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Chaosratt

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Everything posted by Chaosratt

  1. Is it possible to make the AM collectors togglable? I'm having a hard time building a modular station with them as they keep sucking my launch vehicle dry on the pad of power. As soon as the final boost stage falls away the vehicle dies and goes ballistic unless I add a reactor/generator to the collector module for launch.
  2. I see $3-4 as the nominal going price the for the chip itself, with some vendors $10 or more. To that end however, there are some vendors carrying complete displays for about $10. See: http://www.ebay.com/itm/like/121031909296?lpid=82 http://www.miniinthebox.com/max7219-digital-display-module_p605074.html?currency=USD&litb_from=paid_adwords_shopping&pla_adwid=9286587055_138822303_9269801703_60577791783&gclid=CPvuz46T07oCFYdQ7Aod0kYAVg I don't know what your cost is on the displays you made, but that last one looks like a winner. 8x 7-segs with dot, 3 wire interface, infinitely daisy-chainable, $7 each. Boards already have mounting holes. Outside of the headers being on the front (easily fixed with a soldering iron) I'd vote that display is being damn near perfect for this use. With the daisy-chain SPI interface you can also use as many or as few displays as you'd like.
  3. Furthermore, are you planning on monetizing this, or will you be releasing the source(s)? I'd love to take a crack at making my own displays for this if you release the plugin. I have a few of LadyAda's I2c 7-segment displays laying around.
  4. .22 tech tree support: https://dl.dropboxusercontent.com/u/64621786/udk_lethal_d0se.zip Drop on top of your existing install, it only contains the updated configs. Obviously make backups, not responsible for kraken visits, etc. I stuck most of the items under the Tier6 Heavier Rocketry, but the RTG and batteries into what I felt was the appropriate tier 7 & 8 electronics categories. You'll need to wait for udk_lethal_d0se to get back and make an "official" .22 version.
  5. Impressions, Overall a decent pack, but I think the specs could use a tweak, just not sure exactly how Maybe make the smaller one more comparable to an LV-N, and the larger model the "Impulse Drive"? My major complaint with LV-Ns is their size and weight. These are kinda heavy, and so is their fuel, but the engines and tanks even together are very small. Models wise, I think the tanks are fine, but the engines need some work. They look a little .... cartoony? Since I have them shutdown (action key) most of the time unless I plan a large burn it would be nice if they had an "Online, but idle" animation, like the red glow. Then another animation for actual operation. For the time being I have some red omni lights placed near them bound to the same action group to let me know when they're online since the staging bar gives no indication.
  6. Here you go: https://dl.dropboxusercontent.com/u/64621786/udk_lethal_d0se.zip Drop on top of your existing install, it only contains the updated configs. Obviously make backups, not responsible for kracken visits, etc. I stuck most of the items under the Tier6 Heavier Rocketry, but the RTG and batteries into what I felt was the appropriate tier 7 & 8 electronics categories. You'll need to wait for udk_lethal_d0se to get back and make an "official" .22 version.
  7. Adding to the tech tree is very easy. Tell me where you think things should go and I'll do it.
  8. I've fixed the configs for these and added them to the .22 tech tree. Download the mod from the zzz's first post and replace the configs with these: https://dl.dropboxusercontent.com/u/64621786/radial_mount.zip
  9. Ha. I kinda expected you to crop those .... And thanks for catching the Mk1 pod I used for scale, meant to mention that in my PM, but I was in a hurry to get somewhere. Everyone please disregard the parts bin, I had a few other mods installed.
  10. I don't mind grabbing some shots for you, anything in particular you are looking for?
  11. So these appear to be rather useless in carrer mode, as the engines unlock well before any tanks or batteries that can power them. I thought they might be rather cheaty on the thrust/isp, but I killed about 10k power and xeon in just shy of 3 seconds with a launchpad test. I'd say reduce the power a bit more, and significantly reduce the fuel requirements. Something that could compete with LV-N's for upper/interplanetary stages would be nice. AS others have said, you would need some custom models to really make this take off. If you cannot make them yourself there are a few people on the forums here that seem to make models for other smaller mods, zzz comes to mind as one. Speak to the maker of the interplanetary mod and ask if you can borrow some of his models.
  12. Can someone share some crafts, or even pictures of beginning craft? I've poked around with the parts and cannot honestl figure out how to make them work. It doesn't help that the parts have completely incorrect data in the VAB, so theres a TON of "launching" just to see that a given setup generates .... 2kn of thrust.
  13. If I may, you should speak with the Extraplanetary Launchpads guys. They've got a rather slick build interface rather than the teleport trick OC does. They might be able to assist you. I recall seeing in their thread a while back someone made up a DLL that tried to port this interface over to OC, but had little luck with OC's original dev in getting it implemented.
  14. Anyone else not get these to work in .22? They show up for me with the recommended cfg changes a few pages back, but all use the same model as the single engine mount.
  15. I think using the tonnage of the parts as it is now is fine, however it shouldn't be rocket parts. One of the other intermediate parts?** ** Havn't actually gotten a launchad working, cant get them out of LKO, so I'm working with orbital shipyards atm. IIRC, its Ore -> Metal -> Rocket parts, with each step having some loss right? Why not just have the parts "recycle" to 90% of the tonnage in metal, which then has to be refined to rocket parts? Or maybe another step can be added, I know its simple to add new resources and conversions to the Kethane processor.
  16. @taniwha If my understanding of the license is correct, you can just release the fixed parts, no need for the complicated instructions (for those of us without python installed). I'm sure skykooler will have a full/fixed release soon.
  17. Honestly I would look into Orbital Construction mod. Make an orbital shipyard, ship up the required tonnage of parts, then "build" the station in orbit. Not cheating in my book, you still moved the same tonnage as the station to orbit.
  18. Just got to testing this, and I must say it is awesome. I removed a lot of the light panels to lower the part count (my computer cried), as well as modding the cfg to remove the fuel balancer parts, which didn't work with my version of TFB. I must say though, in the final stage I didn't realize how the struts were placed. Had a moment when all the pylons detached and the growing cloud of parts. Tip to anyone else: dump the final stage before you complete final circularization to make the large debris cloud burn up. It also burns about 90% of its fuel capacity to reach orbit, so it'll need to be refueled before going anywhere. 240ish tons fully loaded on its own, 600ish tons with launch vehicle.
  19. Do you mind sharing what you changed to allow this? I'd love to have some radial LLL nuclear engines!
  20. I think you've gone massive overkill on those large RTGs. Did you check the power draw of the converter vs the output of those large RTGs? Otherwise looks good. GL getting it into orbit.
  21. How are you guys getting anything from this mod into orbit? I've got a large orange octostrut ship I tried to make, but I've learned by experimenting that it's held together with duct tape. Anything, and I mean *ANYTHING* I attach to it falls off before even launching. It's a comical shower of parts. Solar panels and RCS thrusters flying in every direction. Can't even keep wheels attached while vertical on the launchpad. I've tried to replicate This and This with zero success.
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