TiktaalikDreaming Posted March 23, 2018 Author Share Posted March 23, 2018 9 hours ago, b0ss said: The truncated toroidal aerospike is probably the coolest idea for a chemical rocket I've seen yet! And not my idea. Google ROMBUS for more of the original plan Link to comment Share on other sites More sharing options...
b0ss Posted March 23, 2018 Share Posted March 23, 2018 I can't find anything online for "ROMBUS" except for google trying to teach me what a rhombus is Link to comment Share on other sites More sharing options...
lurkoholic Posted March 23, 2018 Share Posted March 23, 2018 1 hour ago, b0ss said: I can't find anything online for "ROMBUS" except for google trying to teach me what a rhombus is http://www.projectrho.com/public_html/rocket/surfaceorbit.php#rombus Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 23, 2018 Author Share Posted March 23, 2018 49 minutes ago, lurkoholic said: http://www.projectrho.com/public_html/rocket/surfaceorbit.php#rombus That's the one. If I hadn't been on mobile I would have sent you there. But, I get lazy on mobile. And yeah, it is definitely one of those searches you need to tell Google "no I do not mean this other unrelated thing, stop showing me those dammit". Link to comment Share on other sites More sharing options...
b0ss Posted March 24, 2018 Share Posted March 24, 2018 That's so cool! There will never be enough 20th-century aerospace concept art Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 1, 2018 Author Share Posted April 1, 2018 (edited) I've started working on a 1.4 update for this. Clearly with all the fussing, the first thing I needed to do was update the side of the Mk2-3 pod to reflect Take 2 changes. Not super happy with how the warranty text adjustment to hardware worked, so may end up picking a different section of the EULA. (also, that's at twice the resolution I'd be dumping into the game, don't want to kill people's RAM use). This is basically just a silly post to let people know I'm not dead or anything. The existing mod seems to work fine in the updated game. (Oh, and updated the download links with the github locations for anyone wanting development versions) Edited April 1, 2018 by TiktaalikDreaming Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted April 6, 2018 Share Posted April 6, 2018 Are you allowed to take the old three seat command pod to integrate it to Mod Pods without changing the layout of the ladders/hatches? Because it will soon disappear from the game (it still hasn't if we look closely for save integrity sake) However, I recon that having every hatch/ladder centered to the same spot helps designing ships a lot as I had quite some unrest trying to figure out how to use your parts to make interplanetary ships with a MPL on them. Have you considred the possibility to add some ladder on the side of the service bay to integrate it better onto a lander? I used it on a Duna lander with also the rhomboid aerospike engine to make a kinda Mars mission as envisaged in the 70s. I put fout very big landing legs from I don't know which other mod, that made a super stable and fuel efficient lander for Duna. I added lots of chutes too (repacked by the crew), so I guess it can land back on Kerbin on its own legs ! I also use your parts as an addition to Alcubierre Warp drive prts for added functionality, man those service bays surely contain alot of things. Many batteries and science equipments in one, many Xenon gas tanks in the other and I'm good to go. Glad to heat that you are working on a new version ! Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 7, 2018 Author Share Posted April 7, 2018 49 minutes ago, Quoniam Kerman said: Are you allowed to take the old three seat command pod to integrate it to Mod Pods without changing the layout of the ladders/hatches? Because it will soon disappear from the game (it still hasn't if we look closely for save integrity sake) However, I recon that having every hatch/ladder centered to the same spot helps designing ships a lot as I had quite some unrest trying to figure out how to use your parts to make interplanetary ships with a MPL on them. Have you considred the possibility to add some ladder on the side of the service bay to integrate it better onto a lander? I used it on a Duna lander with also the rhomboid aerospike engine to make a kinda Mars mission as envisaged in the 70s. I put fout very big landing legs from I don't know which other mod, that made a super stable and fuel efficient lander for Duna. I added lots of chutes too (repacked by the crew), so I guess it can land back on Kerbin on its own legs ! I also use your parts as an addition to Alcubierre Warp drive prts for added functionality, man those service bays surely contain alot of things. Many batteries and science equipments in one, many Xenon gas tanks in the other and I'm good to go. Glad to heat that you are working on a new version ! I suspect the old pod will stay until at least 1.5. The dev version (github version) has a quick fix that I'll roll out and mark as 1.4 compatible. I'm a bit slow at the moment due to lack of time. But in the long run, it makes sense to either provide my own pod in that size bracket, or adapt to the new stock. Link to comment Share on other sites More sharing options...
b0ss Posted April 7, 2018 Share Posted April 7, 2018 i was told not to worry about take two... if there is a god i hope he prevents them from doing even worse things Link to comment Share on other sites More sharing options...
