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Everything posted by BananaDealer
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So here's an idea- I've been fiddling about with my Mogul designs and I find it rather... irritating that for the K-3350L and the standard K-3350, I need to put-in extra winglets at the front to balance out the Centre of Lift with the Centre of Mass when the plane is carrying anything in it's payload bay. That's not problem in itself, but a problem does arise when you've already ditched the payload into orbit and are returning to Kerbin. Without the extra mass of the cargo the CoL ends up being way in front of the CoM, making the craft less stable and an overall *itch to fly properly. So I got to thinking. Wouldn't it be sweet if we had deployable/extendible winglets? You can have them out during take-off and ascent and pull them back in once you start your return. Or the opposite, if you're returning something from orbit...
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Science Extended - Community Science Project
BananaDealer replied to Swifty's topic in KSP1 Mod Development
I like the idea of multiple science pools, even if I don't entirely get what you're saying... I'm not sure how it could be implemented though... -
(Re-)Introducing! The re-incarnation of Cabana Corp.'s Flagship SSTO- the EX-3350 "Mogul"! Now with a new ID- K-3350, the Mogul has been almost entirely re-designed with a much tighter and "cleaner" look. Weighing in 48.7 tonnes, the new design may feature a smaller payload bay but it makes up for it in flight-time and the capability of Mach 2 (tested at ~730.8, which is Mach 2.14) at altitudes of >23 000 m (atmospheric engine flight ceiling is around 25 000m utilizing compressed O2 canisters for added turbojet longevity). Carries enough fuel for a round trip (take-off, ascent, orbit and return) with some extra fuel for atmospheric cruising and has nearly 10-12 hours of total flight-time. An aerospike boost is recommended during take off, especially when carrying a large payload but it can then reach atmospheric escape on turbojets alone, with only a short aerospike boost to get it over the 60 000m mark. Aerospike use is recommended to be as low as possible before the orbit burn, due to the limited supply of oxidizer on-board. There should be enough to achieve a ~150 000m orbit, perhaps more if used wisely. The Mogul design will also come in the K-3350-L model which will feature a larger payload bay, as well as the K-3350-T, which will be a crew-transport SSTO, featuring a smaller bay but accommodating twice the crew. P.S: Yes, the front landing gear is pitched up. This is due to the change of Centre of Mass after a flight which exhausts more than 3/4 the fuel. It's an issue only when the plane is stationery/parked and doesn't compromise stability.
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[Suggestion/Request]EVA Harness/Enhanced EVA
BananaDealer replied to BananaDealer's topic in KSP1 Mods Discussions
I know it's probably not going to be anything easy to make but still... If anyone's willing to help with the code, I'd gladly take on the task. Cabana Corp. needs more variety anyways... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
Or the standard + and - of the keyboard... Not sure why I had to specify... -
So this idea has been buzzing in my head for awhile... Our Kerbals need some sort of EVA harness/tether/umbilical cable when performing spacewalks. Yes, KAS can probably fill that role but it would involve setting up winches, wires and all the other stuff. Plus, I'm not sure it'll have all the capabilities I have in mind... I'm talking about a single part that would allow a Kerbal to attach a cable to his suit (or from his suit to the craft), letting him use his EMU freely without the fear of drifting off, GRAVITY-style. There could even be a function that would allow the EVA-ing Kerbal to reel himself back to the ship! It could also "ground" the Kerbal when he's in contact/proximity with the ship, allowing him to walk as if on the surface of a planet, or more accurately- crawl. Actual walking could also be implemented via "magnetic boots" that would constrict a Kerbal's movement by making him walk slower and be incapable of running, while pressing the jump button would "disengage" the boots- letting him fly off like normal. So yeah... That's my idea... I'm actually kinda surprised there hasn't been something like this already... Anyways... Thoughts anyone?
