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Clockwork_werewolf

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Everything posted by Clockwork_werewolf

  1. I'm not certain if it is possible to make it use LFO AND OX at the same time, the module for RCS thrusters only states one resorce but you could try adding another. The RCS module is NOT an engine module. In an engine module it is easy to see how to add more fuel types. The RCS code: Changing "resourceName = MonoPropellant" to "resourceName = LiquidFuel" would make it use LFO but not OX. I'm sorry I can't help more
  2. Simple answer, sort of. The Fuel use of an engine is based on three things, the thrust, the ISP and the fuel ratio. The thrust changes the fuel use and changing maxThrust would change the fuel use per second at full power but not its efficiency. Changing ElectricCharge ratio = 12.0 to a smaller ammount would mean it used less electric but MORE Xenon, the ratios of fuel here just changes there ratio of use not the engines ISP. ISP or fuel use per thrust is defined by "atmosphereCurve key = 0 4200" this means at level 0 (and all other because no other are defined) the ISP is 4200 (really good). If you want the engine to be less efficient change the atmocurve. If you want the engine to use more fuel because it produces more thrust change maxThrust. If you want the engine to use more Xenon and less electricicty then change the ratio numbers. I can't tell if you want to change the engines ISP AND fuel ratio or just use more fuel as it is a stronger engine but using the same ISP.
  3. I have to say thank you for science. Thank you forcing me to use basic parts and learn new techniques. Thank you for making me go out to planets I never saw the point of going to. Thank you for making me take and BRING back kerbals for science but most of all thank you for adding so much FUN!
  4. Yea I had this problem. I like the idea of using science to upgrade parts but I'm not sure how much extra upgrading parts would want to make you keep playing. It doesn't quite have the same feeling as that NEW PART feeling. It would be good to be able to spend science upgrading parts during the tech tree climb so that you had to choose between a new type of part or making everything slightly better. All the parts could be slightly reduced so that they had a bit to go but fully upgraded would be better than before. This way by the time you get to the highest tech you would have already spent twice the points to get there. I would also like to see a larger tech tree. I did make a set of parts to add more tech parts to the game, but I'm not going to spam the link unless someone asks for it as it only uses stock welds for part graphics.
  5. Populate the Mun! Hmm The fact that it happens to probes might mean its not a mass thing, the station part weights 28 tons so I was wondering if it was a maxed physics variable or something. The tube base fits this criteria but not the probes. On the other hand it could be bad nodes putting parts just 0.00% inside each other and just sometimes this makes them go boom. Or it could just be KSP. It's annoying to happen on my first mod. Thanks for the help though guys
  6. So today I opened KSP and went to look at my space station in high Kerbal orbit (120k) to find it had blasted apart into many pieces going at 5000K/s in different directions. The only modded part on the station was the central science lab which I will post the CFG file of. There are no other mods running and no plugins running the CFG file is the only difference to a normal game apart form an added to scienceDefs.CFG . Having made the part myself, and tested it a bit (a few launches and switching between ships) I feel guilty for anyone that has downloaded it (I have left a warning on the spaceport page). Can anyone tell me if this is a problem with the part or just a general bug, if there is anyway to fix this? Also should I delete the mod from space port or just leave it there with warnings? PART { name = ScienceCabin module = Part author = Clockwork mesh = model.mu rescaleFactor = 1 node_stack_top = 0.0, 2.986899, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.986899, 0.0, 0.0, 1.0, 0.0 TechRequired = experimentalScience //specializedConstruction entryCost = 12400 cost = 4000 category = Science subcategory = 0 title = CW-101 Mobile Science Laboratory manufacturer = Clockwork Industries description = Need a Lab but find yourself in space? Then this is the perfect answer, apart from the toxic fumes being