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Everything posted by Eskandare
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Managed to land on Ringle. You kind of sink into the ground a little. Also switching craft caused the Kraken to eat the game.
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To be honest, I like to use both NP and KW. That really should have been an option in the poll.
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Station Parts Project [stock welds by the DoPToOT]
Eskandare replied to little square dot's topic in KSP1 Mod Releases
This is amazing work and works perfectly with several other stock like mods! I added them to my tech tree so I could use them with my science station around Duna. Super Sexy! -
I have a question? Is peer to peer supported? I'd love to play KSP in multiplayer on my local network. Too bad mods aren't enabled. I'd have all my machines have the same mod database.
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At that point you'd have to figure out how to refuel your ship. Hmmmm. "Challenge excepted!" At least once I have my Umbuntu partition running so I can make use of all 16gb ram with ksp 32. (Yes! All the mods!)
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Lol Reminds me of my ground equipment for my aircraft.
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I tried it on MechJeb, but it didn't work.
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The USA had manned flights before space probes.
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[0.21] Hooligan Labs - Airship, Submarines and More
Eskandare replied to Hooligan Labs's topic in KSP1 Mod Releases
I'm pondering this very thing. I'm curious how code intensive Kerbtown is and if I can make Hooligan's runway model a static model. -
[0.21] Hooligan Labs - Airship, Submarines and More
Eskandare replied to Hooligan Labs's topic in KSP1 Mod Releases
Well i had just attempted that, clipping of the Runway "Kilo" then boom from touching the ground. :-/ Oh well, time to mothball the project. -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Eskandare replied to FW Industries's topic in KSP1 Mod Releases
From various experiments I have found this to be an issue with many plugins. -
[0.21] Hooligan Labs - Airship, Submarines and More
Eskandare replied to Hooligan Labs's topic in KSP1 Mod Releases
Laurie? What is that? It's Nothing. Just Jeb flying us in a runway. Sadly the collision detection blew up the runway even after a very soft touchdown. Any ideas? -
[0.21] Hooligan Labs - Airship, Submarines and More
Eskandare replied to Hooligan Labs's topic in KSP1 Mod Releases
Here is a wacky thing, how do you get runway hecto to, well... anywhere? Mind you I'm avoiding hyper edit to prevent screwing up my copy of KSP. I've experimented with many ideas but none satisfactory, just ends with a very Kerbal explosion. EDIT: I figured out how to move the hecto and kilo with an airship, but the damn runways fall through the ground (ice). I was trying to build a runway base at the north pole. :-/ There seems to be some collision detection issue with the runways. -
Kerbin City Community Project - Phase B - New Islands
Eskandare replied to nothke's topic in KSP1 Mod Development
Hmmm... looks like fun! I may pitch in once I have brushed up on my modeling skills. I'll probably make a corporate building for the Jool Mining Corporation. -
[0.22] Extraplanetary Launchpads Legacy Thread
Eskandare replied to skykooler's topic in KSP1 Mod Releases
There is an attachment node that is way off to one side. Is there a way to put that attachment node on top of the stack? I'm using NovaPunch to launch may pad into space with NP fairings. EDIT: This is in reference to the launchpad2 -
[WIP] Thermonuclear Reaction Turbine (BAC9 help please)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Oh yeh that's right, I had forgotten to mention that also the attachment node is not flush with the model. Also want to ask him for permission to use the art and model. Thanks, that is good stuff. I'll do that, because I'm curious how the HydraEngineController plugin relates to the CFG file. EDIT: I'm also having issues with early flame-out and fuel consumption is still too high for the reaction core. Yeh, I had just gotten off of work, had a few and wasn't thinking. I should have PMed Taverius and Bac9 about permission to use the art. -
[WIP] Thermonuclear Reaction Turbine (BAC9 help please)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Object orientated programing isn't the problem, I just don't have the source to play with (maybe I do?) or a dev kit currently (I wouldn't mind good suggestions on a free compiler etc). I haven't used C# for a few years. I'm basically doing this for myself until I have permission from Bac9 to post on boards. -
