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Socke

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Everything posted by Socke

  1. I tried myself on a Cupcake inspired Dropship SSTO The fuel lines still need some rerouting. I was able to reach orbit, but not with much fuel left. No Idea how Cupcake gets that huge range out of his dropships.
  2. Hey guys, sorry for not updating this for so long :S I'm coming back with bad news, I list my unity project folder because I kinda destroyed my C:/ drive. This hopefully teaches me to backup my data... So yeah, I'll have to redo most of the stuff I've shown you. The models for the fueltanks I can pull from the first version from Kerbalstuff, but everything else has to be remade :S Really, really sorry for that. At least I have a plan on how to set up the interior of the capsule now, the first interior was more of a trial and error. Definitely. Not just the textures I'm not really a fan of pre build SMs but If people want one I might include it. I was thinking about the Dragon sized pod, will probably come sometime. The opening nosecone will be a nice and easy start for animations No SpaceX pack though. ~Socke
  3. Exterior is finished. I'm quite happy with the heatshield.
  4. The way the seats are setup right now it probably doesn't work. The heads of the kerbals in the seats are almost hitting the 'ceiling' already. If I'd put two seats underneath the heads would definitely clip. The seats I'm modeling will also make problems, since they are quite a bit taller. I also really don't want to put 4 Kerbals in there. It would be too cramped imo. In other news I hope to release the (2 man)capsule and texture reworks this week. Edit: WIP Seat
  5. Yup. But theres plenty of space, so I'll make a 3-seater IVA too. Those HGR seats will be replaced btw, I want my mod to stay dependancy free. I'll add an RPM config though.
  6. The caps are exactly 1.875m in diameter, the main body of the tanks is 1.8375m so the ratio is 0.98. I don't want to have the caps too wide, so rockets remain smooth if you stack fueltanks.
  7. I am not. I am just stating, that ksp is heavily inspired by american rocketry and that this space center clashes way too much with that.
  8. Have you even read my post? By the time any space program would have advanced to mercury level tech they sure as hell wouldn't use a barn to launch anymore.
  9. The way I see it there are two big problems with the low tier space center the way it looks in these pictures, which should be adressed individually. The first one are the really really bad textures and models. I really don't wanna write much about this, since plenty of people who have more knowledge about these topics have already done this. It's just really low quality work. When Bac9 remade the spacecenter he made a huge blogpost in Which he explained very detailed how he has done it and what was bad about the old spacecenter and all of that was ignored here (and with the admin building)...why? Does Squad just not care? Anyway, I said I don't want to write too much about that problem, since It's the obvious one. Problem two is the style of buildings. Now, many people are apparently liking it, and theres nothing wrong with that, after all it is partly a matter of taste. But it's also a matter of realism and consistency. Many people have said and shown examples of early rocket lanch facilities in the real world which didn't look too different. But the rocket parts vanilla KSP offers start around the time of the mercury program, where rockets weren't launched next to sheds and barns anymore. It just doesn't make sense to launch a 50s-60s tech rocket from a barn, and the VAB and several rocket parts are very clear indicators that KSP is heavily inspired by the american space program. Obviously I wouldn't have a problem with a space center like this (with better textures and models) if we would have the fitting rocket parts (no, not made from wood and cardboard), but that's sadly not the case and probably never will. KSP the way it is now and the way it will be in the future if something like this low tier space center will be implemented has a huge problem with consistency. Some more examples for that would be that the SPP parts are way higher quality than the Mk 1 spaceplane parts and because of that dont mix well. Just like most 1.25m parts don't blend well with 2.5m parts, or 2.5m with 3.75. There are immense differences in both style and quality throughout all assets in KSP. Socke
  10. Soonâ„¢ Still need to work on the IVA model, make a seat prop, put more props in and obviously textures. I'm also reworking the textures of the fueltanks to fit better with Ven's parts.
  11. Eh, after they didn't fix the admin building although Bac9 showed them their mistakes something like this was almost expected for the upgradeable buildings. Those textures are even worse than my expectations though. The blogpost you linked even shows what was wrong with the old space center and I'm seeing the same mistakes here. I just hope those buildings are somehow moddable.
