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Everything posted by BananaDealer
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[Idea] Cosmic Radiation Plugin?
BananaDealer replied to Boosterspice's topic in KSP1 Mods Discussions
No, it's just gonna be a regular experiment. I might give it some actual role if I get more experienced with plugin development, but for now it's just gonna be something you can perform in space around planets and the Sun... -
Need link for Kethan mod/know if it works with .22 or not
BananaDealer replied to kelmv's topic in KSP1 Mods Discussions
Really dude... It's first page of the Add-on Release section... Kethane -
I realise I haven't posted here in awhile... Well... Introducing! The K-55 Quad! Cabana Corp's newest interceptor, this baby has a maximum acceleration of just shy of 40 m/s at full throttle. Can safely cruise at altitudes of about 20-22 000 m (Flight Ceiling of about 22 500 m) and has a Vno (maximum velocity while in cruise) of ~1384.46 m/s (Mach 4.06) and Vne (never-exceed velocity) of about 1448.55 m/s (Mach 4.25). Ideal cruise is at ~18 000m and around 1255 m/s (Mach 3.69) with 80% throttle. Can also cruise comfortably at 35% throttle at speeds of near 510.4 m/s (Mach 1.5) at ~15 000 m. A near-perfectly balanced plane, capable of stable 0/0 (pitch/roll) flight even when one of the lower tanks has been emptied (filling the main fuselage). Test pilots: Our very own Bill and Jeb Kerman! Please applaud Bill for it was his first successful TAL (taxi-after-landing)! The K-50 Deux! Sporting only 2 engines, the Deux (also called "the Duke" by some of Cabana Corp's pilots) is a short-range, fast response interceptor capable of out-flying it's larger brother, the Quad, in both overall maximum velocity and manoeuvrability. It's maximum acceleration is only a few centimetres short of 50 m/s at full-throttle! The "Duke" is also capable of a safe cruise altitude of almost 24 000 m with a Flight Ceiling of just under 26 000 m. It's Vno is 1416.2 m/s (Mach 4.16) and has a Vne of 1520.6 m/s (Mach 4.46). Ideal cruise is at 18-20 000 m and around 1344.4 m/s (Mach 3.95) with 100% throttle. Can also achieve cruise speeds at around 40-50% throttle of near 895.8 m/s (Mach 2.63) at as low as 12-13 000 m. A very stable plane, capable of almost immediate manual recovery after single engine flame-out and around 4 second uncontrollable spin. Test pilots: Jeb and Bill Kerman. Please give a pat on the back to Jeb who finally managed to land after several fly-bys and even four runway hops... He also managed to not hit the Quad parked just outside the hangar... Now who left that there...
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
Downloaded the thing from the link in the OP, so yeah should be the latest version... Here's a pic of the Icarus in VAB: The trusses used to extend the solar panels are probe sized (at their base) yet the hinges used are... just... big. There's no probe (or any) sized versions of any of the parts. At least not in the pack I downloaded. It's no problem for me to re-size them myself, I just thought it would be a good thing to have in general... Otherwise, I like the heavy industrial look of it all. Suggestion: Can you maybe make a telescopic piston/cylinder with a shorter span? Say, if the one already in the pack is 2 meters when contracted, then a 1 meter (2.5 meter expanded?), a 1.5 meter (3 meter expanded) and maybe even a 0.5 meter (1.5 meter) version... -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
"Issue" would be too harsh a term. I'd just like the option of smaller hinges/rotatrons/everything for times when size is not the most important thing. For instance, I'm building the Cabana Corp. Icarus Solar satellite, which relies on vertically deployable solar panel arms. It's not impossible to do with the current-size parts, but they just look too big for the trusses they're used to lift... I'll upload an image when I get to my main computer. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
BananaDealer replied to sirkut's topic in KSP1 Mod Releases
Can you maybe make parts that are... less massive? -
[Idea] Cosmic Radiation Plugin?
BananaDealer replied to Boosterspice's topic in KSP1 Mods Discussions
One of the experiments to be available in the Cabana Corp. R&D Facility will be to check cosmic radiation... That and hamster wheels. -
Look into the TreeLoader plugin...
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Yeah, used to be these engines relied on the Hermea Parts pack, but I'm not sure if that's been patched for 0.22. I'll move them further down the tech tree (I'm thinking the "large probes" node). I may also end up adding a probe body sized ion engine with comparatively low thrust (higher than stock, but not much... say around 20) and re-sizing the stock Xenon tanks to fit the larger engines. I like the fuel consumption as-is, and the EC requirements as these engines are pretty much regarded as "experimental"/prototypes, which means they aren't optimised. Plus, it kinda balances out the insane thrust you wouldn't normally expect from an ion engine... I am looking into/for modellers helping, especially for the "improved" probes; though for the ion engines in particular, I do like the stock design...
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Multiversal Mechatronics Sample Collector Revisited 1.0
BananaDealer replied to r4m0n's topic in KSP1 Mod Releases
It doesn't matter. Experiment IDs are in the ScienceDef.cfg. Which means you can add any experiment to any part using the Experiment Module... -
Science Extended - Community Science Project
BananaDealer replied to Swifty's topic in KSP1 Mod Development
That's... Um... Lets at least try to stay science-y, shall we? I mean, while I appreciate the value of exposing fruit to SPACE!, I don't necessarily see the applications of any findings that might result from such experiments... -
Multiversal Mechatronics Sample Collector Revisited 1.0
BananaDealer replied to r4m0n's topic in KSP1 Mod Releases
Awesome! Have you considered becoming part of the Community Science Project? Cabana Corp's own "Expanded Probe Capabilities" would benefit a lot from this experiment! Also, maybe add some different flavour text to represent that it's on a probe and there are no Kerbals around to.. um... lick the samples... -
Science Extended - Community Science Project
BananaDealer replied to Swifty's topic in KSP1 Mod Development
Well, technically, helping your craft not hit those dunes nose-first does count as "generating life"... -
Science Extended - Community Science Project
BananaDealer replied to Swifty's topic in KSP1 Mod Development
Yes, aerobreaking and atmospheric "hopping" is possible on Duna... -
[0.25] KDEX - Kerbal Dust Experiment v1.04 - outdated -
BananaDealer replied to masTerTorch's topic in KSP1 Mod Releases
That sounds interesting. Though I think the packet/science loss during transmission is determined by the experiment itself, since it's the same regardless of antenna... -
Science Extended - Community Science Project
BananaDealer replied to Swifty's topic in KSP1 Mod Development
That all sounds great! Again, for the data drive idea- I'd really like the drives to use the Mit-value to determine their capacity as this feels most "genuine" and realistic. Otherwise you could just farm a single experiment and infinitely cram it in there... Anyways- for the passive science "generator". Can you maybe make some sort of module that generates a really minute amount of science per hour (say 0.1 in all biomes) with no diminishing returns (so that it's only 0.1)? It should be on a toggle and dependant on the craft being in space... Also, is there a way to make the electric charge requirement scale with how far the craft actually is from Kerbin? -
Check the changelog. Removed the Fuel Scoop and the intakes that generate fuel. I've kept the Xenon/MonoProp generating parts for use with the ION engines, which I don't believe are cheaty since they are very electricity-hungry... In any case, once I get more skilled with coding, I'll add a separate node in the tech-tree for the large ION engines...