bjornadri Posted July 17, 2017 Share Posted July 17, 2017 @Denko666 hi man, just wondering how the mod is doing, as in development of the pods etc. i love your work man! Link to comment Share on other sites More sharing options...
Denko666 Posted July 17, 2017 Author Share Posted July 17, 2017 49 minutes ago, bjornadri said: @Denko666 hi man, just wondering how the mod is doing, as in development of the pods etc. i love your work man! Hey @bjornadri Thx! much appreciated. For the pods: i'm hoping/waiting for someone to help me out with texturing and assembling objects, motion and texture into a 3D model that KSP can use. I tried to learn how to do that, but that part just isn't compatible with me. Currently, i got these things on my 'to create' list: - Pods - Subspace transceiver system (gonna be a separate mod) needing 1 Object/Part: 'Subspace Radio Buoy'. - MM patches for Interstellar Warpdrive standalone (if i can get that mod to work on my setup) and Kerbalism. Link to comment Share on other sites More sharing options...
Stevie_D Posted July 18, 2017 Share Posted July 18, 2017 (edited) Whilst i've a lot on my plate at the moment creating my Superluminal mod, Denko, i think the Pod part is pretty simple and i could help you with it if you like. Feel free to throw me a PM about where you're at with it. I never made the pods in the original due to running out of time (i spend a good portion of the year away from home due to work), so the least i can help you do is complete the set. Edited July 18, 2017 by Stevie_D Link to comment Share on other sites More sharing options...
Denko666 Posted July 18, 2017 Author Share Posted July 18, 2017 20 hours ago, Stevie_D said: Whilst i've a lot on my plate at the moment creating my Superluminal mod, Denko, i think the Pod part is pretty simple and i could help you with it if you like. Feel free to throw me a PM about where you're at with it. I never made the pods in the original due to running out of time (i spend a good portion of the year away from home due to work), so the least i can help you do is complete the set. I've seen the future And its not fair :'( That is WAAAAY cooler then what i could ever do with the IXS mod. Maybe i should be helping you out with that instead of you me...? Link to comment Share on other sites More sharing options...
Stevie_D Posted July 19, 2017 Share Posted July 19, 2017 Rubbish! This IXS version is 3.75m, and the new one i'm making is 5m. I guarantee there are folks out there who would prefer it being 3.75m and still love this version. Link to comment Share on other sites More sharing options...
SchwinnTropius Posted July 19, 2017 Share Posted July 19, 2017 For the record, I have no problems having both of these IXS ship mods. Link to comment Share on other sites More sharing options...
theJesuit Posted July 19, 2017 Share Posted July 19, 2017 On 19/07/2017 at 9:54 AM, Denko666 said: I've seen the future That is WAAAAY cooler then what i could ever do with the IXS mod. Maybe i should be helping you out with that instead of you me...? 15 hours ago, Stevie_D said: Rubbish! This IXS version is 3.75m, and the new one i'm making is 5m. I guarantee there are folks out there who would prefer it being 3.75m and still love this version. 13 minutes ago, SchwinnTropius said: For the record, I have no problems having both of these IXS ship mods. Without seeing and experiencing the new models, I have a feeling I'll prefer the 3.75 models, however I am most interested in playing with the centri-spinnals I like a tightly run ship, without excessive numbers of kerbals messing it up - a larger ship is more massive, more fuel required, more LS needed! I also prefer to run my space program from the tier two launchpad, which means around 18-20 tons payload to LKO, and aesthetically only the stock size two fairings for aesthetics and so the 5m model may be too large in comparison. But I'll have to hurry up, wait, and see! So, please don't despair! Peace. Link to comment Share on other sites More sharing options...
