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[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]


NovaSilisko

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He\'s stated that he wants BACE to start out as space stations, and then moving on to different forms of permanent settlement. Involving munbases and whatnot.

I saw that, but that\'s no reason to discontinue existing parts. Ah well, I\'m sure I\'ve got them lying around somewhere...

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I saw that, but that\'s no reason to discontinue existing parts. Ah well, I\'m sure I\'ve got them lying around somewhere...

These don\'t overwrite the old ones. Eventually, the old landing method will be superseded by a horizontal method that allows you to land the existing modules on their sides. I\'m going to convince r4m0n to help me out with the engines for it to automatically shift thrust based on the CoG of the vessel.

Edit: Better description of it, written up as a forget-me-not in the code\'s comments

//Functions like a normal liquid rocket but throttles based on where it is relative to the vessel\'s center of mass.

//This is done behind the scenes, but also responds to throttle input.

//Much more user-friendly than having to meticulously place the engines in such a way that they balance correctly.

//Pressing the MECO button will also kill all thrust and permanantly disable the engine.

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What did the plugins do? sorry if i missed it somewhere

There\'s the inflatable module, the mechjeb-style remote command module, and...something mysterious in the multipurpose module.

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I made a decent space station, but sadly I can\'t get it into orbit. Does anyone know of a Instant Orbit compatible with 0.14.4?

Imma attach the station to this message, and It uses Bace 0.2 and prodobodobodyne 0.5.

eJVBM.png

Edit: The largest file has RCS pods and tanks for orbital adjustments.

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...from the pad...

Umm... Yeah...

You see, that \'s where the main problem lies I think. I believe that the solar array collapses under it\'s own weight.

Edit: Could It be possible to put something else Into orbit and then overwriting the ships .craft file?

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Can I suggest an invisible decoupler that we can place in between the docking ports? Doesn\'t need a collider or a model AFAIK, only two nodes extremely close.

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Umm... Yeah...

You see, that \'s where the main problem lies I think. I believe that the solar array collapses under it\'s own weight.

Edit: Could It be possible to put something else Into orbit and then overwriting the ships .craft file?

There\'s the orbital construction plugin (you could just edit all the parts into the inventory), but I think even that requires a few seconds on the pad. It depends how quickly it collapses, I guess.

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Instantly

From experience, this happens when the ship is colliding with the tower when loading, or if the ship is not structurally stable (i.e.: it collapses under its own weight).

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Well, I made a craft today that had 5 parts placed into each other but exploded directly on the pad. When I removed 4, the craft worked fine. So it must not be the tower...

Edit: Why does a craft made only with Probodobodyne parts not lag at all but other part packs or even vanilla craft lagg hardly even if they have the same amount of parts?

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using UnityEngine;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;

class BaceModule : Part
{
//Nothing here for now...
}

It\'s mostly for organization purposes, though eventually I\'d like to add the ability to transfer crew to it.

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