ZodiusInfuser Posted December 3, 2013 Share Posted December 3, 2013 That is awesome!!! It even creates a counterforce to the center part. I used to make centrifuges with two IR rotatrons, but it allways was a bit wobbly. Really cool that you're making a dedicated part for that.The counterforce effect was certainly unexpected the first time we tried it. You can see the SAS fighting it to make the correct part remain stationary. It also produces strange gyroscopic forces if you try to steer a craft whilst one is spinning! Link to comment Share on other sites More sharing options...
TheSuperintendnt Posted December 3, 2013 Share Posted December 3, 2013 (edited) That (the use of IR) was the original idea behind the large centrifuges that I have concepts for. You would have a hub that rotated and then you would build your own arms and modules, but would be along the lines of UbioZur's Welding plugin and would become one part once launched.Also I had been trying to figure out how to launch the long arm centrifuge I have, it could use orbital assembly (not sure how as the IR parts can be a little unreliable and the welding plugin won't work after launch), I modified the design to be a bit more feasible (still working on it though).... 8 Kerbals, you sure?After reading this, looking at the original config, and seeing it compared to the "Inflato", 8 is far to many, 4 does seem far more realistic.Ahaha this is great. I'm surprised it does this for you. it didn't really work when I tried.What you probably can't see is the two really small engines that the tank is fueling because those centrifuges have no grip. Edited December 3, 2013 by TheSuperintendnt spelling Link to comment Share on other sites More sharing options...
TimMartland Posted December 3, 2013 Share Posted December 3, 2013 FlyingJackal, you can add 1.25 meter batteries to each end of the HAB and then attach landing legs to them like this.Although the current updated landing legs can't support much weight and this is still touching the ground.I'm worried that multiple HABs touching the ground will cause collision mesh issues and wobbling.I may try resizing a few non-stock landing legs next to work with this mod.Edit: Escepadie Suspension Leg mod will work if rescaled (rescaleFactor = 0.6 )http://kerbalspaceprogram.com/escepadie-systems/What mod are thors weird tanks on the en of the trusses from? Link to comment Share on other sites More sharing options...
Porkjet Posted December 3, 2013 Author Share Posted December 3, 2013 In case you missed it, any chance of a larger inflatable hab but with end caps the same size?Per http://forum.kerbalspaceprogram.com/threads/57662-WIP-Inflatable-Hab-Module?p=814497&viewfull=1#post814497A larger one? Uhm.. probably not too soon. I'll first make a couple of smaller, and more base-oriented ones. Maybe something dome-shaped, that could be quite large.The counterforce effect was certainly unexpected the first time we tried it. You can see the SAS fighting it to make the correct part remain stationary. It also produces strange gyroscopic forces if you try to steer a craft whilst one is spinning!Sounds like the engine handles those things quite realistically then. That's nice!That (the use of IR) was the original idea behind the large centrifuges that I have concepts for. You would have a hub that rotated and then you would build your own arms and modules, but would be along the lines of UbioZur's Welding plugin and would become one part once launched.Also I had been trying to figure out how to launch the long arm centrifuge I have, it could use orbital assembly (not sure how as the IR parts can be a little unreliable and the welding plugin won't work after launch), I modified the design to be a bit more feasible (still working on it though).After reading this, looking at the original config, and seeing it compared to the "Inflato", 8 is far to many, 4 does seem far more realistic.What you probably can't see is the two really small engines that the tank is fueling because those centrifuges have no grip.Ah, that explains it then. It seems like the animation is not actually moving the ring, but 'changing it's shape', you can see in my video how the struts 'push' the kerbal aside rather than applying their torque to him, until he somehow gets stuck/glitched in the model and flung away.Oh and as for your deployable arm centrifuge, I had something quite similar in mind, with the arms extendable. It would still be quite big and heavy to launch, but that's good, we need some chellenge. Link to comment Share on other sites More sharing options...
Tommygun Posted December 4, 2013 Share Posted December 4, 2013 What mod are thors weird tanks on the en of the trusses from?It is Asmi's ECLSS Life Support Mod:http://forum.kerbalspaceprogram.com/threads/58127-0-22-asmi-s-ECLSS-Mod-%28current-version-1-0-12%29-Life-Support-Mod Link to comment Share on other sites More sharing options...
