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Everything posted by Eskandare
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Hey Nazari, glad to see the Falcon is back! Great job with that.
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[1.0.4] Instell Incorporated Experimental Technologies
Eskandare replied to 8bitsblu's topic in KSP1 Mod Releases
I was thinking of something along the lines of the thermal nuclear turbine from the 1950s. It was a successful engine but the program was canceled before it was put into an airplane. Basic concept would be to heat up intake air using a nuclear reaction heat exchanger and force it out the exhaust. I feel it sounds very Kerbal and would be great as a top tech tier engine. Flying around the planet would be kinda cheating but so would have the real thing as you would not have needed to carry liquid fuel, just the fuel in the reactor. I made a test using BahamutoD's engine, and it works. Basically it is the 1.0 LV-N engine with intake air as fuel instead of liquid fuel, works great, you just can't go to space. The same engine is used in the jet fighters in the Japanese series Macross, except they use tanks of propellant for space flight. -
[1.12.x] Chatterer v.0.9.99 - Keep talking ! [20 Mar 2020]
Eskandare replied to Athlonic's topic in KSP1 Mod Releases
When I tried to do science the GUI didn't show up, so I looked at the output_log.txt and it showed a draw exception and NRE's all over the place. output_log.txt Also there seems to be huge memory leaks.- 751 replies
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Hi Bahamutod, I made a proof of concept engine using your vector engine model. Its a thermal nuclear turbine that just uses intake air as fuel. The engine is based off of this concept: http://en.m.wikipedia.org/wiki/Aircraft_Nuclear_Propulsion It works really well, at least until you get into thin atmosphere. I'll send it to you once I'm done with work. I lowered the thrust and incresed the weight so it wouldn't be too broken. A few more tweaks are needed but for now it confirms my hypothesis.
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Starvision, if you would like, I can reverse engineer most of your mod for you (models and textures). I won't (at the moment) be able to reverse the plugins. I'll need to find a good decompiler. In future it is good to backup your data on a thumb drive (I do). Let me know how I can help. -Esk [Hacking and reverse engineering since 1989]
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
Eskandare replied to BahamutoD's topic in KSP1 Mod Releases
BahamutoD, any chance this is compatible or will be updated for 1.02? -
I look foward to a 1.02 relese. I would compile the source but I'm not sure how to compile against the version of ksp.
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[1.0.4] Endurance (from Interstellar) [DISCONTINUED]
Eskandare replied to benjee10's topic in KSP1 Mod Releases
This is pretty cool! It would be cool to include some compatibility with RoverDudes USI. -
Unfortunately Kethane uses it's own plug in, however I may look into how ISRU system and how the animators are set up In Kethane. If it were ok with the author, I'd like to take over development and integrate Kethane into stock. As of now, I'm currently looking into making heavy ablative shields for large ship aerobraking. I'm going to make it compatible with stock and RoverDude's FFT. Also updating my Kerbin Side assets. It would be nice to see Kethane integrated into stock. The issue is that now with resource drilling there is already a stock alternative.
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[1.10.0] Final Frontier - kerbal individual merits 1.10.0-3485
Eskandare replied to Nereid's topic in KSP1 Mod Releases
Should have a first female kerbal in space award. -
I look forward to see what you've got in store for us. I'm sure RoverDude will help with much since he made the resource system, maybe he'd shed some light on the launch clap issue. :-)
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Best converter for *.dds format?
Eskandare posted a topic in KSP1 Modelling and Texturing Discussion
Anyone know of a very good *.dds converter? I'm planning to convert all Kerbin Side texture assets to *.dds (as well as all mods I've down loaded). The goal is to reduce as much of the memory foot print as possible just like the stock game. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
BACK IN ACTION! I have returned for 1.0. Things I'll be doing: - Optimizing the carrier to be less laggy and add the new lighting. - Complete and optimize the "secret base." - As an option, convert all texture assets into *.dds format.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Still working on the 2 new bases. Also I'm working on two placeable bases. Placeable bases are bases that won't have any pre-existing placement on Kerbin. They are designed to be placed on planets and moons for a level runway or landing pad. There will be a placeable base for Jool too, but is currently in the design phase deciding if it should be a cloud city like structure or not. Placeable bases will not have a spawn transform. Lastly I'm working on a new Nimitz carrier.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Ash, if you look at the picture of the base I'm working on, you'll see the runway markings. They are done just in that way. Once I have a location I'll be adding the azimuth to the runway. Also if i make any airfields with parallel runways I'll add L, C, or R for Left, Center or Right. Center is used very infrequently, as there are very few triple parallel runways.- 2,488 replies
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
Basically, if you can travel there, you can build a base there; if you can 3d model you can install your own buildings, but you can only launch from Kerbin. I've buit a carrier a couple of ships and new bases. I may make something for Jool, like a flying base of sorts. - - - Updated - - - For my runway models I'm using a textured mesh with no collider. I just place the model ever so slightly over the runway and Bob's your uncle. All my new markings are being done that way to save memory. I may just create a bunch of runway meshes from 01 to 36 (compass degrees).- 2,488 replies
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New version not working with A.T.M.. Helmet refection is turned into a white square. EDIT: Never mind, I fixed it
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[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
I'm doing a rework on a few things. Couple of new tests are found in the two new bases for Kerbin Side. Please note even though it appears I live on the forums I do, in fact, have a personal life and a fairly demanding job. I am still working on this project. I should have something soon for 1.0. -
Hey guys, I'm trying to create a mod part but I can't get the particle FX to work, nor when I compile the *.mu file the texture doesn't compile either. I created a part that is basically a generator that removes fuel but doesn't give any output. Instead the generator has an animation that shows a white particle effect to simulate fuel being dumped out of the aircraft, or rocket or whatever.