Space Kadet Posted November 11, 2017 Share Posted November 11, 2017 5 hours ago, Angel-125 said: Exterior work: Done! Now to work on the IVA. Still shooting for an end of November release for Odyssey Three. I've got a few parts to do... Every day i check thos to see if my new ship is ready.... Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 11, 2017 Share Posted November 11, 2017 On 10/11/2017 at 2:02 PM, Nightside said: So conical! It looks great! it's Iconical! Quote Link to comment Share on other sites More sharing options...
Guest Posted November 11, 2017 Share Posted November 11, 2017 Hi @Angel-125 Here are the logs KSP.log output_log.txt hope this helps. Quote Link to comment Share on other sites More sharing options...
DStaal Posted November 11, 2017 Share Posted November 11, 2017 13 hours ago, Angel-125 said: Is this the correct forum for landertrons? I don't see how the ladertron controller works. I see a bunch of engines that use it though. I'm just using the stock T-1 Dart aerospike for the Estonian (you can fit other engines too), but I don't see anything that says you add the part module to a command pod and it uses any engine... Yep, that's the correct forum. As Mandella said, the part is the XT-LB 'LCRAB' - the main focus for the mod has always been it's own engines, and the box was a later addition, but it looks like it's just a few lines of code: MODULE { name = LandertronBox electricRate = 0.05 stagingEnabled = true } I know I've used the box within the past few days for a similar use as Mandella: Giving a slightly heavy capsule a bit softer landing. (Come to think of it - the capsule I'm using it on is a MK1-2 pod on top of a modular pod extensions hab and areospike/heatshield - end result being very close to your new pod...) Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 11, 2017 Author Share Posted November 11, 2017 8 hours ago, DStaal said: Yep, that's the correct forum. As Mandella said, the part is the XT-LB 'LCRAB' - the main focus for the mod has always been it's own engines, and the box was a later addition, but it looks like it's just a few lines of code: MODULE { name = LandertronBox electricRate = 0.05 stagingEnabled = true } I know I've used the box within the past few days for a similar use as Mandella: Giving a slightly heavy capsule a bit softer landing. (Come to think of it - the capsule I'm using it on is a MK1-2 pod on top of a modular pod extensions hab and areospike/heatshield - end result being very close to your new pod...) Awesome, added that to the Estonian and ED-3. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2017 Author Share Posted November 12, 2017 (edited) Start of the Estonian IVA Here's the pilot seat view: The front dashboard is straight from the Mk1-2 IVA, because I'm really getting tired of making IVAs. Seat 3: Seats 3, 4, and 5 are behind and above the pilot/copilot seats. Seat 6: Seats 6, 7, and 8 all rest in the "alcove" of the command pod interior. Think shuttle mid-deck seats. The IVA doesn't look like much yet as I don't have textures in place and the modeling work isn't done yet, but this gives you an idea of how these things get built. You'll have to imagine the storage bags and such for now... Edited November 12, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2017 Author Share Posted November 12, 2017 Here is a patch for Interstellar Fuel Switch that excludes parts that uses the Wild Blue resource switcher. Quote Link to comment Share on other sites More sharing options...
Sudragon Posted November 12, 2017 Share Posted November 12, 2017 11 hours ago, Angel-125 said: Here is a patch for Interstellar Fuel Switch that excludes parts that uses the Wild Blue resource switcher. Hmmm. After poking around, I doesn't appear to be a fix for the problem. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2017 Author Share Posted November 12, 2017 4 hours ago, Sudragon said: Hmmm. After poking around, I doesn't appear to be a fix for the problem. Without any further information there's nothing I can do. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 12, 2017 Share Posted November 12, 2017 16 hours ago, Angel-125 said: Here is a patch for Interstellar Fuel Switch that excludes parts that uses the Wild Blue resource switcher. thankyou! Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 12, 2017 Share Posted November 12, 2017 18 hours ago, Angel-125 said: Here is a patch for Interstellar Fuel Switch that excludes parts that uses the Wild Blue resource switcher. any more info on gettin it workin, it still seems to be guffed, is it just a case of using patch manager and stopping the cross patch! Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 12, 2017 Author Share Posted November 12, 2017 7 hours ago, Sudragon said: Hmmm. After poking around, I doesn't appear to be a fix for the problem. DSEV 2.4.2 is now available. It's just a WBT update but it updates some things. Quote Link to comment Share on other sites More sharing options...
Geschosskopf Posted November 13, 2017 Share Posted November 13, 2017 On 11/12/2017 at 2:31 PM, Angel-125 said: DSEV 2.4.2 is now available. It's just a WBT update but it updates some things. Yay! Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted November 14, 2017 Share Posted November 14, 2017 Quick question........ I've searched the forum and didn't see anything but I've been having terrible problems with excessive heat and the SuperNova engine. No matter how many radiators I put on a ship, everything overheats. The engine seems to overrun the radiators. I had 32 of the 2000kw radiators and while it slowed the heat increase down, I only got about 10 minutes of time before things went bad. Am I missing something or does this engine just crank that much heat? Thanks! Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 14, 2017 Share Posted November 14, 2017 Heres an idea for a part.... the inflatable shipyards you have, why not make one that can be collapsed and return a percentage of the assemby equipment maybe in a dsev styling.... Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 14, 2017 Share Posted November 14, 2017 8 hours ago, jmbailey2000 said: Quick question........ I've searched the forum and didn't see anything but I've been having terrible problems with excessive heat and the SuperNova engine. No matter how many radiators I put on a ship, everything overheats. The engine seems to overrun the radiators. I had 32 of the 2000kw radiators and while it slowed the heat increase down, I only got about 10 minutes of time before things went bad. Am I missing something or does this engine just crank that much heat? Thanks! i use the supernova alot, and it dose need alot of cooling, but you seem to be having more of an issue than you should, whats your other mods? Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 14, 2017 Author Share Posted November 14, 2017 (edited) Question about people who use the double hex truss: Do you use the hollow options at all? Having hollow trusses for the quarter, half, and regular-sized hex truss make sense, but I'm not sure it does for the double. Reason I ask is that I'm planning on modifying the double-truss so that it can be up to 10x its current size, similarly to how the stock payload fairing works: by attaching a part to one of the nodes above the fairing, you suddenly get a truss assembly to fill in the void. The ML-20 Hex Truss would be up to 80m long, though that might get a little unwieldy in the VAB/SPH. It would not make sense to have a truss that long that's hollow. It would still retain its crew tube and fuel tank options- with appropriately adjusted capacity... Edited November 14, 2017 by Angel-125 Quote Link to comment Share on other sites More sharing options...
