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Deathsoul097

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  1. I haven't got it off of the ground yet, but I have this waiting for a launch vehicle capable of taking it to orbit. At which point it will proceed to do a grand tour without jettisoning anything, or refuelling. Just a note: This has over 30K D/V. Yeah. But starting TWR is 1/2, and has about 2K atmo D/V, sot it is a real pain to launch.
  2. EDIT: I have downloaded the pack, and the MM patch. I have removed anything to do with ELCSS or DRE. Will this cause problems? EDIT EDIT:The MM config is broke. Only the Dragon Pod and the unmanned control system and it's heat shield scale up correctly. What have I done wrong? //LazTek Rescale, Scripto23 version 2.5 @PART[LazTekDragon2] { //!RESOURCE[LiquidFuel] {} //!RESOURCE[Oxidizer] {} //!RESOURCE[MonoPropellant] {} !MODULE[ModuleReactionWheel] {} @rescaleFactor = 1.2 @mass = 4.35 @node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 4 @node_stack_top = 0.0, 1.555, 0.0, 0.0, 1.0, 0.0, 2 //!node_stack_engine1 = DELETE @node_stack_engine1 = 0.955, 0.4, 0.955, 0.5, 0.18, 0.5, 1 //!node_stack_engine2 = DELETE @node_stack_engine2 = -0.955, 0.4, 0.955, -0.5, 0.18, 0.5, 1 //!node_stack_engine3 = DELETE @node_stack_engine3 = 0.955, 0.4, -0.955, 0.5, 0.18, -0.5, 1 //!node_stack_engine4 = DELETE @node_stack_engine4 = -0.955, 0.4, -0.955, -0.5, 0.18, -0.5, 1 //!node_stack_util1 = DELETE @node_stack_util1 = 0.0, 0.0, 1.381, 0.0, 0.0, 1.0, 1 //!node_stack_util2 = DELETE @node_stack_util2 = 0.0, 0.0, -1.381, 0.0, 0.0, -1.0, 1 @MODULE[ModuleCommand] { @minimumCrew = 1 } MODULE { name = ModuleFuelTanks volume = 3280 type = ServiceModule basemass = -1 TANK { name = MMH amount = 414 maxAmount = 414 } TANK { name = N2O4 amount = 786 maxAmount = 786 } TANK { name = ElectricCharge amount = 168000 maxAmount = 168000 } MODULE { name = TankPriorityModule Priority = 10 } @MODULE[ModuleRCS] { @thrusterPower = 0.524 @resourceName = N2O4 @atmosphereCurve { @key,0 = 0 300 @key,1 = 1 160 } } MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 0.276 resourceName = MMH fxOffset = 0, 0, 0.0 atmosphereCurve { key = 0 300 key = 1 160 } } @maxTemp = 1700 !MODULE[ModuleSPU] {} !MODULE[ModuleRTAntennaPassive] {} // Thanks Agathorn MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive OmniRange = 50000000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[LazTekDragonChute] { @rescaleFactor = 1.2 @mass = 0.013 @attachRules = 1,1,0,0,1 //!node_stack_bottom = DELETE //node_attach = 0.0, -1.542, -0.412, 0.0, 0.0, 1.0 node_attach = 0.0, -1.542, -0.337, 0.0, 0.0, 1.0 } @PART[LazTekDragon2Dock] { @rescaleFactor = 1.2 } @PART[Dragon2NoseCone] { @rescaleFactor = 1.2 @mass = 0.05 } @PART[LazTekSolarPanelCover] { @rescaleFactor = 1.2 @mass = 0.05 //@title = Dragon 2 Solar Panel Cover Fairing MODULE { name = FARBasicDragModel S = 1.7 CdCurve //This gives it the properties of a flat plate with flow over it or into it, depending on orientation { key = -1 0 0 0 key = 0 1.2 0 0 key = 1 0 0 0 } ClCurve //Approximate lift of a flat plate in newtonian flow { key = -1 0 key = -0.5778 -0.462 0 0 key = 0 0 key = 0.5778 0.462 0 0 key = 1 0 } CmCurve //It really shouldn't have strong moment characteristics { key = -1 0 key = 1 0 } upVectorName = up //force it to use "part up" as the reference axis } } @PART[LazTekDragonSolarPanels] { @rescaleFactor = 1.2 @mass = 0.035 @MODULE[ModuleDeployableSolarPanel] { @chargeRate = 2.5 } } @PART[DragonSteps] { @rescaleFactor = 1.2 //@attachRules = 1,1,0,0,1 //!node_stack_bottom = DELETE //node_attach = 0.0, 0.0, -0.075, 0.0, 0.0, -1.0 node_attach = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 } @PART[LazTekDragonTrunk] { @rescaleFactor = 1.2 @node_stack_top = 0, 1.12, 0, 0, 1, 0, 4 @node_stack_bottom = 0,-1.1, 0, 0, -1, 0, 4 MODULE { name = ModuleFuelTanks volume = 100 type = Default basemass = -1 } } @PART[LazTekFalcon9PanelDecoupler] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 0.51, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.475, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0 } @PART[LazTekFalcon9InterstageFairing] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 2.26, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, -2.255, 0.0, 0.0, 1.0, 0.0, 4 } @PART[LazTekFalconHeavyExpandedFairing] { @rescaleFactor = 1.2 @mass = 0.875 @MODULE[ModuleAnchoredDecoupler] { @ejectionForce = 1000 } } @PART[LazTekFalconHeavyFairingBase] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 0.31, 0.0, 0.0, 1.0, 0.0, 2 @node_stack_bottom = 0.0, -0.21, 0.0, 0.0, 1.0, 0.0, 4 } @PART[LazTekFalconHeavyInterstageFairing] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 2.26, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, -2.255, 0.0, 0.0, 1.0, 0.0, 4 } @PART[FalconHeavyNoseCone] { @rescaleFactor = 1.2 @mass = 0.5 @node_stack_bottom01 = 0.0, -1.69, 0.0, 0.0, 1.0, 0.0, 4 } @PART[FalconLowerGear] { @rescaleFactor = 1.2 @mass = 0.5 } @PART[LazTekFalcon9MainTank] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 14.01, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, -14.0, 0.0, 0.0, 1.0, 0.0, 4 @node_attach = 0.0, 0.0, 1.54, 0.0, 0.0, -1.0, 1 !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} @mass = 9.327 MODULE { name = ModuleFuelTanks volume = 368000 type = ServiceModule basemass = -1 TANK { name = LiquidOxygen amount = 241040 maxAmount = 241040 } TANK { name = Kerosene amount = 126960 maxAmount = 126960 } } } @PART[FalconMiddleGear] { @rescaleFactor = 1.2 @mass = 0.3 } @PART[LazTekFalconPayloadBay] { @rescaleFactor = 1.2 } @PART[FalconRadialDecoupler] { @rescaleFactor = 1.2 @MODULE[ModuleAnchoredDecoupler] { @ejectionForce = 2000 } } @PART[LazTekFalconRemoteControl] { !MODULE[ModuleReactionWheel] {} @rescaleFactor = 1.2 @mass = 0.5 @node_stack_top = 0.0, 0.07, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, -0.08, 0.0, 0.0, -1.0, 0.0, 4 @RESOURCE[ElectricCharge] { @amount = 4000 @maxAmount = 4000 } !MODULE[ModuleSPU] {} !MODULE[ModuleRTAntennaPassive] {} MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive OmniRange = 50000000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[LazTekFalcon9ASASBase] { //@title = Falcon Remote Flight Control System and Heat Shield fairing !MODULE[ModuleReactionWheel] {} @rescaleFactor = 1.2 @node_stack_top = 0.0, 0.17, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom = 0.0, -0.18, 0.0, 0.0, -1.0, 0.0, 4 @maxTemp = 3400 @mass = 0.2 @RESOURCE[ElectricCharge] { @amount = 4000 @maxAmount = 4000 } !MODULE[ModuleSPU] {} !MODULE[ModuleRTAntennaPassive] {} MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive OmniRange = 50000000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[LazTekFalconSatCapture] { @rescaleFactor = 1.2 } @PART[LazTekFalcon9UpperTank] { //@title = title = SpaceX Falcon Upper Stage Tank @rescaleFactor = 1.2 @node_stack_top = 0.0, 3.33, 0.0, 0.0, 1.0, 0.0, 4 @node_stack_bottom1 = 0.0, -3.82, 0.0, 0.0, -1.0, 0.0, 2 @node_stack_connect1 = 0.0, -3.22, 0.0, 0.0, -1.0, 0.0, 4 !RESOURCE[LiquidFuel] {} !RESOURCE[Oxidizer] {} !RESOURCE[MonoPropellant] {} @mass = 3 MODULE { name = ModuleFuelTanks volume = 87000 type = Default basemass = -1 TANK { name = LiquidOxygen amount = 56985 maxAmount = 56985 } TANK { name = Kerosene amount = 30015 maxAmount = 30015 } } } @PART[LazTekFalcon9EngineHousing] { @rescaleFactor = 1.2 } @PART[LazTekFalcon9EngineCluster] { @rescaleFactor = 1.2 @node_stack_top = 0.0, 1.87, 0.0, 0.0, 1.0, 0.0, 4 //@heatProduction = 400 @MODULE[ModuleEngines] { @maxThrust = 4320 @atmosphereCurve { @key,0 = 0 311 @key,1 = 1 282 } @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.345 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.655 } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs origMass = 3.6 techLevel = 0 origTechLevel = 0 maxTechLevel = 0 engineType = L configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = Kerosene+LiquidOxygen maxThrust = 4320 PROPELLANT { name = Kerosene ratio = 0.345 DrawGauge = true } PROPELLANT { name = LiquidOxygen ratio = 0.655 } IspSL = 1.25333333333333 IspV = 1.244 throttle = 0.7 } } } @PART[LazTekFalcon9EngineCenter] { //@node_stack_top = -0.01, 0.61, 0.0, 0.0, 1.0, 0.0 //@node_stack_bottom = -0.01, -0.75, 0.0, 0.0, 1.0, 0.0 //@node_stack_top = 0.0, 0.61, 0.0, 0.0, 1.0, 0.0 //@node_stack_bottom = 0.0, -0.75, 0, 0.0, 1.0, 0.0 @rescaleFactor = 1.2 //@heatProduction = 100 @MODULE[ModuleEngines] { @maxThrust = 720 @atmosphereCurve { @key,0 = 0 311 @key,1 = 1 282 } @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.345 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.655 } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs origMass = 0.6 techLevel = 0 origTechLevel = 0 maxTechLevel = 0 engineType = L configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = Kerosene+LiquidOxygen maxThrust = 720 PROPELLANT { name = Kerosene ratio = 0.345 DrawGauge = true } PROPELLANT { name = LiquidOxygen ratio = 0.655 } IspSL = 1.25333333333333 IspV = 1.244 //throttle = 0.7 } } } @PART[LazTekMerlin1dVacuumEngine] { @rescaleFactor = 1.2 //@mass = 0.787 @heatProduction = 100 @MODULE[ModuleEngines] { @maxThrust = 801 @atmosphereCurve { @key,0 = 0 342 @key,1 = 1 120 } @PROPELLANT[LiquidFuel] { @name = Kerosene @ratio = 0.345 } @PROPELLANT[Oxidizer] { @name = LiquidOxygen @ratio = 0.655 } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs origMass = 1 techLevel = 0 origTechLevel = 0 maxTechLevel = 0 engineType = U configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = Kerosene+LiquidOxygen maxThrust = 801 PROPELLANT { name = Kerosene ratio = 0.345 DrawGauge = true } PROPELLANT { name = LiquidOxygen ratio = 0.655 } IspSL = 0.740740740740741 IspV = 1.26666666666667 //throttle = 0.6 } } } @PART[LazTekSeparationEngine] { @rescaleFactor = 1.2 } @PART[LazTekSHERPA] { @rescaleFactor = 1.2 !MODULE[ModuleSPU] {} !MODULE[ModuleRTAntennaPassive] {} MODULE { name = ModuleSPU } MODULE { name = ModuleRTAntennaPassive OmniRange = 50000000 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } } @PART[LazTekSHERPATank] { @rescaleFactor = 1.2 } @PART[LazTekSPSDecoupler] { @rescaleFactor = 1.2 } @PART[LazTekSuperDracoNacelle] { //!node_stack_bottom = DELETE @rescaleFactor = 1.2 @description = (To apply to Dragon capsule: Rotate capsule 45degrees by holding shift and pushing Q 9x. Then place in 4x symmetry with angle snap on. This will eliminate torque) Twin SuperDraco engines and nacelle radial mount to attach to SpaceX Dragon 2 spacecraft. Using hypergolic MMH + N2O4 contained in the Dragon, these are designed to be used as emergency escape thrusters or for powered landings. @MODULE[ModuleEnginesFX] { @exhaustDamage = true @maxThrust = 134 @atmosphereCurve { @key,0 = 0 330 @key,1 = 1 270 } @PROPELLANT[MonoPropellant] { @name = MMH @ratio = 0.345 } PROPELLANT { name = N2O4 ratio = 0.655 } } !MODULE[ModuleEngineConfigs] {} MODULE { name = ModuleEngineConfigs origMass = 0.25 techLevel = 7 origTechLevel = 7 maxTechLevel = 7 engineType = O configuration = MMH+N2O4 