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lyndonguitar

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Posts posted by lyndonguitar

  1. You can go into each part.cfg file for each part and surround whats there with a PART{ }

    It'll look like this

    PART{

    stuff that was already there

    }

    Then you'll need to move each part into it's proper category under GameData > Make a new folder called NovaPunch > Make a new folder called Parts > And then copy the folder layout for what's under Squad. Everything is different now. Explore!

    someone should make a batch file for this? anyone?

  2. Nice mod! I have an idea, maybe after 3 hours, the kerbal will be incapacitated for 10 minutes(ragdoll mode), and you have to rescue him using other kerbal, when kerbal is near with EVA, you can revive him and give him time to return to base

  3. The problem is I have no talent or patience for 3d modeling. I can't make one nice-looking part let alone a half dozen.

    If you want to make some parts we can do this :)

    Maybe you can invite other modders and maybe ask them to make some models, textures, etc, I saw some modders are taking requests. I wanted to help but sad to say I don't have the talent or patience too so I can't ;.;

    Currently the Science Section Parts in the game is almost useless, the instruments do not provide useful data, your mod will motivate people to really "probe" the object in-game and won't use the wikia anymore for datas. Combined with remotetech this would be awesome!

  4. Does it have a unique model/texture Part that I can add to ships?

    Maybe you can divide those different functions and make matching different instruments(part) in the science section that consumes electricity and would allow you to display info

    Planet scanner instrument would check the size of the planet, etc

    Atmosphere Sensor instrument would check the atmospheric composition, etc

    Object Scanner will allow you to view info about a target, etc

    Trajectory Computer will compute the orbits and trajectories of targets, etc

    many more

  5. Not that people are too afraid to die now, it's because of power, money and reputation, we are also more "civilized" now, we are at peacetime, one of the most if not the most peaceful times in human history, anything that can lead to death of another human being is being frowned upon, crime, war, accidents, etc

    They can't send VERY dangerous or one-way missions to mars because majority of the people would get angry, protest, retaliate, cry, react, etc. Corporations and Governments will fall if the people hate them, they would lose power. That's why if you're going to mars, you have to do it with the least possible risk in the eyes of many, the astronauts have to survive. Which is much, much harder to do. look at Apollo 1 and the two Space Shuttle Disasters, It almost stopped us from going to the moon and continuing the STS program.

    Money is another problem, the Apollo programs were scrapped because of budget concerns, money is just an illusion created by man to regulate and control the majority of the people, We have the manpower, We have the resources, We have the technology, We already have it all, but most people likes to add an imaginary thing called "money" to limit their capabilities

    Corporations and Countries obviously could have sent people to mars in the 70s, but they didn't, for those reasons. Our civilization is built on greediness.

    During the times when we explored the earth, many people have died exploring them, Magellan's expedition circumnavigated the world in three years, he died while doing it, but his expedition still suceeded and he became part of history.

    Now, we want to explore the universe without even dying. that's pretty hard

  6. The most efficient way to do it is to Only fly the refined fuels up to orbit. Mine it, refine it, move it to your tanker as fuel not kethane then fly it to orbit and refuel whatever it is you need to refuel.

    The exception may be if you are using the kethane powered engines, and don't plan on converting it at all. They have extremely low ISP and you will 100% certainly get a better ISP by carrying a converter and an LVN instead of it..

    Well I need pure kethane because I edited it a bit to convert it to spare parts(for the Orbital Construction Mod), so I can produce ships at the station itself.

    Still a good idea, I still need fuel. I will just build two variants, the fuel miner and the pure kethane miner

  7. The code says

    {
    name = KethaneConverter
    TargetResource = LiquidFuel
    ConversionEfficiency = 0.99
    KethaneConsumption = 13.5
    PowerConsumption = 12
    HeatProduction = 600
    }

    How do you actually compute the conversion? is 13.5 Kethane = 1 Liquid Fuel? how about the Efficiency? what does that mean?

    The reason I'm asking is because I am trying to get the best fuel consumption/kethane gain design ratio, I tried to make Mining ships, mining kethane and then transporting them but to an orbital refinery, however I end up losing fuel than gaining

  8. Download the TAC Fuel Balancer mod.

    That'll sort you out, no worries.

    I'd link you to Spaceport, but it's down. It should be in the Plug-in add-on section though.

    Thanks, unfortunately, the thread also links to the spaceport page, lmao, I guess I have to wait for the maintenance then

    EDIT: anyone here kind enough to upload the mod for me? :)

    @rodion_herrera

    It's nice to see another countryman here

  9. Fuel lines are your answer. Do you have tanks beside the center fuselage? Or just the one stack of tanks?

    One stack of tanks only. here's a layout of the plane horizontally(sorry to lazy to screenshot)

    (Cockpit)(Tank1)(Tank2)(Tank3)(Tank4)(Engine)

    It uses Tank1 first, after depleting it, my design will make it topple, however i'm 100% sure that my design won't topple if Tank4 would be used first. I tried using the yellow thing fuel lines, it still doesn't work. probably the built-in fuel crossfeed between the tanks are messing them up.

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