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[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
OR!... Just have them set to the + and - on a numberpad... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
Oh, I hate these... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
I think that's already the way he's going... -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
BananaDealer replied to damny's topic in KSP1 Mod Development
This looks awesome... I'm gonna try in now... Well... As soon as I have time for KSP at least... I would love seeing SCIENCE! being implemented into this and even have a few ideas for Cabana Corp.'s own "Expanded SCIENCE!" Project... Here's a suggestion- Hooking up "passive" SCIENCE! generation with the satellites, giving you X amount of SCIENCE! per area scanned (bonus if scanned by multiple methods and faster yield for more satellites) with extra SCIENCE! for uncovering anomalies and even more SCIENCE! for identifying them. All SCIENCE! gathered in this way would be stored on-board the satellites' equipment (or maybe Cabana Corp.'s Data Drives, if those ever get anywhere) to then be transmitted using conventional means (or by returning a Cabana Corp. Data Drive to KSC). As far as feedback goes- You can use stock part models as place-holders for stuff if you feel you don't have "presentable" models of your own... It's how Cabana Corp has done it so far... -
/Shameless promotion of own mod. No but seriously... Even if it's just for the added experiments...
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It shouldn't... Mods that use the tech tree either add parts to existing nodes or make new nodes that would include their parts. There's "vacant" nodes in the stock tree for mods like B9 and MechJeb so they don't need to add to the tree. If however you're using a mod that re-organises the stock tree (like say VetTech) that can lead to problems with the tree displaying properly when also using mods that add nodes... However, problems when it comes to the tech tree usually result in things not showing up properly on the tree itself and parts not being loaded into career mode. If the game outright crashes, it might just be a memory issue. There should be a crash log in your KSP directory. Be so kind and show us it?
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I put circular batteries on the top and bottom and put RCS ports there, it seems to work fine...
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[WIP] FLEXrack - Portable Payload Racks
BananaDealer replied to nothke's topic in KSP1 Mod Development
(This is here, instead of in your PMs for the same reasons posted by sumghai) //Prerecorded message\\ Dear... *Off microphone* What's his name again?... Ahem... Dear Nothke, Ban-Anad here, founder and proprietor of the Cabana Corporation! As you may or may not know, Cabana Corp.'s newest project, called the "Expanded SCIENCE!" Initiative, is looking to... Well... Expand the scientific scope and capabilities of Kerbals in space! In this extent, our Research and Development Department is developing new and exciting experiments for Kerbals to perform while in space. Not only that but our programmers at the "Theoretically Scientific" Division have been hard at work coding the software for Data Storage Drives! Now, while the prospect of storing your experimental data onto hard drives based on Mit value is still rather far off, many of the experiments devised by the "Misapplied Sciences" and "Occult Practices" Divisions are mostly done! We... just lack a container of some kind that would allow for the storage of the equipment required to perform said experiments. Because simply duct-taping a hamster onto a solid booster doesn't end well... for either party. We still have PETA breathing down our necks on that one! Apparently it's "immoral" and "unethical" and... *Off microphone* What's that other thing they said? Oh! Right- "Inhumane"! *Short pause, muffled talking in the background* Anyway! This is why I... ugh... "We" at the Cabana Corporation have come to address you! Would you be willing to allow the engineers at the Misapplied Sciences Division to use the KASPAR payload and rack system to store the equipment for upcoming "Expanded SCIENCE!" experiments? If so, would you be willing to design several models of the KASPAR payload container with the "Expanded SCIENCE!" experiments in mind? Should you accept, you will of course retain any and all copyright and ownership of the containers' models and design but not their contents which will remain the property of the Cabana Corporation. Details on desired features for Cabana Corp.-specific containers would be provided upon your acceptance. You are welcome to take your due time in consideration to our offer and I do wish you a fine day! Ban-Anad, out! //Message End\\ -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
I shall! Thank you! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
Yep... That seems to have fixed it... Silly me... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
Oh... Then it might be something on my end since I fast-added the parts to the career mode... I'll check the cfg files to see if I've went through everything...