trapped in there with you. Also features robotic testing for fume avoidance. attachRules = 1,0,1,1,0 mass = 28 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 stagingIcon = COMMAND_POD vesselType = Ship CrewCapacity = 3 INTERNAL { name = crewCabinInternals } MODULE { name = ModuleCommand minimumCrew = 3 } MODEL { model = Squad/Parts/Aero/rocketNoseCone/model position = -0.70, 2.0, -0.7 scale = 0.2, 0.15, 0.7 //0.9, 0.7, 0.75 width, length, height rotation = 90, 0, 135 } MODEL { model = Squad/Parts/Aero/rocketNoseCone/model position = -0.70, 2.00, 0.7 scale = 0.2, 0.15, 0.7 //0.9, 0.7, 0.75 width, length, height rotation = 90, 0, 45 } MODEL { model = Squad/Parts/Aero/rocketNoseCone/model position = 0.70, 2.0, -0.7 scale = 0.2, 0.15, 0.7 //0.9, 0.7, 0.75 width, length, height rotation = 90, 0, 225 } MODEL { model = Squad/Parts/Aero/rocketNoseCone/model position = 0.70, 2.00, 0.7 scale = 0.2, 0.15, 0.7 //0.9, 0.7, 0.75 width, length, height rotation = 90, 0, 315 } MODEL { model = Squad/Parts/FuelTank/MK1FuselageStructural/model position = 0.0, 1, 0.0 scale = 2.387, 2.65, 2.387 //2.39 works but shows hatch lines rotation = 0, 90, 0 } MODEL { model = Squad/Parts/FuelTank/toroidalFuelTank/model position = 0.00, 1, 0.0 scale = 2.355, 2, 2.355 texture = model000 , Squad/Parts/Utility/roverBody/model000 texture = oldTextureName , newTextureURL //Squad/Parts/FuelTank/RCStankMini/ksp_m_rcsTank_normal } MODEL { model = Squad/Parts/Command/crewCabin/model position = 0.00, 0, 0.0 scale = 1, 1, 1 } MODULE { name = ModuleScienceExperiment experimentID = labTest experimentActionName = Use Laboratory resetActionName = Discard Laboratory results reviewActionName = Review Laboratory Results useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 2.0 } RESOURCE { name = ElectricCharge amount = 1000 maxAmount = 1000 } }
  7. Yea should have though of that . The Spaceport link is http://kerbalspaceprogram.com/0-22-version-1-01-clockwork-industries-additions-parts/ Picture links:
  8. I have just uploaded my first mod to the spaceport and I wanted to know peoples thoughts about it. It is just a set of CFG files for new parts but they do use MODEL modules to grab more than one model from existing parts so that they look different. They were mostly made for my own games as I wanted to need some extra science points in career mode. I have managed to get a one star review already but there is no comment (this installs you with hope doesn't it). I have also managed to score it one star myself by accident and can't figure out how to change that (great ). Available under creative commons rights (I think this is the right thing help would be appreciated on that) The present parts are divided into their tech node. AerospaceTech Giant Jet Engine : Mainsail sized Jet engine using (low atmo) engine, nacelle and intake as one. For use in large aircraft and not very good in higher atmosphere. High Density Fuel: A Mk1 Fuselage sized Fuel tank that only contains liquid fuel but 400 of it in the same density as rocket fuel tanks. LinearRCS MK2: LinearRCS is usaly useless but these have 3 times the power, it's still less than an RCS block if you use all four nozzles. Large RCS block: Bigger with 4 times the power for items you would normally still 4 RCS's on. Automation Sample Drill : Like a soil sample but using automated analysis, this has its own experiment data and can be either an addition to a manned (kerballed) landing or for use on a probe (like the Mars lander curiosity). Multi-Sensor : The four old sensors and the Atmo sensor stuck together, a little lighter but that's all. ExperimentalAerodynamics Ailerons MK2: Just adding a little more control Air-Ram MK2: The first items I created after seeing the amount of air hogging in the forums and the added part count this causes. Uses 8 times the air area (acts like 8 normal rams) but has a max air of 0.12 instead of 0.2 AND weights 0.4 tons instead of 0.01. This is to stop people using 4 (equivalent of 32) per engine, they still can but they would add 1.6 tons per engine. Nacelle MK2: The old Nacelle was very heavy and produced little air for its weight, so this is lighter and has a bit bigger air intake. ExperimentalElectrics Ion Engine MK2 : Half the Xenon use, twice the thrust and four times the electric to make up for the first two. Large Ion : Only 1.25 meter size and generates 8.5 KN but uses the equivalent of 32 LX-Panels of electricity. Designed to be used with the nuclear reactor (not produced yet) or as a burst engine with lots of