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Bonus Eventus

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Everything posted by Bonus Eventus

  1. This is as far as I got last night. Kept things really simple. Just trying to define the space and major forms. The plan is to seat 4 kerbals on either side of the crew module by the windows. I'll see how far I get over the weekend
  2. Finished the exterior last night, after a quick retexturing of the airlocks. The windows will light up in game. Tonight I'll work on the internals if I get the chance. So, as for these suggestions (and for anyone who might give part suggestions in the future), I always appreciate feedback, but I have to balance those suggestions against the other 2000 or so users of this mod. To that end there's a few basic things I'm looking for: A good argument for why the part should be added (ex, it would allow designs that make for better gameplay experiences). There isn't another mod that has made it (and made it awesome!) The idea behind the part adds to the enjoyment of the other users of this mod as a whole, rather than the needs of a specific individual. It's in keeping with the spirit of the mod in general (aesthetically and gameplay-wise). Inflatable centrifuge - I think MKS already has this. I know some of the other TAC and Life Support mods do. (See point #2 above) Xenon-powered 3m magnetoplasmadynamic engine - Wouldn't this be redundant, since we have xenon powered plasma engines which are 3.75m? Gigantic cupola cockpit - I'm not sure about this one. A cupola that size would might be too futuristic for Kerbodyne Plus. KP has kind of a near future feel similar to the film Interstellar or harder sci-fi. I try to avoid super advanced tech. I feel that's the niche this mod fills, since B9's large parts are mega futuristic and KW Rocketry is mega realistic. So, that said, I'm not opposed to the idea it would just have to be modified. The major flaw as I see it, has to do with glass, radiation, and temperature differentials. Unless we decided to chalk the design up to unobtanium, how would we justify a huge glass canopy? This is why there are so few, and in general, tiny windows on the ISS. Lastly, as for the internals, I'm thinking more like Dragon v2 capsule or ISS, less space hotel. Thanks for the suggestions AJ, I really do appreciate it! If you have counters to the points I've made, please let me know
  3. WIP of the new crew module. I'm thinking 8 kerbals. After the exterior, I begin internals. Wish me luck!
  4. New NRAX Converter rendered in Modo. Might make a few more tweaks to the model, but it's pretty close to finished. This part is huge. It stands 17.5M high and has 3.75M compatible attachments.
  5. Right now that's the plan. I've put off any updates till the new 1.1 part tools are released. I have a bunch of part configs to do, so until then there's not much point.
  6. Glad I could help right now I'm using SketchUp for sketching quick designs and Modo 801 for finish work/uvs. I just got Substance Designer, so I'll be using that for baking normals. Thanks for the kind words and suggestions. I'll give it some thought. I've already started sketching out some concepts for some big nuclear engines. I'll share those drawings a little later. As for the beta, I might have it up tonight or tomorrow so, stay tuned
  7. Update: So, the beta is coming. I just moved into a new place, so my time to work on the mod was reduced quite significantly. Thanks for your patience, will be working in KP this weekend
  8. Thanks @plague006, I realized the issues you raised were present before I released the mod on kerbalstuff, that's the main reason that I added the alpha to the title. I plan on rolling out an update soon, which will fix those issues and put the mod into beta. To anyone interested, I'm currently exporting all the textures to dds, committing to part naming conventions + descriptions (so saves won't break in future updates), updating the folder structure and cfgs (ie, from mesh to model module), and fixing a few bugs on the unity side such as lights not turning on during animations. That's what to expect in Kerbodyne Plus Beta. The crew cabin parts as well as some other features I'm experimenting with won't be in the beta update. I'm holding off until the update to unity 5 rolls out. I'm a little hesitant to do the work required when everything may change with the new version of part tools.
  9. I'm thinking that instead of a command pod, I should make a crew capsule or science lab. Here's the second concept with that in mind.
  10. Haha, glad to hear it! Finished with 6 more structural parts. 1.25m, 2.5m, and 3.75m version tall structural beams and omni-connectors. Still working on the radiators, however now that 1.04 is out, that seems like a little unnecessaryâ€â€seeing as we now have large folding radiators :/ Toying around with a station-style inline command pod. This is a very early concept. Let me know if you have any part suggestions, anything I missed? Also do you think a command pod is a good/bad idea?
