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(0.23) Wayland Corp. Development and released download Thread (new parts)


Devo

What classic ship would you like to fly next? these are in production...  

48 members have voted

  1. 1. What classic ship would you like to fly next? these are in production...

    • Biodomes from "Silent Running" w/animated doors and delivery system
      40
    • ALIENS Marine Dropship (fully animated]
      56
    • ALIENS APC Transport
      19
    • ALIENS: The Sulaco
      27
    • Star Wars - YT-1300 Milennium Falcon, Low poly, fully animated (landing ramp, cargo bay etc)
      23
    • Star Wars - Boba Fett SLAVE1 (fully animated)
      18
    • Star Wars - Rebel B-Wing fighter.
      5
    • Star Wars - Original X-Wing.
      36


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On another topic, does anyone else think it would be a good idea to make a version of the PX Shuttle Engines that has that RAPIER style air breathing function?

I think it would make for an AWESOME addition to the PX's capabilities, especially in regards to a Kerbin-Laythe cargo transport! Air breathing engines up to high altitude would greatly increase the loiter time of the PX Shuttle. You could enter the atmosphere of Laythe or Kerbin damn near anywhere and just fly wherever you need to!

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On another topic, does anyone else think it would be a good idea to make a version of the PX Shuttle Engines that has that RAPIER style air breathing function?

I think it would make for an AWESOME addition to the PX's capabilities, especially in regards to a Kerbin-Laythe cargo transport! Air breathing engines up to high altitude would greatly increase the loiter time of the PX Shuttle. You could enter the atmosphere of Laythe or Kerbin damn near anywhere and just fly wherever you need to!

That sounds like a good idea, actually. Last time I tried the Pegasus, it was the PX-2, and its engines were insanely overpowered (at least compared to stock). It could be funny to have a PX that was rebalanced to be able to go into orbit around Kerbin, doing a rendezvous with a station at up to 1000 km altitude, and landing again. Then it would be possible to use it in a balanced way without houseruling.

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On another topic, does anyone else think it would be a good idea to make a version of the PX Shuttle Engines that has that RAPIER style air breathing function?

I think it would make for an AWESOME addition to the PX's capabilities, especially in regards to a Kerbin-Laythe cargo transport! Air breathing engines up to high altitude would greatly increase the loiter time of the PX Shuttle. You could enter the atmosphere of Laythe or Kerbin damn near anywhere and just fly wherever you need to!

Give me an hour....

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Or is there a way to edit a save to give myself "Infinite Science" so I can see that in the game itself?

Edit your persistance.sfs and look for this part:

SCENARIO
{
name = ResearchAndDevelopment
scene = 5, 6, 7, 8, 9
sci = 3032
Tech
{
id = start
state = Available
part = 0625.Heatshield
.....

...in the line "sci = 3032" change the number to whatever you want. If i rember correctly this is your total science points.

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Oh this is an awesome suggestion.

Well the testing has been hit and miss s far. I converted the rear main engines to Rapiers, but I'm having a tough time finding the balance of thrust to not rip the ship apart, but still have enough thrust to take off. I am not using the VTOl engines at the moment , just trying to get the rear engines enough to produce thrust to take off kerbin.

If anyone feels like a try, here is the converted rear engine

http://www./download/s09202bj0exvh3z/px2rapier.zip

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Well the testing has been hit and miss s far. I converted the rear main engines to Rapiers, but I'm having a tough time finding the balance of thrust to not rip the ship apart, but still have enough thrust to take off. I am not using the VTOl engines at the moment , just trying to get the rear engines enough to produce thrust to take off kerbin.

If anyone feels like a try, here is the converted rear engine

http://www./download/s09202bj0exvh3z/px2rapier.zip

Awesome. Need to test that.

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Does anyone here know where I can find a good picture of the entire tech tree map from the game interface? Would be even better if it was "exploded out" so I could see where all the stock parts fit in.

Or is there a way to edit a save to give myself "Infinite Science" so I can see that in the game itself?

Like this:

uFvNSwH.png

Or do you mean something like this:

http://wiki.kerbalspaceprogram.com/wiki/Technology_tree

If you go into the persistant file you can edit Science points to like 99999 or something like that, pretty much any number.

}
SCENARIO
{
name = ResearchAndDevelopment
scene = 5, 6, 7, 8, 9
sci = 1374.503<----This one
Tech
{

Either way glad that I could be of assistance.

