes like this, for example DROMOMAN came to be just because of the KTS program, and S6 compartment systems came when making a light pod for interplanetary missions. In the future, I am planning to make videos or livefeeds of entire missions. KTS mission log KTS description and history paper
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nothke replied to rbray89's topic in KSP1 Mod Releases
Ooooh! This is a "visual enchantments" in general modification! So, cities and clouds are just the beginning? Why don't you say so! Here's my wishlist: - tire smoke on contact with ground - dust puffs when Kerbals are walking on dirt/snow(/water?) - headshake in IVA (camera-on-a-g-spring-with-noise-method) -
Great work! Nova Silisko already did wet workshops, almost the same size.
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Lemme drop by just to inform you all that the first version will be out in no longer than 2 weeks.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nothke replied to rbray89's topic in KSP1 Mod Releases
Tire smoke was implemented when drifting on Touhou Torpedo's modular multiwheels. I'm sure it could be implemented on landing with regular gears. It should not be connected to this mod. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Just attach stuff to the "ceiling" (upper part) instead of the heatshield. What I usually do, as you can see in the screenshots is that I get detach the rocket below the compartment, flip my rocket upside down and attach the parts from above. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Then you better look for cargo bays. B9 aerospace pack has lots of them. This is just meant to hide all the stuff you can put on the outside, and the hatch is just a service hatch, a cupboard basically, to check whats going on inside or leave some cookies. -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
It's really amazing actually. Because all the other simple ideas I started working on somebody "took over" ahead of me.. Independently of course. It's just a usual problem with "simple" ideas xD -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Done! (OP) -
[0.25] 6S Service Compartment Tubes - "Design smooth!"
nothke replied to nothke's topic in KSP1 Mod Releases
Thanks people! =) I am using Firespitter's FSanimateGeneric module for doors because it has an EVA only option. It is also used in B9 for cargo bays. -
However I tried making my KSP rockets as smooth looking as possible, it is very hard, you always need to put a tonne of stuff on top of the hull, be it RCS tanks, mechjeb, life support packages, batteries.. And even if you did take the stackable parts, for example 2m RCS tank, you'd have 750 monopropellant.. I don't need 750 mp when I just need less than 100!!! And then, I noticed something quite astonishing that I never did before when dissecting real spacecraft designs.. Ya' see.. Real spacecraft use something they call "service compartments" aka "service modules" or something Russians would call "instrument agregat", an unpressurized module where they store all the stuff we would otherwise put on the top of our hull! So I thought.. WAIT A MINUTE, Y U NO IN KSP?? So then, I came up with the simplest design I could. I call them.. 6S Service Compartment Tubes! It's a tube.. and a hull... and a cargo bay... and a.. well, just about everything. And it is only 2 PARTS!!! FAQ: Why "6S"? Simple, Sturdy, Stock Styled, Seamlessly Stackable It's so short! It's useless! I've modeled it so that spherical RCS tanks could fit inside. Most of the other stuff like mechjeb, flight engineer etc, are not bigger than spherical tanks and they can all fit inside.. Together. If you need more space.. Just stack them!!! (check the pictures for tricks) There seems to be a door, but I can't open it! You can only open the door manually during EVA (no servos I'm afraid, to keep it reliable and simple), so you can pick up or leave bags or KAS stuff you store inside. Also useful when transferring fuel from the tanks inside (you could do this on the other hand by zooming the camera inside the compartment, although this might be wonky and frustrating). When stacked to double, the 1m structural panels fit right inside! Just put whatever you need on them: Any future plans? There are some texture quirks, so I might do an art pass later on. Waiting for 0.23 to upgrade it with tweakables. But I don't plan adding more parts. More cargo bay themed parts will come with FLEXrack mod. The tubes appear in "general construction" in the Tech tree cause before that, you practically have nothing to put inside. Thanks to Snjo for Firespitter, and for permission to bundle it with this mod, and well, listening to my irritating ideas xD The firespitter.dll is bundled in the pack. If new Firespitter versions appear you should freely update. Download: Curseforge MediaFire Licence: This mod is licensed under (click on image) Firespitter plugin Licence: https://github.com/snjo/Firespitter/blob/master/README.md Changelog: v1.1 - added new Firespitter version - FAR now shields everything inside - bay opening action group is now not functional (although it appears in menu) v1.2 - Added latest Firespitter plugin compatible with 0.23.5 v1.3 - Fixed part scaling issues introduced with 0.25. Special thanks to NoMrBond - Fixed prices for career. 1m and 2m tubes now cost 150 and 200, respectively - Bundled a fresh Firespitter .dll
