Jump to content

Chirality

Members
  • Posts

    56
  • Joined

  • Last visited

Everything posted by Chirality

  1. Yep, I have the Community Resource Pack installed in my GameData folder.
  2. I can't seem to get the CRP to load resources into the game. I need CarbonDioxide as an atmospheric resource for a mod I'm working on, but the database in the debug menu says that it has loaded 0 resources. Am I doing something wrong?
  3. The ModuleResourceHarvester module doesn't have an OUTPUT_RESOURCE. I got it to show by adding an empty animation, but it just says "nothing to harvest"
  4. I'm trying to get the ModuleResourceHarvester working for atmospheric CO2, but it doesn't show up on the part menu. Here's the cfg: PART { name = CO2Compressor module = Part author = Chirality mesh = compressor.mu scale = 1 rescaleFactor = 2.1 node_attach = 0.03, 0.0, 0.0, 1.0, 0.0, 0.0, 1 TechRequired = precisionEngineering entryCost = 6400 cost = 20 category = Utility subcategory = 0 title = Surface Mount CO2 Compressor manufacturer = Chirality Technologies description = Filters CO2 out of the atmosphere and compresses it. Fuels CO2 thrusters! attachRules = 0,1,0,0,0 mass = 0.01 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 2000 bulkheadProfiles = srf MODULE { name = ModuleResourceHarvester HarvestorType = 2 Efficiency = 0.15 ResourceName = CarbonDioxide ConverterName = CO2 Filtration StartActionName = Start Filtering CO2 StopActionName = StopFilteringCO2 AutoShutdown = true UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 10 } } MODULE { name = ModuleResourceConverter ConverterName = CO2 Compressor StartActionName = Start Compressor StopActionName = Stop Compressor AutoShutdown = true GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = CarbonDioxide Ratio = 1.0 FlowMode = ALL_VESSEL } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = LqdCO2 Ratio = 0.1 DumpExcess = true FlowMode = ALL_VESSEL } } } The converter function works (or at least, it shows up). Any ideas?
  5. Ha, I've been trying to move a lot of my accounts on various forums from Bouncingbunny, but it is quite a cheerful username! Very kerbal Thanks for the username change!
  6. Hey, can you change my name to "Chirality"? (Without the quotes, of course.)
  7. Ion engines for Days! Here's the craft file if you want to mess around with it: https://drive.google.com/file/d/0B4y...it?usp=sharing 1. accelerate to 30 ish m/s on runwway 2. pull up to a 90 degree angle (straight up) 3. level out at around 17-18 k 4. try to keep your vertical speed to between 100m/s and 10m/s by changing your pitch 5. accelerate to 2400 m/s on the turbojet 6. feather the turbojet to keep your apoapsis aound 100k - 125k 7. When you get to 1:30 ish before apoapsis, fire up the ion engines and circularize 8. Profit. I'm not sure how much delta-v it has in orbit, but it is a lot. Enough to get to Duna and back. Might even be enough for a Laythe Roundtrip.(With Laythe landing.) 9. Still has a good 1/5 Xenon remaining on final landing. Action Groups: 1. Toggles turbojet 2. Toggles Ion engines 3. Toggles intakes 4. Toggles Solar Panels (Don't use in atmosphere.) I posted this craft in the SSI thread a while back, but nothing came of it. Also, this craft needs a good name. Feel free to suggest one. EDIT: I realize that the link for the craft file doesn't work. I'll put up a new one tomorrow hopefully.
  8. Cupcake, how do you think of designs for the VTOLs? I've tried making one, but it ended up looking just like your Equinox.
  9. I has wondering if the size or the mass of an albecurrie drive would effect its operation or efficiency.
  10. My Dual Kraken Engine ssto to Anywheretm. The workhouse (And only) ssto in the KnoefCo fleet. Check them out here.
  11. SSTO to anywhere without refueling. There's a kraken drive in there...
  12. Can you add a drogue chute that can withstand the heat of reentry and will help with keeping a craft oriented right?
  13. Oh, BTW, with .23 dropping soon, I'm sure tweakables will have support for mods, so you could use that.
  14. Two questions. Why is the material important? And, When will you add procedural chutes?
  15. Er, Experimentals are basically Final bug testing. It is the last thing that the devs go through during development of a new update.
  16. Is there actually a combo drogue/main parachute part in the mod yet?
×
×
  • Create New...