I'm building a thermonuclear reaction turbine based off of the ones used in the anime series Macross. Although since I'm trying to use Bac9's vectored thrust engine model and the saber engine system. The premise: The engine uses a propellant efficiently in a plasma reaction within the turbine, in an atmosphere, the air acts as a propellant thus it does not need to carry fuel as the engine uses the atmosphere as a propellant. In space the craft must use a propellant stored in the craft to generate thrust from the engine while using very little propellant. In the series, early engines were propellant hungry but later ones used less propellant. I'm making this for fun rather then being realistic. Bac9 if you're available could you help me with this? I'm also trying to understand how the code works in relation to the engines. PART { // --- general parameters --- name = B9_Engine_Reaction_F119 module = Part author = bac9-flcl (textures), Taverius (model), Eskandare (CFG file) // --- asset parameters --- mesh = model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 1.25, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.625, 0.625, 0.0, 0.0, -1.0 CoMOffset = 0.0, -0.625, 0.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustLight_blue = 0.0, -0.0, 0.0, 0.0, 0.0, 1.0, power fx_smokeTrail_light = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, power fx_exhaustSparks_flameout = 0.0, -0.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = power sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- cost = 950 category = Propulsion subcategory = 0 title = F119 Thermonuclear Reaction Turbine manufacturer = O-Tech Corporation description = OverTechnology afterburning low-bypass reaction turbofan engine capable of sustained supercruise speeds and space travel. Fitted with latest in thrust vectoring technology, this engine provides extreme pitch authority, and, if multiple engines are present, outstanding roll authority. Obvious choice whenever superior maneuverability is desired. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 750 breakingTorque = 750 maxTemp = 3600 RESOURCE { name = Plasma_Reaction_Core amount = 1 maxAmount = 1 } MODULE { name = HydraEngineController primaryModeName = Air-Breathing secondaryModeName = Rocket // Air-Breathing Mode primaryEngine { name = ModuleEngines thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 160 heatProduction = 450 useEngineResponseTime = True engineAccelerationSpeed = 0.4 engineDecelerationSpeed = 0.7 useVelocityCurve = True fxOffset = 0, 0, 0.5 PROPELLANT { name = Plasma_Reaction_Core ratio = 1.E-40 } PROPELLANT { name = IntakeAir ratio = 1.E-13 } atmosphereCurve { // Based on Isp/TSFC data from NASA EngineSim, and Kerbin atmo. key = 0 1731 0 -8600000 key = 7.5E-06 1675 0 0 key = 0.0006 1781 0 0 key = 0.11 1715 0 0 key = 1 1800 120 0 } velocityCurve { // Based on Fnet data from NASA EngineSim, curve fitted with MuMech CurveEd key = 0 0.9 0 -0.0014 key = 234 0.75 0 0 key = 825 1 0 0 key = 945 0 -0.022 0 } } // Rocket Mode secondaryEngine { name = ModuleEngines thrustVectorTransformName = thrust_transform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 215 heatProduction = 550 fxOffset = 0, 0, 0.5 useEngineResponseTime = False PROPELLANT { name = Plasma_Reaction_Core ratio = 1.E-40 } PROPELLANT { name = MonoPropellant ratio = 1.E-20 } atmosphereCurve { key = 0 375 key = 1 330 } } } MODULE {
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[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Eskandare replied to DYJ's topic in KSP1 Mod Releases
Is this mod dead? If so, it was cool while it lasted, I miss these parts. -
[0.22] Extraplanetary Launchpads Legacy Thread
Eskandare replied to skykooler's topic in KSP1 Mod Releases
Hi everyone, I've developed a mod extension of Lack's Lack Luster Labs parts to work with Skycooler's Extra-planetary LP mod. If it's okay with you, Skykooler, I'd love to post it. Since I can't get in touch with Lack, I remember him saying that it was okay to make extensions to his mod as long as he has access to the model cfg file etc. Well, the model I'm using is his, so he has that already. I basically made a set of new parts using his already existing models with new configs and skins. Here is and image from my alpha test I posted on the LLL thread. Note the parts logo is from the hex can mod, I figured I'd keep to a standard for the parts containers. I'm still working on the parts. I'm open for suggestions, and even help on the project. So far I have a nuclear reactor, Shipping containers for, ore, metal, and parts, an EBM (Electronic Beam Melter), Automated Manufacturing, and a couple of new parts I'm testing. I made something to collect space dust to crush down into ore and a space gas to condense into kethane. I'm not good at modeling but I'm okay at skinning. http://i.imgur.com/YQYAOWm.jpg"] -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
Eskandare replied to JDP's topic in KSP1 Mod Releases
I've been using RT for a little while. I hope there will be a way to update or modify legacy parts as not to destroy current working networks. I would hate to lose my command control station. I was lucky enough not to lose any craft or break my game during the .21 update. Even if the old models get repurposed. I don't care so much for my satellites but the stations, rover probes and large vessels were a triumph to get into the big black. I'd hate to lose it all now.