CatastrophicFailure Posted April 7, 2018 Share Posted April 7, 2018 Hi, question here... I've got a little issue with the 2-3 LFO service module (using a 1.2.2 version , but I don't see any difference in the .cfg with the latest), the antenna pops out as soon as the part is picked in the VAB or loaded into the flight scene. Now, I'm also using Kerbalism, which messes with some things, but the workaround I used for the ModuleDeployableAntenna node with SXT doesn't seem to be working here. I think maybe Kerbalism uses its own animation module or something. Here's the MM file I'm trying to use.: @PART[mk2to3ServM] { MODULE { name = Antenna type = low_gain cost = 0.3 dist = 7e8 rate = 0.156 } MODULE { name = ModuleAnimationGroup deployAnimationName = antenna moduleType = Antenna } !MODULE[ModuleDeployableAntenna] {} MODULE:NEEDS[FeatureReliability] { name = Reliability type = Antenna title = Antenna redundancy = Communication repair = true mtbf = 12596000 // 8y extra_cost = 2.0 extra_mass = 1.0 } !MODULE[ModuleDataTransmitter] {} @description = This is a test. } Anything jump out here? I don't even care about making the thing work, really I just don't want it to pop out right away. Link to comment Share on other sites More sharing options...
Daniel Prates Posted April 22, 2018 Share Posted April 22, 2018 I never noticed this on spacedock's mod description: "Size 15 to Size 16from 18.75m to 20m" So we will eventually get the flying pyramids of kegipt? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 22, 2018 Author Share Posted April 22, 2018 3 hours ago, Daniel Prates said: I never noticed this on spacedock's mod description: "Size 15 to Size 16from 18.75m to 20m" So we will eventually get the flying pyramids of kegipt? The original motivator was to have a giant pod type thing to put on top of my second stage nexus. So yes. But the eventually is still a long way off Link to comment Share on other sites More sharing options...
Jivaii Posted June 16, 2018 Share Posted June 16, 2018 Is this working in 1.4.3? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted June 16, 2018 Author Share Posted June 16, 2018 1 hour ago, Jivaii said: Is this working in 1.4.3? As far as I know, there shouldn't be any issues. Link to comment Share on other sites More sharing options...
Jivaii Posted June 17, 2018 Share Posted June 17, 2018 It's not in CKAN is the reason I ask =) If it's working, awesome! Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted June 17, 2018 Author Share Posted June 17, 2018 3 hours ago, Jivaii said: It's not in CKAN is the reason I ask =) If it's working, awesome! Ah, I went through and marked all my mods 1.4 kompatible when 1.4.2 came out. Just need to revisit now that 1.4.3 is here. Somehow I missed that. Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted June 22, 2018 Share Posted June 22, 2018 1.4.3 might have messed up with your RCS equipped pods. I still haven't tried your mod on 1.4.x though. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted June 22, 2018 Author Share Posted June 22, 2018 4 hours ago, Quoniam Kerman said: 1.4.3 might have messed up with your RCS equipped pods. I still haven't tried your mod on 1.4.x though. RCS only got messed up in 1.4 if it was using the older module. I'm fairly sure I only used the newer moduleRCSFX for the pods. Link to comment Share on other sites More sharing options...
Quoniam Kerman Posted June 22, 2018 Share Posted June 22, 2018 Alright. Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted June 24, 2018 Author Share Posted June 24, 2018 On 4/8/2018 at 5:23 AM, CatastrophicFailure said: Hi, question here... I've got a little issue with the 2-3 LFO service module (using a 1.2.2 version , but I don't see any difference in the .cfg with the latest), the antenna pops out as soon as the part is picked in the VAB or loaded into the flight scene. Now, I'm also using Kerbalism, which messes with some things, but the workaround I used for the ModuleDeployableAntenna node with SXT doesn't seem to be working here. I think maybe Kerbalism uses its own animation module or something. Here's the MM file I'm trying to use.: @PART[mk2to3ServM] { MODULE { name = Antenna type = low_gain cost = 0.3 dist = 7e8 rate = 0.156 } MODULE { name = ModuleAnimationGroup deployAnimationName = antenna moduleType = Antenna } !MODULE[ModuleDeployableAntenna] {} MODULE:NEEDS[FeatureReliability] { name = Reliability type = Antenna title = Antenna redundancy = Communication repair = true mtbf = 12596000 // 8y extra_cost = 2.0 extra_mass = 1.0 } !MODULE[ModuleDataTransmitter] {} @description = This is a test. } Anything jump out here? I don't even care about making the thing work, really I just don't want it to pop out right away. Somehow I missed this when it was posted. I suspect the issue is your animation name. That's baked into the mu file and needs to match, so change to animationName = Extend And it might work Link to comment Share on other sites More sharing options...
Murdabenne Posted November 7, 2018 Share Posted November 7, 2018 This shows as OK for 1.5.1 in CKAN - is that correct? Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 7, 2018 Author Share Posted November 7, 2018 1 hour ago, Murdabenne said: This shows as OK for 1.5.1 in CKAN - is that correct? Yes. There were no changes required. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Share Posted November 7, 2018 19 minutes ago, TiktaalikDreaming said: Yes. There were no changes required. In that case, could you update the title of the thread, and, if possible, the .version file to reflect this? Thx Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted November 7, 2018 Author Share Posted November 7, 2018 1 minute ago, linuxgurugamer said: In that case, could you update the title of the thread, and, if possible, the .version file to reflect this? Thx I always forget the forum thread title. Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 7, 2018 Share Posted November 7, 2018 3 minutes ago, TiktaalikDreaming said: I always forget the forum thread title. Just a suggestion, if the mod supports multiple (ie: parts mods which work unchanged), you could do [1.4.*, 1.5.*] ....... I do this for my mods when it works Link to comment Share on other sites More sharing options...
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