  11. Redesign of the plasma engine. The new thrust for the cluster will be 80kn total, 20kn per engine. The design is inspired by the VASIMR engine. I felt that configuring the existing design into a 4 unit cluster would justify the added thrust and efficiency. UPDATE: Just finished importing the new part. Seems to be working rather flawlessly. Might need to adjust the EC rate...
  12. Hahaha, oops! Should not be negative half a mil Adding that to the todo list! As to the xenon, i think I may add a second ModuleResourceConverter for the xenon, that way you can choose whether or not you want to convert that resource. As for heatProduction, it actually does. I'm still trying to find the right heat emissive rate so it doesn't auto blow up! I'm also considering designing some huge radial mounted radiators that fold out from the sides to help with that Thank you for the feedback, it was very helpful! I'm experimenting with adding extra thrust to the plasma thrusters. One thought I had, was to increase their efficiency as you cluster the thrusters together, but that would require making the parts aware of each other at some level. To that end, I could add a unique resource that they share which is hidden from the player and carries a constant value but is not consumed, but is directly tied to isp. Thoughts? And again, thanks for the feedback Tyren, it's very much appreciated! PS: Tyren, would you mind posting some pics of your craft? I'd like to see how people are designing with the parts
  13. Glad it worked out! As you can see, I threw the download together rather loosely. I plan on renaming the mod folder on actual release. However, now I see I'll need to add a note about path dependency in the read me and release notes! Thanks Neutrinovore
  14. Yeah, most of those other parts are in either structural or utility. PM me if they're still missing
  15. Thanks you for the kind words and thoughtful feedback. You make a good point about the TWR. If we were to simply scale up the stock dawn engine by a factor of ten, the weight would then be 2.5 t. However, the diameter would be 6.25 m. I essentially cut the size by half of that, then doubled the weight (well more than doubled) to justify the smaller form factor. The problem with a part like this is that one would normally need about 50 dawn engines to propel a craft as big as the Kerbodyne Plus Test Platform, but the endurance engines cut the part count down by a factor of ten. Not to mention the amount of energy generating parts you would need to supply those engines that the NRAX combines into one. Basically, I'm just trying to keep the gameplay balanced. I'd, love to hear anyone's suggestions that address those concerns! Again thanks for the feedback
  16. @Tyren: Yeah that's probably what I'll do. I'm working on a couple of new structural parts as well as a very large animated docking port. I think I'll finish those first. @_Augustus_: Glad you think so!
  17. Shoot, just realized this is a stock thread for wips. Sorry about that last post
  18. This is the development thread for Kerbodyne Plus. Grab the latest Dev build here. About Summary Kerbodyne Plus is a parts pack for Kerbal Space Program. It gives players the parts required for building very large interplanetary ships and stations, making for a more enriching end-game experience. Pics Project Goals Provide optimized parts for large construction Improve end-game play Provide beautifully designed parts Keep designs grounded in reality (or at worst near-future) Remain mod agnostic (Kerbodyne Plus does not support or hinder other mods)
  19. I've been working on an endgame content mod for fun. This is the test platform I made for play testing the parts. It's basically a massive over 1200t mothership without the booster stage. You're also looking at it upside down :/
  20. Photoshop CS 2014 and a wacom digital tablet. I also use Modo for doing ambient occlusion and diffuse geometry bakes. Actually, I'm planning to releasing a video tutorial all about my texture making process soon-ish.
  21. Just found this DDS export plugin for photoshop on Macs. This has been a bit of a problem for us Mac users since the Nvidia plugin is windows only. This nice fellow here decided to make an open source version
  22. @kepicness wow nice man! I really like that flying wing ion probe. After today's release of .24 I took advantage of the new Vernor Engines made a probe for exploring landing sites for a base I'm building on Duna. You can put the probe into docking mode and it hovers ridiculously well. Probe about to land on the VAB I placed the engines in groups of 3, along the bottom, sides, and top. Exploded view This is my first post on the KSP forums, so I'd like to say, hello everyone, nice to be here! I've been playing KSP off and on since early 2013. I hope to start sharing more of my builds and process with the community.
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