Denko666 Posted July 20, 2017 Author Share Posted July 20, 2017 (edited) @Stevie_D we better make sure the mods don't clash then Also: maybe we can make the pods work for both the 3.75m hull and the 5m hull? That way both mods benefit? Edited July 20, 2017 by Denko666 Link to comment Share on other sites More sharing options...
bjornadri Posted July 20, 2017 Share Posted July 20, 2017 holy excrements i am hyped beyond birds right now Link to comment Share on other sites More sharing options...
TronX33 Posted July 25, 2017 Share Posted July 25, 2017 So because I see 2 warp drive parts in the example image, and that it utilizes Roverdude's warp drive mod, does it function in such a way that multiple warp bubbles can be created? And as long as a part is in one of the two bubbles, would it not explode? Link to comment Share on other sites More sharing options...
Denko666 Posted July 25, 2017 Author Share Posted July 25, 2017 39 minutes ago, TronX33 said: So because I see 2 warp drive parts in the example image, and that it utilizes Roverdude's warp drive mod, does it function in such a way that multiple warp bubbles can be created? And as long as a part is in one of the two bubbles, would it not explode? Hi @TronX33! Actually, the first ring is the warp drive, the second one is the support ring which contains the means to generate eXotic Matter used in the warpdrive. installing 2 warpdrives on the same ship will result in premature fatal disassembly Link to comment Share on other sites More sharing options...
TronX33 Posted July 26, 2017 Share Posted July 26, 2017 On 7/25/2017 at 1:17 AM, Denko666 said: Hi @TronX33! Actually, the first ring is the warp drive, the second one is the support ring which contains the means to generate eXotic Matter used in the warpdrive. installing 2 warpdrives on the same ship will result in premature fatal disassembly Ah damn. Looks like I'm going to have to do the transfer window dance for my space freighter. Oh well I can make smaller ships I guess. Great mod regardless. Link to comment Share on other sites More sharing options...
TheKurgan Posted July 27, 2017 Share Posted July 27, 2017 (edited) Loving this mod, I am creating a ship to travel to other solar systems and basically stay out there forever I use many many mods, including TAC Life Support and all of the USI mods (excluding their life support). I have only one issue so far, I cannot figure out how to create or gather LqDeuterium. Is there a way? Edited July 27, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
TheKurgan Posted July 27, 2017 Share Posted July 27, 2017 (edited) @Denko666 SO, I decided to solve this little problem myself, and created this MM patch to add the capability I wanted to the Kerbal Planetary Base Systems ISRU: Spoiler @PART[KKAOSS_ISRU_g] { MODULE { name = ModuleResourceConverter ConverterName = LqdDeuterium Extractor StartActionName = Start LqdDeuterium Extraction StopActionName = Stop LqdDeuterium Extraction ToggleActionName = Toggle LqdDeuterium Extraction AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 Specialty = Engineer EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.4 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 200 } OUTPUT_RESOURCE { ResourceName = LqdDeuterium Ratio = 0.36 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } But, it didn't work, and I couldn't figure it out... for hours... then I found it. In this mod, LqdDeuterium is spelled LqDeuterium. In the Community Resource Pack, it is spelled LqdDeuterium. I changed the spelling of this for all instances in this mod, and WOOHOO! it works. Edited July 27, 2017 by TheKurgan Link to comment Share on other sites More sharing options...
Denko666 Posted July 27, 2017 Author Share Posted July 27, 2017 (edited) oops; i think you caught a typo of mine! i'll see to making a new release that fixes that asap. ps: the correct resource is LqdDeuterium; LqDeuterium is the typo. Edited July 27, 2017 by Denko666 Link to comment Share on other sites More sharing options...
bjornadri Posted July 28, 2017 Share Posted July 28, 2017 Hiya @Denko666! first of all, how are you doing? second of all, how's the devving going? keep up on the great work man! Link to comment Share on other sites More sharing options...
Syczek Posted August 2, 2017 Share Posted August 2, 2017 Why this mod is actually incompatible with ks interstellar extended?? Link to comment Share on other sites More sharing options...
bjornadri Posted August 31, 2017 Share Posted August 31, 2017 hey @Denko666 i have not seen an update in quite a while, and i was wondering how the pods and such are going. thanks for this mod! Link to comment Share on other sites More sharing options...
