Cepheus Posted April 11, 2012 Share Posted April 11, 2012 Interesting... Trying it out now. Link to comment Share on other sites More sharing options...
OtherDalfite Posted April 11, 2012 Share Posted April 11, 2012 BACK IN MY DAY, WE DIDN\'T HAVE THEM FANCY DOCKING PORTS. Link to comment Share on other sites More sharing options...
Lunniy Korabl Posted April 11, 2012 Share Posted April 11, 2012 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... Link to comment Share on other sites More sharing options...
NovaSilisko Posted April 11, 2012 Author Share Posted April 11, 2012 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 Eventually, the old landing method will be superseded by a horizontal method that allows you to land the existing modules on their sides.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. Link to comment Share on other sites More sharing options...
Rico88 Posted April 11, 2012 Share Posted April 11, 2012 Trying the new parts out, but it\'s almost impossible to connect them to the node (wich doesn\'t have an icon in the VAB for some reason). Link to comment Share on other sites More sharing options...
Kryten Posted April 11, 2012 Share Posted April 11, 2012 I just noticed that the modules have their own \'BaceModule\' module type; what exactly does this do? Link to comment Share on other sites More sharing options...
your mom Posted April 11, 2012 Share Posted April 11, 2012 What did the plugins do? sorry if i missed it somewhere Link to comment Share on other sites More sharing options...
Kryten Posted April 11, 2012 Share Posted April 11, 2012 What did the plugins do? sorry if i missed it somewhereThere\'s the inflatable module, the mechjeb-style remote command module, and...something mysterious in the multipurpose module. Link to comment Share on other sites More sharing options...
TNTGODZZ Posted April 11, 2012 Share Posted April 11, 2012 so does that unmanned part work?I think i have done something wrong. Link to comment Share on other sites More sharing options...
Shadowsun Posted April 11, 2012 Share Posted April 11, 2012 I\'m really curious as to what the multipurpose module\'s plugin does. Link to comment Share on other sites More sharing options...
Emilio Posted April 11, 2012 Share Posted April 11, 2012 Also, there\'s no custom variables in it\'s CFG... Nova has surely a good reason for it being not a strut... But for the moment, i can\'t see what it does... Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 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.Edit: The largest file has RCS pods and tanks for orbital adjustments. Link to comment Share on other sites More sharing options...
Kryten Posted April 11, 2012 Share Posted April 11, 2012 There\'s a save file editor included in Kessler, it can be used to edit stuff from the pad into orbit. Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 ...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? Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 Hell. How do remove files from post? Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 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. Link to comment Share on other sites More sharing options...
Leicontis Posted April 11, 2012 Share Posted April 11, 2012 Please edit posts instead of triple-posting. Triple-posting makes Jeb cry, and nobody wants to see that. Link to comment Share on other sites More sharing options...
Kryten Posted April 11, 2012 Share Posted April 11, 2012 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. Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 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.Instantly Link to comment Share on other sites More sharing options...
MrMoog Posted April 11, 2012 Share Posted April 11, 2012 InstantlyFrom 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). Link to comment Share on other sites More sharing options...
Kreuzung Posted April 11, 2012 Share Posted April 11, 2012 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? Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 Oh yeah, I did. The mechjeb is located on the Laboratory section. Gonna ship up a power plant next, solar preferable.Additional Pics: http://imgur.com/a/YK4tJ Link to comment Share on other sites More sharing options...
Kreuzung Posted April 11, 2012 Share Posted April 11, 2012 Note: this pack needs it\'s own Zoxygene tanks Link to comment Share on other sites More sharing options...
EDF Posted April 11, 2012 Share Posted April 11, 2012 Yeah, and Regolith extractors too. Link to comment Share on other sites More sharing options...
NovaSilisko Posted April 11, 2012 Author Share Posted April 11, 2012 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. Link to comment Share on other sites More sharing options...
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