Batteries. Atmosphere Lab: A heavy lab module (16 tons) for analysing atmospheres from space. Holds one Kerbal if needed and is designed to be part of a space station. Adds a science experiment and can only be used in orbit round a planet. ExperimentalRocketry Empty tanks : Only one at the moment but you get the idea, space for Oxidizer and fuel but empty on lift off. Long Tiny Tank: For use with probes or small craft. This tank is tiny in width and hold 5 times a normal tiny tank 28.8 liquid 35.2 Oxi. Oxidizer tank : Tank of just oxidizer. Simple. Large AeroSpike Engine: slightly less efferent but with much more power, this engine is designed to be on the same scale as the Mainsail. ExperimentalScience Data Store : Right click to store EVA reports and Soil Samples. That's all. Science Lab : The most important item in the Mod probably. Its a 28 ton lab for use in space or when landed. Has its own experiment type that is low on value, very high on data but drops in value much slower than normal experiments. It also has a 100% transmission rate. It's designed to keep you needing time and electricity to run for a while with no point to returning it. With all that effort it would make a good space station starting point. It also acts as a command pod but with no torque. Sits 4. ExperimentalMotors Advanced Propeller Engine : Uses Very large amounts of electricity to generate lift in any Atmosphere. Not very efficient but can just be used to create light planes in low atmo. Tiny Asas: A Tiny sized asas for probes or buggys. Only produces 5 torque unlike the normal 20, it is also slightly less efficient. High Speed Wheels : Uses more power, faster, tougher and very good at causing crashes. Nanolathing Small radial decoupler : for use on probes or decoupling small objects. Radial Attachment: An attachment for any surface that acts like a tank for radial, top or bottom attachment to it. Works well for adding engines air scoops or capsules without needing heavy tanks. Tough Struts : Bigger and stronger, should be twice the weight but I'm not sure with struts (needs testing) and no I don't have engineer installed. Small to Tiny Adapters: Quad, Tri, Bi adapter for probes or very small ships. Planned/Possible items to be made. Nuclear Reactor : Very heavy but pumping out HUGE amounts of power. Yet to be begun. Space Telescope : Hubble like telescope. Some CFG and skin work done but only about 50% complete. Large Coms dish : Unsure if needed yet, will see. Fuelled Nose Cones: Adding some fuel to all nose cones so that they have more purpose (not sure about stability). Shell Hull: A quarter of a large hull made of stock models. I know that you can get stuff like this from other mods (like quite a lot of this stuff) but it wouldn't add loading time or break on an update. Magnetic coils: difficult to implement without game breaking, designed to be used on stations or large craft to accelerate small objects. Cutlass Engines: Saber like engines for use in atmo and space, very difficult to get the balance right so they work as an SSTO engine but without making them the default atmo engine even on oxygen less worlds. Lithium Batteries: Stores more power for its size and weight. Early game generator: For use in early career mod to make power from fuel. Giant booster: Mainsail sized booster, easy to make but maybe too powerful.
  9. One option might be to make a new game then modify the persistent.sfs (opened with most writing programs as a txt file) so that you have 1,000,000 science or something like that. I know this is not a perfect solution but it is quick.
  10. I always test my ladders on the launch pad for this reason. Kerbals can handle ladders being a little over by about 1/4 the amount in the picture. What I would suggest instead though would be to rotate the ladders so they are at a 10 degree angle and switching off angle lock in the builder so the ladders can be placed better. Then test it again. There are so many times I have tested ladders on the launch pad and watched a Kerbal fall from a simple ladder transfer that now it is part of my checklist. Unless I'm going to a small moon like the Mun, then it's just fudge this I'm using jet packs.
  11. Thought I should join the forum as I have been reading for a while but not posting anything. I have been playing since 0.21 but clocked up over 400 hours so not much of a beginner any more. I'm also thinking of publishing a mod on here but I will post that in the correct place.
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