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Porkjet

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Everything posted by Porkjet

  1. Good idea, and thx for your reply, but it doesn't seem to work. let me show you. this is the test part, it has two docking nodes at the top: CFG is like this: node_stack_top01 = 0.0, 0.5, 0.5, 0.0, 1.0, 0.0, 1 node_stack_top02 = 0.0, 0.5, -0.5, 0.0, 1.0, 0.0, 1 and the two modules: MODULE { name = ModuleDockingNode referenceAttachNode = top01 nodeType = size1 } MODULE { name = ModuleDockingNode referenceAttachNode = top02 nodeType = size1 } the right click menu is just like you said: top01 docks normally top02 doesn't What am I missing? *scratches head*
  2. Hey there, is this possible? I've tried a few things but I only ever get one working docking node per part. It would be nice to outfit some parts with integrated docking nodes. Also it could reduce part count.
  3. It restricts the use of the habitat when it is deflated. Crew can now only access it after you have deployed it. This has been bugging me for a long time. The plugin is a major breakthrough!
  4. Update Download Warning: Please delete the previous "PJ Hab Module" folder, as I've renamed it, your previous crafts will not load because of this, so evacuate your Kerbals and finish your missions before you update. What I've done: - finished centrifuge internals - resized centrifuges hatch section because when exiting the hatch, my kerbals kept shooting into my crafts causing Gravity-like events. - Overhaul of Orbital Orb (OoOO:confused:) - is now a command pod, slightly heavier, holds 50 monopropellant but has no reaction wheels, texture improved, window light animation added. IVA not made yet, changed placeholder IVA to Landercan - made animations slower, centrifuge now rotates at realistic speed (10rpm) I'm gonna make a proper realease thread sometime soon, but first I'll consume lots of christmas goose and eggnog. Merry Christmas to you all.
  5. This happened to me when I had a typo in a parameter of ModuleAnimateGeneric.
  6. I've added a bunch of clickable view focus points, like those on windows on other cockpits throughout the whole Interior, this is as close as I can get it to walking around.
  7. Hahaha. Those are some workable approaches LAWL. I'm totally gonna make this a part one day, I swear.
  8. The habs all still work. At least or me. Only the vasimr is slightly broken because the NFP mod is broken and it uses its plugin. I'm trying to use the new rapier's multi mode engine module for the vasimr but its kinda complicated OK i wasn't going to name it that anyway. Still don#t know how to name it tho.
  9. Internal model is almost finished, you'll see they fit in snuggly. Will make a much bigger centrifuge later.
  10. How about Kerbal Colony Pack? Or just Kolony Pack? Near Future Pack? Near Future Colony Pack? Hard SF Pack? I'm **** with names :V
  11. Yes. At least I'm trying to. No promises. Also I need to think of a proper name for the mod. And if I integrate the Vasimr propulsion with it or make em seperate downloads.
  12. I'm working on the internals, which takes a hell of a lot of time. Cool ship! Yo dawg, I heard you like spheres. The glowing window is a cool idea i think I'll add that. Also, should I change the Orb into a controllable command pod?
  13. The easy way: Just wait till .23 is released. I'm, pretty sure with the tweakables you will get the option to open the bay in the VAB. Looks nice btw. Allways wanted a stockalike cargo bay.
  14. This looks stunning! I love the removal of ambient light. Space is damn dark. Looking forward to this
  15. Very cool! The model looks amazing. Your 'known bugs' also kind of apply to an inflatable hab I'm making. I'll let you know when I have a solution.
  16. Hi Folks! I know you want me to work on the habs, but I made a VASIMR engine and argon tank instead. Uses the NearFuture plugin to get variable ISP/thrust settings, like the real thing. I recommend to use this with the whole Near Future propulsion mod or else you may have problems to generate the crazy amounts of electricity this thing consumes. It's based closely on the Ad Astra lunar tug concept. download Apparently I'm supposed to include a license for addons, so: I licence this work under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Gonna work on the IVA's now, since you all seem to want them badly.
  17. Good job! The guys on the other page were struggeling to make a stable base out of this big marshmallow, and you just demonstrated how simple it can be
  18. A larger one? Uhm.. probably not too soon. I'll first make a couple of smaller, and more base-oriented ones. Maybe something dome-shaped, that could be quite large. Sounds like the engine handles those things quite realistically then. That's nice! Ah, that explains it then. It seems like the animation is not actually moving the ring, but 'changing it's shape', you can see in my video how the struts 'push' the kerbal aside rather than applying their torque to him, until he somehow gets stuck/glitched in the model and flung away. Oh and as for your deployable arm centrifuge, I had something quite similar in mind, with the arms extendable. It would still be quite big and heavy to launch, but that's good, we need some chellenge.
  19. It was featured on their FB??? An overwhelming feedback for such a dumb, effortless action. I'll see into it. I've focused on all the other problems for now. ... 8 Kerbals, you sure? Ahaha this is great. I'm surprised it does this for you. it didnt really work when i tried. That's only possible with MagicSmoke technology I guess. As for the diameter, Mine is 7.5m and supposed to get about 0.5g. The other diameter Nasa proposed is 9.1m resulting in 0.5g. Since everythings a bit smaller in KSP, I think I'm roughly within optimal scale for that part. Also since some guys said the tube is too small to fit Kerbals in: It's exactly 1.25m in diameter, and we know from other parts that Kerbals can fit into that diameter. Of course, it's rather tight in there, but remember, this is the SMALL centrifuge in the pack, I plan to add at least one really really big one in the future. Havn't got around to that, but I'll slap something together soonish.
  20. That is awesome!!! It even creates a counterforce to the center part. I used to make centrifuges with two IR rotatrons, but it allways was a bit wobbly. Really cool that you're making a dedicated part for that.
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