Kerbinidiel Posted October 2, 2017 Share Posted October 2, 2017 (edited) if i want use only the command module... without the other parts or the warp drive mechanism... what file i must put in my game? i think inside the main "IXSWarpShipOS" folder - the "Parts" folder, with inside "IXSCommandModule" folder with his files - the "Spaces" folder with his file about the command internal any other folder or file i need to use only the command module? probably i will use the complete mod... but for now i need only the command module Edited October 2, 2017 by Kerbinidiel Link to comment Share on other sites More sharing options...
Stone Blue Posted October 4, 2017 Share Posted October 4, 2017 if i want use only the command module... without the other parts or the warp drive mechanism... what file i must put in my game? Then insteaad of this mod, you might want the: IXS COMMAND MODULE - No dependancies other than the firespitter plugin, which it comes bundled with. From this mod:https://forum.kerbalspaceprogram.com/index.php?/topic/83742-nasa-ixs-class-warpship-and-spacedocks-for-ksp-i-and-stock-ksp/ Link to comment Share on other sites More sharing options...
Kerbinidiel Posted October 4, 2017 Share Posted October 4, 2017 Then insteaad of this mod, you might want the: IXS COMMAND MODULE - No dependancies other than the firespitter plugin, which it comes bundled with. From this mod:https://forum.kerbalspaceprogram.com/index.php?/topic/83742-nasa-ixs-class-warpship-and-spacedocks-for-ksp-i-and-stock-ksp/ thanks for the suggest... but, the command module of the "IXS Warpship Original Series" (the mod of this thread) is more better: the part clip (the green ball) inside the "hangar" are oriented in the right way and inside the hangar you can toggle the light... for this i prefere this mod than the mod you linked and in the future i will use this mod complitely... but for now i'm setting the mods i must use for my gameplay and in a second time i will add this and other mods... anyway i want now the command pod of the IXS Link to comment Share on other sites More sharing options...
Denko666 Posted November 6, 2017 Author Share Posted November 6, 2017 Just to let you guys know: i'm still alive and working on this mod. But i'm having difficulties with the monodevelop environment. Hence the lack of a 1.3.1 compatible version. Link to comment Share on other sites More sharing options...
Denko666 Posted November 14, 2017 Author Share Posted November 14, 2017 Yay, the kraken has been slain! Update 0.4.0.7 for KSP 1.3.1 is now available on Spacedock.info Link to comment Share on other sites More sharing options...
Singitformehal Posted December 5, 2017 Share Posted December 5, 2017 Hey man, have been a big fan of the IXS throughout its many iterations, it's great to see someone maintaining and improving on the idea, keep it up and thanks a bunch! Was also wondering if there's any update on the missing develocitize option from the warp ring that some people mentioned back in July, was hoping it would be amended in future versions but I'm still having the issue. I'm happy to post any logs you need to help out. Thanks dude! Link to comment Share on other sites More sharing options...
Denko666 Posted December 5, 2017 Author Share Posted December 5, 2017 6 hours ago, Singitformehal said: Hey man, have been a big fan of the IXS throughout its many iterations, it's great to see someone maintaining and improving on the idea, keep it up and thanks a bunch! Was also wondering if there's any update on the missing develocitize option from the warp ring that some people mentioned back in July, was hoping it would be amended in future versions but I'm still having the issue. I'm happy to post any logs you need to help out. Thanks dude! The develocitizer is in there, but it's not working as it should anymore. Why? Your guess is as good as mine. Right now I'm trying to get the mod to detect wether Using Alcubierre drive mod is present or the interstellar wardrobe standalone. And inject the drive into the warpring with module manager. Which is then also going to be a prerequisite for the mod to work. Link to comment Share on other sites More sharing options...
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