  12. I actually realized that the shape is pretty similar to the Dragon while sending this into orbit. But this is going to be a 2/3 man pod as written here: I took today to learn about how to get IVAs in the game, mostly to see how small the pod actually is in relation to Kerbals: It has more room than I thought. But that's good, since I plan to make a 3 man IVA too.
  13. Pretty much this. In edit mode choose the edges you want to be sharp then press strg+e and select mark sharp. Them apply the edge split modifier and set it to sharp edges, not angle. Don't forget to make the rest of the mesh smooth shaded. You could also just apply the edge split modifier based on angle, but doing it manually gives you more control over which edges are sharp. With the model you have there it would probably work fine though.
  14. Oh definitely. Nose cones aren't hard to make so I'll put them in the next version. Sadly no new pics since I haven't really gotten to work on it over the weekend. But I've finished drawing out the pod and the other parts at least. I still need some text for the descriptions of the parts... Edit: Finished the exterior mesh of the pod:
  15. Those new engines are gorgeous. I really like that the Poodle and the Skipper fit on smaller diameter parts too, the only problem with that is the fairing. Would it be possible for you add a switch to them to disable the fairings?
  16. The IVA looks nice. I can't believe two Kerbals actually fit into that pod. Love those huge windows (at least the perspective on your pic makes them look huge). Those three grey screens are gonne be RPMs I assume, right? About the exterior, is the pod and the nosecone one part or are they seperate? Oh yeah, are you not using normalmaps for these parts? I think they could look much better with them, especially the service module.
  17. So I've been back at the drawing board. The next three parts are gonna be a 1.875m to 1.25m two or three man pod (I'm thinking about making two variants with the same exterior but different interior), a fitting 1.25m to 0.625m parachute and SAS combo (so you can use standard and junior docking ports with the capsule) and a 0.625m launch escape system. I'm planning to do station parts later on. The parts I have planned right now are gonna take a while since I have no experience with IVAs or parachutes and I probably need to learn some more 3D modeling to be able to get all the features I want on the capsule.
  18. Added a downloadlink in the first post. For now the pack contains all parts visible here: I finally got flagDecal to work. Keep in mind that at this point it doesn't make much sense to use these parts without HGR.
  19. Heres the next two tanks finished. Well you won't find those here
  20. I didn't really change much from those models. Mostly just the color of the stripes and the top and bottom, which you can't see in that picture anyway. The blue stripes looked too colorful with the orange parts imo.
  21. This thread is for all my WIP stuff, for now all I'm making are parts. Right now I'm working on some 1.875m parts, since I'm a huge fan of Orionkermin HGR, but some of his older parts aren't quite my taste. I also want to add some 1.875m sized parts and do it all in a style more similar to Ven's stock revamp. Anyway, heres what I've got so far. The tanks have the same capacities as the ones in the HGR pack. I've also added some adapter tanks for now. Download: Plans for next update: -SAS module -2 nosecones -flat adapters -2 kerbal pod -heatshield After that I will concentrate on reworking the capsule I was already showing in this thread as well as engines. If you have tips on how to improve my work or ideas for more parts that could be needed be sure to write it in the thread, keep in mind I'm only a beginner. License CC-BY-SA
  22. A cockpit for B9's S2 fuselage. It was supposed to be more shuttle-like and offer better visibility. Download Do whatever you want with it.
  23. I started working on something like that quite a while back. Seeing this I might pick it up again. Though my main goal is to expand the assortment of 1.875m parts, not rework all of the HGR parts, just the ones that look too much like early 60s rocketry for my taste. Enough offtopic. I really love the new 2.5m tanks, especially the orange one. That thing was an eyesore before. The new Mk 1 cockpit is great too, though it's a bit sad, that it doesnt fit the IVA. Eagerly awaiting the 2.5m engines
  24. I rebuilt my standard 3 Kerbal to LKO orbiter since 0.25 broke it. Also using the stock revamp mod here. Now I'll just need to rebuild the Lifter.
  25. Same thing with stacked fuel tanks. Love these parts otherwise, will we see a revamped Mk 1 cockpit soon? I really can't stand the new stock version, not even the amount of sides is coherent with the other parts.
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