AArtisan
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Everything posted by AArtisan
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Heres another grand piece of hardware, the large radial antimatter collecter. it's longer than a jumbo tank when folded away and wieghs as much as a mainsail. It'll drain a sizable amount of megajoules to run but it collects antimatter at 10 times the speed that of a regular collector
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TheGatesofLogic: Sure, have a play around with them if you like, but these models are in raw obj. format and will not be readily usable in KSP without being put through unity. https://www.dropbox.com/s/0lz5i28v2ir347p/KSPImodels.rar
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Kiwiak: Its on the very first page of this thread.
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Kipard: Unfortunately because I overlap UVs alot in my models to save on textures baked maps would not work. Comham: Im not sure what you mean by that. Can you elaborate? Kiwiak: Haven't heard from FractalUK for months, but he has all the latest version of my models, I assume he's probably waiting until .24 comes out before releasing the next version. So far the models that I have made that arent in the KSPI mod are the two lazer engines, this thing I just made, a .62m reactor and a set of small radiators
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Alright, now that I finally got around to making more stuff heres the latest update. A 3.75m antimatter factory. Basically for those who dont want to wait months to gather up a sizable amount of antimatter with collectors (instead it takes just days) . It's bulky it's heavy and it will suck an entire powergrid dry once you hook it up properly. Intended to give you an incentive to use the microwave network.
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The infinate fuel bug is something that I could overlook since you can just turn it off everytime you load up the game. But I found one major issue in that when a ship is unloaded, it will always have the comfort level of the first component in it's chain. It is usually a capsule which means despite having all kerbals sitting inside a running centrifuge, the crew still lose fitness as soon as you switch to another ship. Now I'm wondering if making the comfort level of the vessel into a resource that does not deplete and have each habitabe module provide a fixed amount. for example. the mk3 command capsule has a crew capacity of 3 and provide 3 comfort resource while the centrifuge can have 4 crew but provide 12 comfort. Each onboard crew generates 1 unit of demand and the total onboard comfort is divided by demand to determine the 'cramptness' of the ship. 1 being very cramped, 1.5 being comfy, 2 being spacious and so on. This way we dont have to babysit a ship through every long timewarp.
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A replacement model for the KSPI 3.75m computer core
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A 2.5m Radially attachable Low Bypass Radiator for KSPI
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A small probesized Thermal Radiator for KSPI made by special request.
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Good news. I've gotten in contact with Fractal_uk and he is currently implementing the first set of models. Expect to see them in the next release of KSPI . That being said, I will still be making additional parts to further supplement for instance this. a 0.62m fission reactor
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As it stands, I can't even get the parts from Obj. format into MU. because I've not been able to figure out the basics in unity. My plan was to simply make the models and textures and send them directly to Fractal for him to put into the game. Also, On an unrelated note: A 3.75m Fission Reactor' the Akula
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Sure, What do you have in mind.
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A new 2.5m Fission reactor.
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A 1.25m fission reactor
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yes, these are intended to be added to KSPI. Mainly to fill in the gap in the parts list.
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Okay, A new addition. this is a 3.75m Fusion reactor
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the first one is a 2.5m fusion reactor and the 4 others are 1.25m and 0.62m photonic engines and plasma engines. They are intended to be added into the KSP intersteller mod that is if I can get a hold of the mod creator.
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Just a few models for parts that I feel are missing from the KSP interstellar and Near Future Propulsion mods. Unfortunately I've yet to figure out unity so if anyone can help me put these into the game that would be greatly appreciated. Also, I will be updating this thread with whatever I managed to produce in the future, bear with me since I'm also kinda new to phpBB
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This mod inspired me to put a few bits and pieces together, Unfortunately I dont know a thing about Unity and can't program it in. So heres what I've managed to make. The art style is sorta a mix between ZZZ and B9 https://sketchfab.com/show/d38ff48a9a644f56bb3d107923ec9d4a https://sketchfab.com/show/69091fb829dc4b75a23e88ba536ce2d5 https://sketchfab.com/show/5506ee0751a846d7a69874cf1b461575 https://sketchfab.com/show/4e031aac9a974138a309bf8cca57fdf7
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Stuka Extended Endurance Spaceplane
AArtisan replied to AArtisan's topic in KSP1 The Spacecraft Exchange
Oh well you learn something new everyday. At least when someone makes a military mod for KSP you can expect these to be the vangaurde of an attack. -
Stuka Extended Endurance Spaceplane
AArtisan replied to AArtisan's topic in KSP1 The Spacecraft Exchange
Naa, I think the Ju-87 was was called the same because stuka means lightning or something like that in german which kinda makes sense when you apply it to a hypersonic spaceplane -
Stuka Extended Endurance Spaceplane
AArtisan replied to AArtisan's topic in KSP1 The Spacecraft Exchange
actually no, I used the B9 wingtips and rotated them 90 degrees frontways, Oddly enough If you do that with Pwings, they instantly stall out when you go supersonic and to warp them so that they're this far swept back would make their roots so huge that they'd look awful. -
Designed solely for the purpose of getting a kerbal to the moon's surface and back all in a single stage. Mods required to use: B9 Aerospace Ferram KSPX Fatman NERVA pack Firespitter Deep Space Mission pack Takeoff and landing are the hardest part since the extreme sweep of the wings make this airframe need around 150m/s to take off at the end of the runway and stalls at an airspeed of below 75m/s Flight tips: >Use nerva engine on takeoff to get needed takeoff speed. >Takeoff only occurs at the end of the runway. >Climb to 13000m at around 25 degrees. >Once reached, activate nerva engine again to keep nose up. >Keep other engines running in atmospheric mode until around 35000m. The enourmous intakes provided by B9 should allow you to avoid a flameout. >Before re-entry, shift all fuel into the front tanks to prevent aircraft instability. * On a sidenote, the pictures provide are slightly different to whats in the craft file. What I didn't include was the part where the cockpit snapped off on landing and killed my kerbal. The uploaded version has the cockpit reinforced and the landing stilts moved abit further back as you can see in the picture they were abit too short to be effective CRAFT. file http://pastebin.com/iEnEmBxu
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Daedalus Heavy Cargo Spaceplane
AArtisan replied to AArtisan's topic in KSP1 The Spacecraft Exchange
naaa, It's purely coincidental. I just pick random interesting names for my designs. -
Daedalus Heavy Cargo Spaceplane
AArtisan replied to AArtisan's topic in KSP1 The Spacecraft Exchange
I haven't actually tested it to full potential but theoretically it can carry about 40 tons. or 1 full jumbo 64 fuel tank with a few bit attached. I only really tested it with a piece of a space station weighing about 20 tons though. Oh and the performance really is heavily dependent on how well you can fly spaceplanes. Getting to mach 4+ with air breathing engines is essensial to making this work properly.