modded = false CONFIG { name = MMH+N2O4 maxThrust = 134 PROPELLANT { name = MMH ratio = 0.345 DrawGauge = true } PROPELLANT { name = N2O4 ratio = 0.655 } IspSL = 2.15 IspV = 0.85 throttle = 0.0 } } } PART { name = SpaceXUpperStageThruster module = Part author = LazTek,Scripto23 MODEL { model = LazTek/Parts/LazTekSeparationEngine/model } rescaleFactor = 1.8 scale = 1.0 node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 TechRequired = fuelSystems cost = 450 category = Propulsion subcategory = 0 title = SuperDraco Single engine manufacturer = SpaceX description = This thruster is applied in 4x symmetry along the base of the upper tank and is used for soft landings following return of the upperstage. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,1,1 // --- standard part parameters --- mass = 0.15 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 50 breakingTorque = 50 maxTemp = 3600 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -1, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -1, 0.0, 0.0, 0.0, 1.0, running fx_exhaustSparks_flameout = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform heatProduction = 50 ignitionThreshold = 0.1 maxThrust = 67 fxOffset = 0, 0, 0.2 atmosphereCurve { key = 0 300 key = 1 260 } PROPELLANT { name = Kerosene ratio = 0.345 } PROPELLANT { name = LiquidOxygen ratio = 0.655 } } MODULE { name = ModuleEngineConfigs origMass = 0.15 techLevel = 0 origTechLevel = 0 maxTechLevel = 0 engineType = L+ configuration = Kerosene+LiquidOxygen modded = false CONFIG { name = Kerosene+LiquidOxygen maxThrust = 67 PROPELLANT { name = Kerosene ratio = 0.345 DrawGauge = true } PROPELLANT { name = LiquidOxygen ratio = 0.655 } IspSL = 1.22641509434 IspV = 1.16279069767 //throttle = 0.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 1 } } PART { // --- general parameters --- name = RCSnitro module = Part author = NovaSilisko, Scripto23 MODEL { model = Squad/Parts/Utility/RCS block/model //scale = 0.1 } scale = 0.1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.45212, -0.0105571, -0.0059382, 1.0, 0.0, 0.0 // --- editor parameters --- //TechRequired = fuelSystems //entryCost = 3400 cost = 450 category = Control subcategory = 0 title = Cold Nitrogen RCS Thruster manufacturer = SpaceX description = Cold nitrogen thruster system designed to be used on the first stage of the SpaceX Falcon rockets. Attach with 4x symmetry at top of the first stage fuel tank. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.01 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 // --- rcs module parameters --- MODULE { name = ModuleRCS thrusterTransformName = RCSthruster thrusterPower = 1 resourceName = Nitrogen atmosphereCurve { key = 0 30 key = 1 67 } } MODULE { name = ModuleEngineConfigs type = ModuleRCS thrustRating = thrusterPower techLevel = 7 origTechLevel = 7 engineType = L origMass = 0.01 configuration = Nitrogen modded = false CONFIG { name = Nitrogen thrusterPower = 1 resourceName = Nitrogen IspSL = 0.1 IspV = 0.195 } } } @PART[LazTekPulseJetNacelle] { @rescaleFactor = 1.2 } @PART[FalconUpperGear] { @rescaleFactor = 1.2 } @PART[FalconMiddleHeatShield] { @rescaleFactor = 1.2 @PART[LazTekDragonMonopropellantTank] { @rescaleFactor = 1.2 } @PART[LazTekDragonDockingTrunk] { @rescaleFactor = 1.2 } @PART[DragonShield] { @rescaleFactor = 1.2 @PART[LazTekSolarPanelCoverRetractable] { @rescaleFactor = 1.2 } @PART[LazTekNoseConeRetractable] { @rescaleFactor = 1.2 } @PART[LazTekDragonHabitat] { @rescaleFactor = 1.2 @mass = 4.2 } I placed the MM config in Gamedata. That resulted in only the dragon and it's unmanned systems to scale up. I placed it in the LazTek folder. The same happened again.
