spiritplumber
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Posts posted by spiritplumber
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Thank you! I had come up with a solution involving a ResourceHarvester, a generator, and a dummy resource.
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THe problem is that I get a "resource not present" above roughly 36Km on Kerbin, even if I make the intakes have unrealistic areas, they get nothing - this was not the case in 1.0.4
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Thanks! THe problem is that I get a "resource not present" above roughly 36Km on Kerbin, even if I make the intakes have unrealistic areas, they get nothing - this was not the case in 1.0.4
I'm going to relay my finding to that thread! -
Hello!
I was making an atmo scoop with a compressor (the idea being, let a probe fill up an air tank during aerobraking that can then be used for RCS, we're looking at this IRL with Alpha Cubesat) and got it to work in 1.0.4 - barely - but then 1.0.5 came and now the air intakes just don't seem to react at all above 36000 meters or so.
The changelog makes no mention of this, it just says that air intake resource is now hidden.
Is this intended behavior, and is there a configuration option to change that magic number or do I have to write a plugin?
Thanks! -
I think 1.0.5 broke Mort.
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A thought: How about filling it only if it's an unowned object, and/or if it's the only part in the ship?
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What I do is have a hangar with an infernal robotics piston bhind it, to push the craft out.
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Yes yes yes yes yes yes yes!!!!
Also, congratulations! (Or condolences depending)
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Want to catch an asteroid flying by it at 200m/s?
I added a last minute new part : harpoon.
- Act like a grappling hook with a more compact design.
- Winches and nodes attachable.
- Can be used as landing legs for high speed / slope landing on small ships.
- Rosetta like missions purposed and anything else you can imagine
Coming soon!
Sweet. Related:
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Some probes have them, some don't (the ones later in the tech tree do, notably)
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http://f3.to/portfolio/games/ksp/mms-10-mini-noftp.zip
http://f3.to/portfolio/games/ksp/mms-10-mini.zip
updated:
* EM/peristaltic scoop now works the way it's supposed to (we're building one for real, look up Alpha Cubesat!)
* replaces exes with bats so antiviruses don't freak out
* replaced stack chute with decoupler chute for ease of recovering first stage SRBs without StageRecovery
* added small stack drill, mostly for "hopper" probes that use the volatile mix thruster
* volatile mix thruster has a small monodirectional RCS to represent differential thrust, same as quadcopter impeller
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Yeah there's some stuff in there that doesn't really work anymore (with 1.0) I gotta clean up a little... Hey everything's a WIP right?
A peristaltic thruster is something we're developing for the Alpha Cubesat project. I doubt it'll work as well IRL as it does in the part file, but here's hoping!
It's all part.cfgs there are no plugins, so go ahead and copy the AB code I Guess!
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Thanks, taking some screenshots then. Added pictures to top post.
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I think it's tripping on the two small executables that do the FTP stuff. There are no pictures because there isn't much to look at.
I changed the link above so that it's just the parts. Thanks!
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This is a "lightweight" part pack in that it uses existing assets and textures whenever possible, like Restock used to do.
Features:
* Solar sails (without plugins)
* Quadcopter fan (without plugins), works in non-oxygen atmospheres, great for that Eve powerglider
* Peristaltic thruster (We're working on that for the Alpha Cubesat challenge) (without plugins)
* Electromagnetic scoop to be used with the ion engine
* Fissile mass resource for RTGs and nuclear engines
* Afterburners for jet engines (twice the thrust at the price of much lower ISP)
* Another few useful parts, like a drop tank
You can get it here: http://robots-everywhere.com/portfolio/games/ksp/mms-10-mini-noftp.zip License is CC-NC-SA-4 same as everything else I do.
If you like, this one also has utiilities for a shared save via FTP. There are two executable files in it, so it probably will look dodgy to an antivirus or download manager.
You can get it here: http://robots-everywhere.com/portfolio/games/ksp/mms-10-mini.zip
Thanks, taking some screenshots then.
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Here's pictures then!
The peristaltic thruster takes whatever excess resources you have (including ore if necessary, although vaporizing them costs a lot of power) and uses them in a low-ISP resistojet. Useful to burn extra oxidizer left over in a spaceplane, or to build a simple ISRU hopper.
Just your average quadcopter fan. Contains both an throttleable motor and a RCS, to allow for somewhat realistic steering. Needs atmosphere to work, but not oxygen, so good to get that Eve glider back in the air if it has enough solar panels.
A solar sail - this will work according to what angle it is to the Sun (if at all), so you'll actually have to tack by pivoting your space probe! Like the ion engine, the thrust is exaggerated. To turn off, fold it.
There's a few other things but they're not very interesting to look at.
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This is awesome! It Just Works with EPL, too. Great for when you just need a pipe etc.
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Works fine in 0.90 on my end!
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There's an abandoned railgun mod that I finished, but I no longer have the license info...
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Actually, there's a Soviet design. that is similar... http://en.wikipedia.org/wiki/MAKS_%28spacecraft%29
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Can I offer a suggestion? Make a resource generator that depends on number of kerbals, or total smartness of kerbals onboard. It'd integrate very well with extraplanetary launchpads.
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I'm lazy, so here's a better mk2 rescaling thingie.
@PART[mk2*]:HAS[!MODULE[TweakScale]]:BEFORE[Squad]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
} -
THIS IS AWESOME!!!
Is there any way to do two things - 1) make it use a resource, 2) require a min or max distance from the sun? Maybe you have to go very close to a star or very far from it to use the drive.
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Would it be hard to turn this into mini-remotetech by adding a modulecommand that only works when "in range"?
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Attached here for your pleasure, mk2 tweakscale.
@PART[mk2CargoBayL]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2CargoBayS]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2_1m_Bicoupler]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2_1m_AdapterLong]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2SpacePlaneAdapter]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2Cockpit_Inline]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2Cockpit_Standard] // cheaty
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2CrewCabin] // cheaty
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2DockingPort] // add universal docking node here?
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2DroneCore]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2Fuselage]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2FuselageLongLFO]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2FuselageShortLiquid]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2FuselageShortLFO]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[mk2FuselageShortMono]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[shockConeIntake]
{
MODULE
{
name = TweakScale
type = stack
defaultScale = 1.25
}
}
}
@PART[IntakeRadialLong]
{
MODULE
{
name = TweakScale
type = surface
}
}
}
Your six word KSP story
in KSP Fan Works
Posted