Kosmonaut Posted November 14, 2017 Share Posted November 14, 2017 Not really, no. I just use them when I'm trying to make cool looking crew tubes on centrifuges and stuff, and 80m is way longer than I need Quote Link to comment Share on other sites More sharing options...
jmbailey2000 Posted November 14, 2017 Share Posted November 14, 2017 7 hours ago, Space Kadet said: i use the supernova alot, and it dose need alot of cooling, but you seem to be having more of an issue than you should, whats your other mods? Because of the issues, I stripped down and install to only Wild Blue mods, and a few ancillary like MechJeb, MM, Alternate Resource Panel, etc. No other mods really included. Quote Link to comment Share on other sites More sharing options...
smotheredrun Posted November 15, 2017 Share Posted November 15, 2017 @Angel-125 You can never have enough Truss. While 80m would be HUGE!!, and difficult to use in the VAB (maybe not so much in SPH?), having something that stretches that long for big MF ships would be cool, and more importantly, keep part counts down. Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 15, 2017 Author Share Posted November 15, 2017 Definitely going to make the truss, I just don't want to mess up existing ships if I remove the hollow option from the double hex truss. It'll be much easier for me to revise the part that way... Meanwhile, I'm making good progress on the Estonian IVA: Quote Link to comment Share on other sites More sharing options...
Krakatoa Posted November 15, 2017 Share Posted November 15, 2017 9 hours ago, Angel-125 said: Question about people who use the double hex truss: Do you use the hollow options at all? Having hollow trusses for the quarter, half, and regular-sized hex truss make sense, but I'm not sure it does for the double. Reason I ask is that I'm planning on modifying the double-truss so that it can be up to 10x its current size, similarly to how the stock payload fairing works: by attaching a part to one of the nodes above the fairing, you suddenly get a truss assembly to fill in the void. The ML-20 Hex Truss would be up to 80m long, though that might get a little unwieldy in the VAB/SPH. It would not make sense to have a truss that long that's hollow. It would still retain its crew tube and fuel tank options- with appropriately adjusted capacity... I think I typically use the single-length when installing something like an ISRU or other segment. Double changing doesn't kill anything I'm working with, and gigantic craft are something I haven't attempted but would be pretty cool. Especially if someone's using a radiation-adding mod and distance matters. I think Nertea has plans for one long term. Quote Link to comment Share on other sites More sharing options...
Space Kadet Posted November 15, 2017 Share Posted November 15, 2017 12 hours ago, Angel-125 said: Question about people who use the double hex truss: Do you use the hollow options at all? Having hollow trusses for the quarter, half, and regular-sized hex truss make sense, but I'm not sure it does for the double. Reason I ask is that I'm planning on modifying the double-truss so that it can be up to 10x its current size, similarly to how the stock payload fairing works: by attaching a part to one of the nodes above the fairing, you suddenly get a truss assembly to fill in the void. The ML-20 Hex Truss would be up to 80m long, though that might get a little unwieldy in the VAB/SPH. It would not make sense to have a truss that long that's hollow. It would still retain its crew tube and fuel tank options- with appropriately adjusted capacity... I dont use the double one in a hollow config, only the smaller ones Quote Link to comment Share on other sites More sharing options...
Mace from Space Posted November 15, 2017 Share Posted November 15, 2017 curious that no one has reported the double cargo mess. If you switch any WBI Tank that is also B9PartSwitchable you get both after scene switch. After reconfiguring in the Editor it look OK at first. After a bit of switching to KSC etc. I've seen that the content changed and B9 had magicaly returned to the tanks giving me extra fuel. The Delta Tanks were holding Aurum and Equipment. Will take a look at the MM patches when I have the time for it, maybe someone already has mentioned it and an idea/solution Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 15, 2017 Author Share Posted November 15, 2017 7 hours ago, Mace from Space said: curious that no one has reported the double cargo mess. If you switch any WBI Tank that is also B9PartSwitchable you get both after scene switch. After reconfiguring in the Editor it look OK at first. After a bit of switching to KSC etc. I've seen that the content changed and B9 had magicaly returned to the tanks giving me extra fuel. The Delta Tanks were holding Aurum and Equipment. Will take a look at the MM patches when I have the time for it, maybe someone already has mentioned it and an idea/solution I don't use B9 part switch but it does make sense if it adds its part switching module to any fuel tank. I might be able to create a patch that removes the B9 part switcher (along with IFS Fuel Switch, it causes the same headaches). Quote Link to comment Share on other sites More sharing options...
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