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JSArrakis

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Everything posted by JSArrakis

  1. I installed the mod you suggested and I still do not see the part in my parts list. The part Im referencing is this one: https://github.com/UmbraSpaceIndustries/MKS/wiki/Parts-(Ranger-Series)#mks-ranger-inflatable-workshop
  2. When I got home, I looked at the part and it was an uncontrolled hinge. So my bad, and thanks for the help!
  3. Regarding the MKS 'Ranger' Inflatable Workshop, Im starting to create a moon base that I want to be mostly self sufficient, but Im not able to find this part in the part list or anywhere on the tech tree. I looked at the .cfg for the part and it says that I need Adv Construction which Ive already unlocked. I see the Tundra workshop is available to make Machinery, however it seems like that part would be significantly harder to land than the Inflatable Ranger part. Any suggestions on getting this part to show up in my part list?
  4. I'll update with a picture when I get home, but after I realized my original design wasnt working (and before I posted), I created a litmus test by sticking the joint directly against a fuel tank of a lander that I know functions with a small structural arm attached on the other end, just to test out exactly what you are describing. I received the same result after I unlocked the joint. I'm pretty sure the joint I'm using is this after looking at the parts pictures while I'm not at my computer. I'm assuming it's a powered joint. It's the first one in the tech tree I've unlocked from IR, the robotron and pivotron are the only ones available to me for now. I also have access to the G-00 joint: https://wiki.kerbalspaceprogram.com/wiki/G-00_Hinge The G-00 joint works correctly when placed in the same location, but I'd prefer to use IR joints, especially in future projects
  5. So I've googled a bunch of things but I cant seem to find a solution to get the joints to function outside of the VAB. They hang there limply when i disengage the locks. I have plenty of power on board so I'm not sure what the issue is. I've set up action groups and I've tried controlling the servo groups from the toolbar window with no luck
  6. Hi all, Ive been playing around with various ways to modify parts for quite some time now; changing sizes, resource amounts, isp efficiency, ratios, 'welding' parts together to reduce part counts via cfg files... etc. One problem that Im running into is combining the functionality of modules to parts that deploy. I have two heat radiating parts from two different mods (which we will surreptitiously call mod A and mod . I really like how mod A looks visually but I need the functionality of both A and B for my purposes in the same part. However I am noticing that when I put the module of the part from mod B that does the functionality I want, I can no longer deploy the part from mod A. Is there any reason for this? Is there a way around this? Any insight would be greatly appreciated.
  7. Fractal, Im actually going to be making some station ring and strut mod myself, and I noticed that some of your parts (like the antimatter tanks and antimatter reactors) have a lot of details on them. The question I had was when modelling these parts, did you have to take into account polygon counts? I really like the railing system you have on the antimatter tanks and would love to put that level of detail into some of my struts. I noticed the modeller for the antimatter tanks was named "zzz", is there any way I can get into contact with him/her to ask a few question about modelling in general?
  8. Hello Im pretty new to modelling for KSP and I wanted to create some struts and strut details for various parts that Im working on. I noticed some examples of some "finely detailed" struts. most noticably the Wayland Station Rings, and the railings on both the antimatter tanks in the KSP Interstellar mod and the different hab modules in FusTek. Now Im pretty sure I can recreate these pretty readily, but before I proceed I need to know if there is a maximum poly count that I need to consider when creating models like this for different finely detailed things. If anyone knows the details on this subject, Id be very grateful. Thanks, Arrakis
  9. When copying the entire directory, the KSP Mu add on is not appearing in the add on list for me to enable for some reason. Im using 2.69 current for my blender version.
  10. With regarding to MPDs, Im trying to play around with the config files to add Antimatter as a possible propellant. I added it and gave it the same attributes as Liquid propellant for the MPD in the ElectricEnginePropellants.cfg, and while the Antimatter becomes usable with the engine (it pops up as one of the available propellants when a tank of it is attached), when I ignite the engine it burns throught a tank of 27000 antimatter units in less than a second. Im not entirely sure what Im doing wrong because Liquid should have the best ISP rate and I gave antimatter the same ISP rate just to test it. Any help would be greatly appreciated.
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