TheSuperintendnt Posted December 4, 2013 Share Posted December 4, 2013 Ah, that's interesting how the animations work, and such a large centrifuge would only be launched late game for big stations or "grand tour" class ships so yeah it makes sense. My only other thought on how such a large part could be launched is to launch a core part that "builds" the large part, this would be an animation that requires a resource to run, thus you have to ship "parts" up to the core to "build" the centrifuge, this could be applied to other large parts, such as your dome, a heat shield, etc. Link to comment Share on other sites More sharing options...
jfull Posted December 4, 2013 Share Posted December 4, 2013 Just got around to installing this. Even the unfinished IVA is fantastic. Its a wonderful home away from home for Kerbals.Just a hab I made with it:I should be putting it on Minmus in a few days Link to comment Share on other sites More sharing options...
Porkjet Posted December 4, 2013 Author Share Posted December 4, 2013 Good job! The guys on the other page were struggeling to make a stable base out of this big marshmallow, and you just demonstrated how simple it can be Link to comment Share on other sites More sharing options...
Sochin Posted December 4, 2013 Share Posted December 4, 2013 Good job! The guys on the other page were struggeling to make a stable base out of this big marshmallow, and you just demonstrated how simple it can be Why do I have this image of the Top Gear UK team saying the very same thing 'how simple could it be'. Link to comment Share on other sites More sharing options...
jfull Posted December 5, 2013 Share Posted December 5, 2013 The Minmus base is ahead of schedule.Crew arrives tomorrow Link to comment Share on other sites More sharing options...
bazz Posted December 5, 2013 Share Posted December 5, 2013 Okay some quick feedback.1) awesome, this looks and functions very realistic 2) slow down the rotation, its going 3 to 4 times faster than it should to be usable, NASA calculated to have a 1G hab it would have to be almost 800 feet in diameter to be safeEDIT: I see that you already know about the rotation so please ignore #2I agree with this I was hoping I could edit the rotation speed in the .cfg but it appears not.All these parts are looking great Link to comment Share on other sites More sharing options...
TimMartland Posted December 5, 2013 Share Posted December 5, 2013 Is this mod in the tech tree? Link to comment Share on other sites More sharing options...
satcharna Posted December 5, 2013 Share Posted December 5, 2013 Is this mod in the tech tree?Yes. You can find the parts in Aerospace Tech and Specialized Construction. Link to comment Share on other sites More sharing options...
smurphy34 Posted December 6, 2013 Share Posted December 6, 2013 Love your work, here are a couple of your parts in use on my base on the Mun. Link to comment Share on other sites More sharing options...
TheSuperintendnt Posted December 6, 2013 Share Posted December 6, 2013 Nice but what mods are you using? I see KSP Interstellar, that line tracking mod, and this mod but what else? Link to comment Share on other sites More sharing options...
smurphy34 Posted December 6, 2013 Share Posted December 6, 2013 (edited) Nice but what mods are you using? I see KSP Interstellar, that line tracking mod, and this mod but what else?I use quite a lot of mods, bit of a mod junkie I guess.Just for that pic there is,JP Hab ModuleKW RocketryKSP InterstellarPersistent TrailsKSPXMagic Smoke IndustriesAIES AerospaceFoundationsDockBrightASET LanderUniverse Replacerand a Green House part ZZZ released before work on KSP Interstellar.Here's my current GameData, Directory of C:\KSP22\GameData[.] [..][AIES_Aerospace] [ASET] [AtmosphericSoundEnhancement] [AviationLights] [b9_Aerospace] [boulderCo] [bucky] [DockBRIGHT] [DockingStrut] [EditorExtensions][Escepadie] [EVA Followers] [ExsurgentEngineering] [Firespitter] [Foundations] [Hakari] [HexCans] [HullCameraVDS] [JARFR_CRSS] [JARFR_HOSS] [JARFR_THSS] [Jonzco][JSI] [KAS] [Keramzit] [KerbalJointReinforceme [Kerbaltek] [KerbCam] [Kethane] [KineTechAnimation] [kommit_nucleonics] [KOSMOS] [KSPX] [KWRocketry] [MagicSmokeIndustries] [MechJeb2] [MultipleSavesDA] [NavyFish] [notes] [NovaPunch2] [ParachuteRadial_Drogue] [PersistentTrails] [PJ Hab Module] [RBR] [RCSBuildAid] [ResGen] [RLA_Stockalike] [sCANsat][sCANsatRPM] [sH_mods] [squad] [stretchyTanks] [surfaceLights] [ThunderAerospace] [TreeLoader] [TriggerTech] [TV PP] [ubioWeldingLtd] [universeReplacer] [VibraDyn][VNG] [WarpPlugin] [WheelSounds] [z_greenhouse] [z_thing] 67 Dir(s) Edited December 6, 2013 by smurphy34 Link to comment Share on other sites More sharing options...