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Great idea I didn't think of in the first place! Of course, if you have a sun-gazing sensor, your mission profile changes =) This is (almost) exactly what I am intending to do! =) I intended sensors to come in MIX drawers with only shutter doors on front (that would supposedly open when used), and then have a small frame that can only hold one of them. Then just exchange the drawers from the frame if you need another image =) of course they would be expensive and would come in different tech nodes, so that there is actually a reason to go up there and exchange them. =)
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
I was wondering about this method too. IMO, you could "relax" the entire arm, so that they are unpowered and free moving, and then take the end effector and make it behave like an independant rcs powered ship, translate it, rotate it.. And then the arm behind would just follow the movements similar to a pantograph. This could be a shortcut to solving the problem, but a hunch tells me there could be a lot of problems there too with arm getting tangled, ripping the ship apart and what else... I am not saying someone shouldn't try =) -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
There are rails in the infernal robotics already. You can also stack a few on top of eachother for extended range. Canadarm2 also has end effectors on both sides so it can "walk" from latch to latch. Doing this in ksp is possible but sometimes makes the arm rotate awkwardly when you reload, if you do this just make sure you have a probe core on the arm base to prevent undocking bug. Oh and I'll clear up the inbox, Kerbin City project filled it up.. -
Hi, I had an idea for modular telescopes I started working on it. Since you started too, I will throw my ideas on you: Instead of putting it into a pre-made part, my telescopes would need to be constructed by players themselves. They came in different basic part types: - primary mirror (the giant concave mirror) - secondary mirror (the smaller convex mirror) - sensors (you say "cameras" but I prefer sensors to differentiate it from hull cameras and such..) - sun blankets First, since KSP can detect what part is lit by the sun and what not (as with solar panels), this is crucial for telescopes. They should be completely blocked from sun to function (to not return a fully white image). So, first thing you need to design is a way to get the mirrors not lit by the sun. So you can either put blankets on, solar panels, or build a tube out of metal sheets as Hubble, and your part look like. - This was the primary reason Hubble was in a tube, the secondary reason is heat, and only the third is micrometeorites. Depending on the distance between the primary, secondary mirror and the sensor, the right magnification would be achieved. Longer distance, bigger magnification. The mirrors must be PERFECTLY aligned along an axis, otherwise, bad picture. This is what happened on Hubble after launch. You don't need to have a secondary mirror There are not of course only 4 parts, but these would be many parts of different size and function, for example there could be an optical sensor, a biome sensor, on the other hand, there could be a deployable Webb telescope-like primary mirror, or a smooth hubble-like primary, secondary, sensor as you can see you don't need to have a secondary, you can place the sensor on the other side, but the magnification would be much smaller. This all of course, would be impossible to do in real life, as each mirror would need to be custom made for the distance-configuration. Also bigger mirrors in real life return a brighter image, not a more magnified one. But keeping KSP in LEGO-like modular fashion I could spend a lot of time just playing with these mirrors =) That's it for now. Looking forward to the project.
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Yeah, inverse kinematics is something desperately needed for robotic arms to be any useful. Right now it takes half an hour to do a simple task since you control each joint. But inverse kinematics is I think hard to simulate with n-joint arms.. But I did not yet get this much in robotics (or maths) to know that =( -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
A little video of arm parts in use. Just moving a module round the station. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nothke replied to stupid_chris's topic in KSP1 Mod Releases
The stack chutes don't appear to have tappers. also if you stack 2 of them on top of eachother there will be a bit of flickering between them, cause they are slightly overlapping. Also if you stack the cone shaped one on top of the stack ones. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nothke replied to stupid_chris's topic in KSP1 Mod Releases
Yes, those are yours xD I wouldn't complain here if they weren't. Only the radial ones have this error, the stacked ones are ok, as far as I noticed. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nothke replied to stupid_chris's topic in KSP1 Mod Releases
My canopies don't get scaled up properly on deploy.. It looks like one dimension doesn't scale up and they turn up eliptic. Is this a known error?