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curiousepic

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Everything posted by curiousepic

  1. I'm pretty proud of myself; this is my first part, but I've already got it in-game, and I can tell I've already learned a lot on my own. I wanted to keep it simple at each step so I could get a quick vertical-slice of part development. I may refine or redesign it later, but wanted to post what I have in case my motivation wanes Also, taxes... Screw-On Tri-Fuel Mini-Tank Manufacturer: Surplus Party Supplies Ltd. Description: All the fuel types you'll ever need. Just don't expect much of each. Or any Xenon. CAUTION: Triple-check that the right tank is screwed into the left valve! Or is it the middle valve? And here's the part. My progress is largely due to this video tutorial. Thanks Otis!
  2. So, I have my model exported from Sketchup (.obj) with no issue, except that I used Groups for different parts of the model (but exploded before export), and now when clicking the model in Blender, it's composed of discrete meshes, such that I have to edit and UV Unwrap them individually. Any advice? Do I need to ensure that all vertices are actually attached between each ex-Group component?
  3. Sure, just wondering if there will be anyone else with whom I can compare notes
  4. The Claw has a moveable joint... does it use a part module or is it hard coded? I hope they expose it for modding, as it would basically be an official version of IR.
  5. Will anyone else be building in Sketchup then importing to Blender?
  6. Good to hear; I feel like the plugin is of great use as a part-clutter-reducer, and if it comes with extra parts tied to it, well... Along those lines, it would be nice if it came with an MMCFG to hide (category = -1) any stock parts that have the scale tweakable from the part list. That said, I love most of your parts!
  7. Wow, great idea, and thanks for hosting something like this. I'm in
  8. Very cool, though I hope the landing gear, etc. are separate parts; I wish more mods like this broke their stuff out for greater modularity.
  9. Glad this will be ready for the part failure mods in dev, along with... KAStools? Hopefully?
  10. Er... obviously I meant he could integrate Telemachus with his brain... Yeah, that's it!
  11. ********** Magnets, how do they work? Seriously... how do they work? Is there a better guide the docs on Github? Specifically, explanations of each part and how they should/can be hooked up.
  12. Could you make Somnamulist's TACLS parts, and/or those cargo bags the "default" for RO?
  13. Very cool! Perhaps you could team up with Telemachus?
  14. Gotcha. For those interested, Ialdabaoth is working on RealKerbin, which might be a little more in line with what I'm envisioning.
  15. Someone previously suggested, and I would like to reiterate, the Goodspeed Aerospace mod that adds a pretty robust part scale tweakable, in order to reduce part/size clutter. At the very least, I hope it's fully compatible, and we can delete parts and add the tweakable manually.
  16. This sounds like this would fill a great niche; somewhere between RO and BTSM. A wishlist of additions I hope you'll consider (hooray for scope creep!): Tighter electrical system requirements - heavier batteries, higher power draw, power draw for more parts like cryo fuel tanks, heating, etc Thermal Management - part heating from running equipment, life support, as well as just exposure to the sun, mitigated by radiators (and maybe an ammonia resource that slowly depletes) Telemetry and tracking requiring parts like star trackers and gyros Water-focused ISRU (with anything more, like ore refinement requiring very heavy equipment) Part manufacturing being based on complexity of the part (basic unit can only create structural parts like girders, and maybe simple fuel tanks; engines and the like need to be brought whole from Kerbin) Integration or balance consideration of these mods: KAS - to emphasize desirability of the flexibility of manned missions Infernal Robotics - to allow craft to fold up and fit into fairings KOS for the craft programming bit, instead of creating your own, along with a list of commonly used programs to get people started Kerbal Construction Time - to make the passing of time and launch windows an actual consideration One of the part failure mods in development Some of the interesting bits from stupid_chris's Stock Rebalance, like the uncovered solar panels being un-retractable Orbit Manipulator Series - for orbit degradation and timewarp-burns (with attendant rebalance of ion engines) Kessler Chaos - fatal debris clouds that increase with normal debris you leave in orbit Custom Biomes and RoverScience - more motivation to explore planet surfaces Timewarp Rotation Fix - or the same functionality if this mod is abandoned, since it's currently broken KeepFit - if it continues being developed Also, Bob Fitch is doing some coincidentally similar things with - check it out for some inspiration (requiring individual CPU parts for each comm dish and other pieces of equipment is a really cool idea)
  17. As long as build time is dependent on the Cost value, I feel like we need a way (or another mod) to rebalance cost across parts. The new version of Module Manager allows limited math to be used, and I was hoping I could create an MMCFG that calculates what the cost should be depending on other values of the part, but I don't think those can be referenced, not to mention other problems with this method. ..Maybe something like a living Google sheet where people could vote on the cost of parts, in addition to allowing them to add part names from other mods, which could then easily be exported into an MMCFG that overrides the cost in-game? Is this too crazy?
  18. Hope this doesn't get abandoned, or gets picked up by someone.
  19. I'd love to see this fleshed out to include micro-meteoroid strikes, and, if we get tracking, meteor showers/clusters. There was a micro-meteoroid mod, but it's dead now. It had a great "tin can" sound effect and sparks.
  20. Anyone that has played Better Than Starting Manned knows how (drastically) reduced torque for reaction wheels and all command pods gives you much more interesting craft design decisions. And heavier batteries and higher power consumption actually makes you think rather than just slapping some more batteries and a magic torque machine on there like in stock. Batteries are ~30% of RL satellite payload mass. I know you're not trying to recreate BTSM or Realism Overhaul, but there is a huge gulf between stock balance and BTSM balance, and it would be awesome to see a mod that explores that niche. EDIT: I'm also a vote for balancing all parts against each other vs. obsoleting. RPL style tech levels could be added later to rebalance the tech tree.
  21. "...simulations of the long-term evolution of the space debris environment indicate that within a few decades, generated collision fragments will start to dominate, at least in orbits around 800- to 1400 km altitude. " - ESA FAQ So maybe up to ~90km is pretty clear, with a peak at 200 and tapering off semi-exponentially at ~1000?
  22. Does this, could this, or is there another mod that, fixes kerbals sliding on ladders?
  23. Great stuff - I think all reaction wheels should be reduced in power to be more in line with real life.
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