  3. Lol. Unfortunately, it is a bit harder here, as only a select few computers in the class actually have the capability to run KSP. Not only that, but the teacher constantly walks around the class talikng to people.
  4. I will send Skype details when I get home then, and we can talk properly over this. I feel that at least it should be AKST and Kethane if we do introduce mods.
  5. Yeah. The AKST guy is on about making his weapons using ammo in the future, and the guns are nowhere near as OP as the GAU19. See, even on my installs with texture replacer, 120 parts still gets me into the yellow on the surface of kerbin. I consider it actually harder to use the AKST weapons, as you have much less control over it's missiles and guns than the stock weapons that we make, that have to be manually controlled for a decent chance of hitting anything. I dont think any other mods would be nessecary, certainly not B9, except maybe the tracks and LLL. Thos can make some really nice tanks, that look like actual tanks without being 100+ parts. (Sometimes less than 20 parts for a decent tank using the AKST, LLL and RBI.) I would be happy to join back even if we just use AKST, my laptop just has problems with high part count.
  6. I find that having to develop weapons stock kills the fun for me, because the part count for any decent weapons or decent amount of weaponry becomes unplayable. That is why I like the AKST weaponry. They arent very powerful, especially compared to the GAU19. The smallest one can even have trouble punching through wings, while the heaviest can rip a plane or lightly armoured craft apart, but has a really low ROF, and a metric ****ton of recoil, along with massing a metric tonne. Plus, actually using bullets seems a bit more realistic than just rocket powered railguns and tanks. It also comes with a small unguided missile, which isnt incredibly powerful and only has a 5m blast radius. You still have to manage weapons, and their wieght, but it brings part count down to fun and playable levels, especially considering that you shed not only the parts used to make the weapon, but also the parts used to mount it as well.
  7. Depends on the install, of which I have *at least* 5. Sometimes I feel like doing something IRL, so i use Realism Overhaul, or I feel like going into military, so I go on my military save with firespitter, B9, Lazor, RLA, AKST Weapons, GAU19, and a hell of a lot more. Then there is my carreer install, which has even more mods. The closest thing to stock I have right now is my KSP K3 install, which has kethane, VOID, Texture replacer and possibly soon to be RLA. Then I have a duplicate of that install, which I have LLL installed as well, so that I have some pretty awesome and ridiculous designs. Then there is the test Install I have for trying my own modded parts before release, which somehow ended up with Ubio-Zur Welding, American Pack and another which I cant remember. I have a mods folder on my desktop which is several hundred MB, possibly even a couple of GB, and all of the mods are unzipped. So yeah. LOTS.
  8. If my stuff is there you can delete it. I find I can't focus on stock KSP for very long, even when this came along. I just prefer mods. (I may have also lost my save in the update.)
  9. Neither can I. (Also where I am now.) Though some of the computers certainly have the capability, I can't afford the space on my USB to bring it in because of art. Images take up a lot of space.
  10. Hmm. Looks interesting. Might do this at some point. (Just a note, it is a Zodiac sign. I know English isn't your first language so I am posting this before people get bashful.)
  11. That is a cool idea. It would be awesome to see some more, smaller, celestial bodies like that around Jool and GP2. Oh, I wasn't saying those things, other people were, and this was my response. I wanted to see what other people thought so I posted it here as well.
  12. I have been having some thoughts on this, especially after the slight uproar over the asteroid pack taking away SQUAD's attention from the game, and how they should try to focus on more features like extra planets and the asteroid belt. This is somewhere along the lines of how I believe the Asteroid Mission Pack will be in the game: What are the thoughts of the community (And the Devs, if they feel like dropping in) on this, and how do people think it will be done? (Before we get started I would like to say this. Discussions on this kind of front have ended up becoming very bashful and negative towards other players, so I have a few things for everyone to keep in mind: If you want to say something do it constructively, and please do not resort to bashing of ideas or other Forum Users. I understand it may not be my place to say these things, but I would rather the Mods didn't take the discussion down.) EDIT: Something funny I noticed; You can't spell Community without Mun.
  13. That is an error with Spaceport, becoause the site it is based on is primarily for purchase of digital items, not downloading stuff for free. It won't actually affect your download, and it will still be free, but it does pop up sometimes by accident. We are planning on making this mod based around ISRU and setting up a orbital and planetary Infrastructure, and if you dont want the Hyperium parts there will be alternatives in the end. More on this in the future.
