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Everything posted by IGNOBIL
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
IGNOBIL replied to benjee10's topic in KSP1 Mod Releases
The thing is, when 1.0 comes out soon, with the new atmospheric model it'll be impossible to launch it in one piece -
RL is taking to much of my time, but moving at a slow pace.
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RCS Propellant bug, did anyone ever fixed it?
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Development
Yeah, been there done that, moduleRCS fix didn't cut it -
RCS Propellant bug, did anyone ever fixed it?
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Development
Thanks, I'll download and check the code. Starwaster, it's not visual. I've checked -
RCS Propellant bug, did anyone ever fixed it?
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Development
Yes that was my first approach, but it only works with one thruster, if you have multiple only one of them will work... weird, it's only the last in unity, but if you use that with another at same time both work... -
RCS Propellant bug, did anyone ever fixed it?
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Development
I remember having one, but can't seem to find it anymore, don't know on which pack it was. Thats why I made my own! -
In real life there are RCS systems that use bipropellant, the shuttle used so. The Vernor engine uses it, but only works with one thruster, basically, I'm doing a 5 point RCS and can't put it working on bipropellant. Ive read the RCS tutorial, I've got it working pretty fine on monopropellant or oxidiser, but thats not what I'm aiming for, is there any workaround on this? Cheers The config as is just with oxidiser: PART { name = NAU_RCS module = Part author = IGNOBIL mesh = Model.mu scale = 1 node_attach = 0.0, 0.0, 0.0, 1, 0, 0.0, 1 // --- editor parameters --- TechRequired = specializedControl entryCost = 4200 cost = 1400 category = Control subcategory = 0 title = NAU LFO RCS manufacturer = NAU Aerospace description = The NAU LFO RCS. These motors are linked to RCS controls, but are powered by a Fuel+Oxidizer mix, making them significantly more powerful than MonoPropellant-powered RCS thrusters. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.02 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.01 angularDrag = 0.1 crashTolerance = 50 breakingForce = 50 breakingTorque = 50 maxTemp = 3400 fuelCrossFeed = True PhysicsSignificance = 1 // --- rcs module parameters --- MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 2 resourceName = Oxidizer resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 230 key = 1 260 } }
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Why there isn't no ore or minerals on the poles of Mun, looks like the resource map is finished poorly as it ends abruptly in a circle, same thing with minerals. Is there any way of editing these maps?
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Wow, I kind of lost speed on this after the holidays since I went on a binge of MKS, but with all this positive feed back I've been back on it and will post further news this weekend, I hope. I will also start a Github on this to see if I can get some help on some of the config files The good thing about playing alot with MKS lately (besides being awesome) its I learned some tricks to optimize textures switching that I will apply on HabOne! Not dead, just been a month on holidays!
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[WIP] KERES - Stockalike launch vehicle and spacecraft mod
IGNOBIL replied to Borklund's topic in KSP1 Mod Development
Your parts look amazing, subscribed! -
Thanks Ndiver, but I'm in no way trying to do something as complex as konquest, I'm trying exactly the opposite of konquest or MKS, a simplified 2.5mt colony that just does food and is easy to deploy! Good news is I decided to take my PC on holidays and will be working on this through Christmas!
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parts [1.12.x] Sounding Rockets! Start small. Dream big!
IGNOBIL replied to RoverDude's topic in KSP1 Mod Releases
brilliant, sounding rockets are the start of any space program! -
These are all separate parts, you can use it with other 2.5mt parts if you want! It's only 0.5mt deep
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Latest update, I wasn't happy with the flat greenhouse, made a hollow inflatable for both habitat and greenhouse, don't know with what I'll fill the habitat. There are also the inline landing legs, and thinking of the inline solar panels, but if I still have the chance I'll start on the command module and service modules and end caps. I will add lights inside on Unity, and sort out the translucence of the windows
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Thanks, I'll gladly take on that, the bits I still can't figure are: Greenhouse, won't produce food until deployed and needs one crew member somewhere on the vessel. But the greenhouse itself can't take crew. For the greenhouse I like Munseeker's quantities (There is some loss in this process, so the crew will still need to be supplied. One greenhouse will use 100% of the waste products of 3 Kerbals (waste, waste water and carbon dioxide) and supply them with roughly 30% oxygen, 60% water and 70% food of their total needs.) Habitat, no crew capacity until deployed. I'm thinking of making the parts configs very basic and adding TAC with separate MM configs so everyone can use it even without TAC. I'll put this on hold until January because I'll be one month abroad without my stuff, but let me know if you have any thoughts.
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Thinking of Mars One, and waiting for the amazing Konquest mod from ASET here and in desperate need for a greenhouse to feed my kerrbalsson TAC I started modelling HABOne, a station / base system meant to be used on its side. 2.5X2.5mt modules which will be: Command Module - only one crew, with hatch and integrated ladders Habitational Module - up to 3 crews, plus food and leisure, needs to be deployed to allow crew in, after deploy can't retract Greenhouse - inspired on Munseekers greenhouse portions, doesn't return 100% of stuff, needs to be deployed to work, after deployed can't retract Inline landing legs - a thin landing legs module to fit between other modules Inline service module - can accommodate one 1.25 engine with fuel and RCS, has hatch End cap service module - can accommodate one 1.25 engine with fuel and RCS, has hatch Greenhouse WIP I need help with the cfg files, as I have the models working on unity but can figure out the coding, for now it's just a preview as I'm of on holidays til mid January, where I want to pick this up again. Any suggestions are welcome!
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I'm developing a greenhouse, but I want it to only produce food if it's in the same vessel that has 1 crew. Not on the part itself, as the part doesn't allow for crew, but in the vessel, so if I have a station with no one there it won't produce food, but if anywhere in the whole station there is a kerbal it will work. Should I just put requires crew, like resources?
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A “stick it where you want†command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. No reaction wheel, sensitive to bad remarks about it’s single red eye! Requires KAS Download from Kerbal Stuff Source: https://www.dropbox.com/s/07ak2g234oumdsl/Kal9000_source.zip?dl=0 A eerie red eye to scare little kerbals! License is GPLv2 Source code on the ZIP file
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[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Releases
Thanks, I'll change that, also, regarding where to put the MM cfg, when trying out it wouldn't connect to RT if I placed it on my folder, maybe is something on the config that I don't get, I'll change it, hope it still works, don't want you sending them to Jool and not working! I'm comfortable with modelling and now I got the unity stuff covered, just need to try to sort out the programming headaches! @ hakan, yes, I've spotted the "origame" typo, but can't seem to change the title, need to look further into it, now it's work week, so maybe later down to the weekend. -
[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Releases
This is my first mod, hope its doesn't brake anyones save -
[1.1.0] ORIGAMI foldable antenna dishes for RemoteTech v0.9
IGNOBIL replied to IGNOBIL's topic in KSP1 Mod Releases
Yes, don't put the RT MM cfg. they have antenna specs on their config, don't know how balanced they are, but I just assigned the same values as per RT antennas. Here's a pic of a nice relay that covers all of Kerbol system, plus a spare 350Gm for active vessels, I have two of the in opposite synchronous polar orbit and never run out of coverage.