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Okay. Working in .23 now. .22 just wasn't going to happen. .23 loads with the mods.

Run into a couple of strange problems.

One - the Craft files don't seem to work. Says it's using invalid parts.

Okay, so I tried building a PX-2 myself. Parts are there.

That's when I ran into the second, more bizarre problem.

Other than the RCS tank, all the main-body fuel tanks in the parts list... This is hard to explain, so bear with me.

When you mouse over them, they just keep expanding in size into infinity and never allow you to click on them. Keep doing it and they fill the entire screen and you can't click on anything at all. Have to back out and get to outside of the SPH or force quit the game if it covers the exit button. Never seen any part do that.

So... what's up with that? Any idea?

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Okay. Working in .23 now. .22 just wasn't going to happen. .23 loads with the mods.

Run into a couple of strange problems.

One - the Craft files don't seem to work. Says it's using invalid parts.

Okay, so I tried building a PX-2 myself. Parts are there.

That's when I ran into the second, more bizarre problem.

Other than the RCS tank, all the main-body fuel tanks in the parts list... This is hard to explain, so bear with me.

When you mouse over them, they just keep expanding in size into infinity and never allow you to click on them. Keep doing it and they fill the entire screen and you can't click on anything at all. Have to back out and get to outside of the SPH or force quit the game if it covers the exit button. Never seen any part do that.

So... what's up with that? Any idea?

Sandbox or career? I have only tested this in sandbox mode

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Oh BTW - the Eagles and all my mods and pods (all the LLL stuff - Kethane - sensors, etc) seem to be perfectly fine in .23.

But some VERY weird **** is going on with MechJeb. KEEPVERT is acting like a POGO or an Orion pulse drive. Damn near shakes the ship to pieces.

But that's Mechjeb, not the Eagle. So I guess as soon as they work that stuff out, it'll be okay.

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Waitasec... I just now noticed the name of the engine... LOL! Thanks Devo. I'm honored. Can't wait to see it actually working right. :)

Im workin on it, I need to get all this right before the PX3, no point repeating problems with the new one :P

Oh and if your name is Pat, then thank you ;)

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Okay. Working in .23 now. .22 just wasn't going to happen. .23 loads with the mods.

Run into a couple of strange problems.

One - the Craft files don't seem to work. Says it's using invalid parts.

Okay, so I tried building a PX-2 myself. Parts are there.

That's when I ran into the second, more bizarre problem.

Other than the RCS tank, all the main-body fuel tanks in the parts list... This is hard to explain, so bear with me.

When you mouse over them, they just keep expanding in size into infinity and never allow you to click on them. Keep doing it and they fill the entire screen and you can't click on anything at all. Have to back out and get to outside of the SPH or force quit the game if it covers the exit button. Never seen any part do that.

So... what's up with that? Any idea?

Saw that someone made a fix for that weird zooming bug.

http://forum.kerbalspaceprogram.com/threads/63109-0-23-Modulefixer

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If you go into the persistant file you can edit Science points to like 99999 or something like that, pretty much any number.

}
SCENARIO
{
name = ResearchAndDevelopment
scene = 5, 6, 7, 8, 9
sci = 1374.503<----This one
Tech
{

Either way glad that I could be of assistance.

Thanks! I think that'll do it!

And Sirkut, thanks for the pointer to the patch. That'll really help as well!

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Yeah thanks Sirkut, at least I know why it's actually happening now, it's not hard to prevent.

I am going to actually play KSP for an hour.. man it's been so long since I actually started a mission... i need some inspiration for new parts

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Yeah thanks Sirkut, at least I know why it's actually happening now, it's not hard to prevent.

I am going to actually play KSP for an hour.. man it's been so long since I actually started a mission... i need some inspiration for new parts

I hear ya. It's the reason why I started working on the X-20 Dynasoar. Push me out of my comfort level and hopefully make me a better modeler. I wonder what you will come up with!

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Also,there is a vast array of parts missing.

what pack is missing what parts?? c'mon man, help me help you.

If you are talking about the zip files I uploaded here, they have experimental parts, for packs that I have uploaded to the spaceport. If you are missing a 'vast array of parts' All I can assume is you have not downloaded the pack, but instead a small snippet from here and are becoming confused as to whats in your zip file and the screenshots i'm posting.

If I am incorrect please tell me, or even if i'm correct tell me, but please give me more than "Also there is a vast array of parts missing" because that doesn't tell me bugger all sorry mate.

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