  14. I have to say, I am dubious as to whether we could make this work, at least with modern technology. Give it ten or twenty years, and hoping Carbon Nanotubes work out better than Asbestos, this could well be a possibility. I guess it depends on what happens really. If this does work, I believe there will be three major factors that will limit or break it: 1) Depending on the cost of refilling the higher altitude balloon, the program may become defunct due to the resupply of Hydrogen/Helium being to expensive to maintain. 2) The Materials used to construct the balloons may be too costly to produce, or be to hard to maintain mechanically. 3) The materials themselves could end up being to weak or to costly to be used on a craft of such a scale at such an altitude. (Or any combination of the three, of course.)
  15. First off, Welcome to the forums! Continuing on: Yes that is a very nice design there! The only thing I would say is to test everything on kerbin first to make sure your docking port is at the same height on the rover as the port on what you want to tow. Otherwise, things can go very wrong very easily. It seems you have found the mods already, considering the amount of LLL parts on that rover. There is plenty of stuff around if you find yourself getting bored, some mods even change the entire solar system up to real size. If you don't mind my asking, is that landed on Mun or Dres? Either way, I am impressed, many new players find it very difficult to get to either one. (Truth be told, I have yet to go to Dres myself.) EDIT: Whoops! I should read things more shouldn't I? You very clearly said Mun. (Also, it can be easier to have a rover which fits under the base modules, and carries them on it's back. It isn't usually as stable, or as fast, but it is often the easiest one to make work. Just something you may want to consider. )
  16. Apply cold water to Burn. Man. This is ridiculous. I wouldn't know where to begin on this kind of project, I know pretty much zilch on electronics and hardware. Still. Keep going, this looks like it will turn out awesome.
  17. Yup. Volkom DEFINATELY needs a rework. Just did a mission to duna, on the Volkom and Draco alone. Turns out, the Volkom can just manage to put about 5.5T on to a Trans-Duna Orbit. (The payload has to aerobrake and circularise/land on it's own.) Now I have five kerbals landed on the surface, and currently no way to get them home. I'm sure they're happy though, they finally get to stretch their legs after about a month. And one of them forgot to pack the right flag. I'm looking at you Lozor. (Yes. One of the kerbals was called Lozor.) (The Draco renders weirdly sometimes. Perhaps due to not having a shader?) EDIT: At the current number of views and posts, I can say that ~10% of all views of a thread result in a response. (May or may not be accurate due to the amount of times I have posted.)
  18. Just a small update: Still waiting on S3416130 for the texture, as he seems to be very busy with RL. I am also helping out the guys over at Defcon Corp, so several models of mine may pop up in both mods. I also found an ASCII art generator, so this is now in the ReadMe for the next update: ___ ___ ___ _____ __ _ _____ _ _ _ / \/ _ \ / _ \___ | / _\ |_ __ _ _ __ \_ \_ __ __| |_ _ ___| |_ _ __(_) ___ ___ / /\ / | | | (_) | / / \ \| __/ _` | '__| / /\/ '_ \ / _` | | | / __| __| '__| |/ _ \/ __| / /_//| |_| |\__, |/ / _\ \ || (_| | | /\/ /_ | | | | (_| | |_| \__ \ |_| | | | __/\__ \ /___,' \___/ /_//_/ \__/\__\__,_|_| \____/ |_| |_|\__,_|\__,_|___/\__|_| |_|\___||___/ Also, I have modelled the Boosters and second stage of the "Slonov". (Explained in OP.) I also had an idea to create the launch smoke everyone wants so badly. I will have a part (Most likely invisible) with a bunch or Thrust transforms below the pad, with the SRB FX effect. You stage that, wait a second, then Launch!
  19. @AverageJoe I cant launch anything for a few hours as I am at school, but I should be able to launch it when I get home. Which is the module you were sending? @Cap'n Does this affect the part limits or base construction? So could I send three low part count modules in one, and then unpack them into a major part of the base?
  20. Awesome! I hope to see them in an upcoming release, I'm sure they will be great. Plus, it is realistic-ish. ISRU, in space sounds like an interesting idea to me. (And personally, I think kethane needs some competition. ) I personally like kethane a lot, but I find it no more realistic than this, as you can extract a seemingly magical chemical out of the ground that can somehow be converted into Liquid fuel, Oxidizer, Monopropellant and Xenon gas. If you want I could throw in some models for you, depending on what you need. (I can't texture for **** though, but I am working on changing that.)
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