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MythicalXeon

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Everything posted by MythicalXeon

  1. Wazman, as long as you stay in your previous saved game, i don't think you should have any trouble, but the parts won't show up in a career mode (with the tech tree) at the moment, I'm sure Semni will update the part cfg files to take into account the tech tree once he's played it for a while.
  2. I like this mod, though i've yet to use it for anything other than a bit of testing on the runway, one thing that may be useful is to create some "hybrid tanks", ones that contain liquid fuel, oxidizer, and xenon in equivilent quantities, e.g. perhapse (using the "KW Rocketry SB-2" from KW rocketry as a base for the model) // 1800 base value RESOURCE { name = LiquidFuel amount = 1620 maxAmount = 1620 } RESOURCE { name = Oxidizer amount = 1980 maxAmount = 1980 } RESOURCE { name = XenonGas amount = 360 maxAmount = 360 } this simply adds an extra resource entry to the tank that adds enough xenon to match the oxidizer and liquid fuel, imho useful for hybrid engined craft. As the tanks weight is autocalculated based on the fuels contaqined it would only need a small mass addition to represent the xenon fuel bladder
  3. With my ship I used quite a number of struts and various seperators to get it into orbit. I can provide th ship file if you want, (and I can work out how) though those were made a while ago and I'm waiting for their tours to be over before I work on the redesigns I have in mind (like including the GE-200 somewhere) thought they did take a bit of work to get into orbit (plus the KSPX pack for extra engines iirc). Keep persevering though and i'm sure you'll get there. (I must admit to not having played a while after finding my minecraft launch icon again Edit: I have uploaded the craft files for the MX-THSS Cruiser. This upload includes both MK01 (Stock nuclear engins) and the MK02 (uses the LLL nuclear engines). It also includes a config file that I made for a fuel crossfeed enabled stack seperator (which I needed for my launch system.)
  4. I noticed that too Gaius, that's why I created alternate tanks with the following values (I played arround in the VAB and estimated that the small octo tank fuel bags could fit appriximately 7 of the THSS-01-Lf fuel bags in them):- OctoStrutShortFuelMX RESOURCE { name = LiquidFuel amount = 2484 maxAmount = 2484 } RESOURCE { name = Oxidizer amount = 3036 maxAmount = 3036 } OctoStrutFuelMX RESOURCE { name = LiquidFuel amount = 7452 maxAmount = 7452 } RESOURCE { name = Oxidizer amount = 9108 maxAmount = 9108 } This means that the ships i'm trying to fill in orbit currnetly have more than 19K of liquid fuel each (or they will when I finish sending refueling tankers to them) A bit overkill, but what the heck. Now i'm debating wether to make a MK03 that uses Bluegoblin's new cargo bay module, which i probably will do tbh
  5. Cool, I'll have to have a look at config files then, cheers.
  6. Hmm, Octo-strut cargo pod with sliding door? me want, not sure how I'd use it yet though . Is there any chance of an octoistrut hub being put into the pipeline, i see it as having normal nodes on the top/bottom (octo sides), 2.5m circular nodes front/back (large square sides), and tri-strut nodes on the sides (rectangles)? Or if it's possible to export the models from Unity to a format that blender understands I might have to have a bit if a fiddle myself.
  7. The drive cluster at the rear currently looks a bit like this:- As I took that screenshot i realised that I hadn't lit the back end up at all, I'm also thinking about changing the quartet of stock LV-N Atomic Rocket Motors with NE-800 Open Core Nuclear Engines from the Lack Luster Labs parts pack; ok, I convinced my self to do so whilst writing this post so here's a rear view of the MX-THSS Cruiser Core MK02-LLL I'm still not totaly happy with the lighting at the rear, but I'll fiddle with that later. MechJeb 2 estimated deltaV (vac) - 10613 once in orbit and fully refueled. 168 parts, 280 tons once in orbit and launch system disposed of; 345 parts, 644 tons on launch (including launch system.) Oh, forgot to mention in my previous post I also have Tac Fuel Balancer for the cruiser so that I can fine tune the center of balance (and 'cos it's moar mods.) I'll have to skip on the Kethane miner for now (waiting for the mod to be updated), so perhapse the next step would be to refuel the pair and see what they look like docked together (assuming my PC doesn't melt.)
  8. Loving some of the new sections, heres a pic of the first craft that I've (sucessfully) got into orbit using parts from this mod. Other mods used - KW Rocketry (launch motors and struts), B9 Aerospace Pack (adapters), MechJeb 2 (control), Lack Luster Labs (lights and cockpit), own modifications(1) Connection ports: 4xClamp-O-Tron Jr, 2x Clamp-O-Tron, 1xClamp-O-Tron Sr, 1xTHSS-3DS MechJeb 2 estimated deltaV (vac) - 12098 once in orbit and fully refueled. 156 parts, 276 tons once in orbit and launch system disposed of; 325 parts, 640 tons on launch (including launch system). Now to design and launch a Kethane mining vessel/Fuel Shuttle, probes, oh, and a tanker to top it back up (launching the ship currently uses approx 90% of the fuel it starts with,) and then to plan my grand tour. (1) my part modifications :- THSS-000-Ss - a stack seperator (ejects from both sides, no fuel cross feed) based on the THSS-000-De decoupler Octagonal Structural Strut Cargo FuelTank - MX version, and OSS Short Cargo FuelTank - MX version: OctoStrut fuel tanks with capacities increased to be more representative of apparent volume (based on approx size vs THSS-101-Lf in game)
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