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ZobrAA

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Posts posted by ZobrAA

  1. 6 hours ago, Starstrider42 said:

    I've returned, bearing gifts!

    Hallelujah! Thx alot! :)

    Only two quick questions:

    1) Any plans for adding custom huge, enormous and even colossal sized asteroids models like in good old Asteroids mod:

    pVmYHBz.png

    2) Lets say my custom Kerbin is inclined 45 degrees. Is it right, that I need to correct config for near-Kerbin asteroids like this?

    inclination
    		{
    			avg = 45
    		}

     

  2. 6 hours ago, DrunkenKerbalnaut said:

    We will reach a point of fine tuning the performance and appearance, but we haven't yet. This mod will remain humble. Structural parts. They are the duct tape, not the laser welder :D .  And the last thing I want to do is break .craft files so soon. So pretty much all the optimization will hit at once. 

    Good to hear! I look forward for that :)

    6 hours ago, DrunkenKerbalnaut said:

    What have you been using the tubes for?

    Just tried at the moment, but for a long time (years actually) there was some thoughts about more light and versatile alternative of stock beams... Definitely rollcages, also as KrakenTech(tm) components and whatever :) But for all of that mod parts must be good optimised and finalized, because partcount and real time cost for complex crafts is usually huge and it's a pity to lose engineering progress after craft braking update...

    "Time not important. Only life quality important" (c) :D

  3. Cool idea! But:

    HREHGxg.png

    1) Far not optimal colliders - simple boxes are preferable for hight part count craft instead of spline based pills.

    2) Need colliders size and nodes (to size0) unification.

    3) Need more accurate mass ratings, based on real volume to be comparable with stock structural beams/gurders

    All above is IMHO :)

  4. @Tokamak, sure! There a simple guide in the KeepFit topic:

    Quote

    How to add the KeepFit part module to your parts

    Whilst KeepFit makes a wild stab in the dark at choosing a reasonable fitness level to apply to crewed parts, you probably want to add your own configs for your favourite parts if you feel they shouldn't be assumed to be 'cramped' (by default all crewed parts are cramped, as per the Mercury quote 'You didn't so much get into it as wear it' (though dammit I can't find the original quote now).

    Using modulemanager scripts, you add the module which allows the activity level to be defined for a part, which then goes to affect how quickly your crew's fitness degrades. See below for an example. All you have to do is create a .cfg file, and replace the named parts in the example with the part name (from the part.cfg file, not its name in the parts list in the editor), and choose an activity level for strActivityLevel from the available :-

     

    1. CRAMPED
    2. COMFY
    3. NEUTRAL
    4. EXERCISING
     
    
    // slightly better
    @PART[mk2LanderCabin]
    {
        MODULE
        {
            name = KeepFitPartModule
    	strActivityLevel = COMFY
        }
    }
    
    // even more palatable
    @PART[cupola]
    {
        MODULE
        {
            name = KeepFitPartModule
    	strActivityLevel = NEUTRAL
        }
    }

     

     

  5. @gomker, @Ser, I would like to see your collaboration on this mod guys! :) Because I feel need for functionality like this. I don't know why I did not see this mod earlier... I did not test this yet, but I will ASAP :)

    Suggestions:

    1. Make MET (mission elapsed time) timer freeze on parking - so you actually can see, for example, how long it will take to boost back and land first stage from the mission start and such.
    2. Option to park vessel via action groups for fast operations in-flight.
    3. About addind park functionality to all pods - I would prefer an option to integrate this with antennas since antenna part will become an absolutely must have in near future of 1.2. And because pod parts usually nave a HUGE list of actions - easy to miss-click.
  6. On 08.07.2016 at 11:37 PM, Pak said:

    Couldn't sleep so I started a separate project I've had in mind for a while. The Weka Shuttle! (X-20)

    The goal would be a handful of parts to make smaller shuttles (1.875m) earlier in the tech tree aimed at small 1.25m payloads, crew, and tourism activities.

    I'll mess with it more after the 1.1.3 update (decoupler and little fixes).

    EpaB2g3.png

    Just some pics for mini-shuttle inspiration :)

    axxTRxy.jpg

    More pictures: [Imgur](http://imgur.com/a/byM5K)
  7. 1 hour ago, Aelfhe1m said:

    @ZobrAA have a look at Modular Fuel Tanks (or Real Fuels). Their tanks can be configured to hold multiple resources (including electric charge and life support) in a single part with the available volume divided up however you want. You could then have your resupply vehicle have a MFT for consumables and a KIS container for spare parts.

    Thx for advice! :)

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