Porkjet Posted December 6, 2013 Author Share Posted December 6, 2013 Nice to see this in action Link to comment Share on other sites More sharing options...
TheSuperintendnt Posted December 6, 2013 Share Posted December 6, 2013 I use quite a lot of mods, bit of a mod junkie I guess.LOL, I have about 20 installed right now:Kerbal EngineerEnhanced NavBallKASProcedural FairingsKerbal Alarm ClockKerbal Joint ReinforcementKethaneKWRocketryMagic Smoke IndustriesDust ExperimentRadial Experiment Storage ContainerNear Future PackPJ Hab ModuleRLA StockalikeSCANsatUbioWeldingLtdSuperTech - some parts with personally altered configsmk2 Cockpit InternalKSP Interstellar Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted December 7, 2013 Share Posted December 7, 2013 Thank you for the Orbital Orb, it is just what I needed for my small lander transport and refuel station. Link to comment Share on other sites More sharing options...
Snarfster Posted December 7, 2013 Share Posted December 7, 2013 The outside looks terrific! Any pictures of IVA? Link to comment Share on other sites More sharing options...
Starwaster Posted December 7, 2013 Share Posted December 7, 2013 The outside looks terrific! Any pictures of IVA?The inside of the inflato looks good. It's got some funny bits as is traditional for KSP. The walls are padded and some enterprising Kerbal has pulled some off the wall to assist with a special project. Link to comment Share on other sites More sharing options...
TimMartland Posted December 7, 2013 Share Posted December 7, 2013 Keep up the good work, can't wait till the next release! Plus as everyone seems to be doing it, I have these mods installed:RLA stockalikeInflatable HabKSPXRLA electricenginesMechJeb2TreeLoaderAs you can probably tell, I'm an avid stockalike player! Am waiting for Station Science aswell, some textures would be nice Link to comment Share on other sites More sharing options...
ZobrAA Posted December 8, 2013 Share Posted December 8, 2013 Any hope for Orbital Orb internals? Great mod by the way! Link to comment Share on other sites More sharing options...
Porkjet Posted December 8, 2013 Author Share Posted December 8, 2013 Hi Folks!I know you want me to work on the habs, but I made a VASIMR engine and argon tank instead.Uses the NearFuture plugin to get variable ISP/thrust settings, like the real thing.I recommend to use this with the whole Near Future propulsion mod or else you may have problems to generate the crazy amounts of electricity this thing consumes.It's based closely on the Ad Astra lunar tug concept. downloadApparently I'm supposed to include a license for addons, so:I licence this work under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.Gonna work on the IVA's now, since you all seem to want them badly. Link to comment Share on other sites More sharing options...
DasBananenbrot Posted December 8, 2013 Share Posted December 8, 2013 Hi Folks!I know you want me to work on the habs, but I made a VASIMR engine and argon tank instead.Uses the NearFuture plugin to get variable ISP/thrust settings, like the real thing.I recommend to use this with the whole Near Future propulsion mod or else you may have problems to generate the crazy amounts of electricity this thing consumes.It's based closely on the Ad Astra lunar tug concept. downloadApparently I'm supposed to include a license for addons, so:I licence this work under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.Gonna work on the IVA's now, since you all seem to want them badly.Come on work on the other things and don't pull a surpirse out of your sleeves all the time This looks awesome but I want Orbital Orb IVA (Btw just kidding you don'T have any obligation of course. You do it for free and therefore can decide what you make all by yoruself ) Link to comment Share on other sites More sharing options...
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