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Starbuckminsterfullerton

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Everything posted by Starbuckminsterfullerton

  1. Guys he did the thing I suggested! I'm helping! Guys look at me I'm helping! In all seriousness the bell extension looks great. I don't know if you've decided how to animate it already, but @Nertea made a 'Deployable Engines' plugin for just that purpose, worth looking into.
  2. You and me both, I've wanted to make my own engines forever but I'm stalling because whatever I come up with might not jive with the new stockalike. He could certainly do worse than to follow your lead though! If you're looking for color, that beige line is enough for me but I've seen images of the RL10 with one of the bell bands painted blue, might go well with some of the other parts. Edit: like this: http://regmedia.co.uk/2011/11/26/rl_10a_large.jpg
  3. Read my mind. The other way would be to make the outer ring thick enough that wings could be integrated via part clipping, but if you're up for a set of different models square housings is definitely the better way to make wing integration possible.
  4. Really interested to see how you end up configuring these! I've been messing around with a config for an air assisted turborocket, so I've looked at every existing atmospheric but non-oxygen engine I could find. Would you set the electric mode to use CRP IntakeAtm instead of IntakeAir? This way they will function as designed in oxygenless atmospheres. They will of course need the corresponding intake module. Also, I believe it is now possible to vary the thrust curve of an engine based on atmospheric pressure rather than the isp like KSP used to do, so you might be able to give the engines decreasing thrust as the air around them thins. I used the nuclear turbine in @Porkjet's Atomic Age mod as a reference for how a closed-cycle atmospheric thruster would behave. The thing I haven't been able to figure out is how to require intake parts and IntakeAtm as a resource without having the engines flameout at high altitude, since they should still produce a little thrust even in vacuum. Since your intakes are (presumably) built into the parts, you won't have this problem though. As for thrust values, I'd say give them a very large number and then just build a reasonable looking vessel. Turn down the thrust limiter until you have a just enough to fly and there's your value!
  5. It almost looks like you could have left the window where it was on the old model! Can you read the instruments from the window camera?
  6. I'm so glad you're doing these quality of life type things, I think it will allow this mod to become really widely adopted because creating support won't be a pain. Curious since I brought it up before you'd looked into it, are there any other aspects of the science module you can hook into? For example, can an experiment tell you when it can be run, or whether it's been done before?
  7. Just saw the NFT update and thought, "no way he did CryoEngines too, the man is only human" but lo and behold it is done. Real reason I'm posting is just in case you didn't know SpaceDock has duplicate CryoEngine posts: one for 1.1 and one for 1.1.2.
  8. We already have Hermes, so how about Helios? Keeps the Greek theme going, keeps the sun theme going. It's perfect! New OP looks fantastic BTW. Edit: 3.125m? Funky. Still a multiple of .625 though, so I guess it fits... Super Edit: Looks like I'm not the first one to the Helios punch. So uh, seconded? @VenomousRequiem I like Leto too.
  9. Nah, I just remembered Cobalt saying that he was doing the entire Saturn family, Nova included, so I wondered if that would be the next step. It's been awhile since I creeped on the roadmap, but I know there wasn't really anything past Saturn planned, Delta was more of a 'if you're looking for somewhere else to go' type thought, I'm not really sure it makes sense to do. Individual engine request stands though. Before too long you'll have to remove that 1B... Hah. Does that mean you're finally retiring the Karrot?
  10. Super excited to see Saturn parts! What even would be next? Nova, I guess, and maybe more modern rockets like delta? Since you're doing unbuilt proposals, I've always wanted to see a direct-descent apollo, but enough about what else there is because we have SATURN!!! Can I make a request? The Saturn family has a lot of clustered engines in it's various forms, would you make individual versions of them? I know there's not always a prototypical need, but it's not much extra modeling effort and would provide a lot of flexibility.
  11. I did the exact same thing minus creating my own replacement since I don't know how EVE works anymore, so thank you for doing this! I totally agree on the fuzzy atmo, and I'm glad that you are trying to achieve it despite the technical limitations. I haven't been able to run 1.1.2 recently so things might be different than I'm seeing, but in posted images of 0.2.0 Tekto looks very blue in this version. I saw your video of the auroras and it looks much greener there, is that what you're planning or does it just look different in the screenshots? Honestly not sure which one looks better, just curious. Speaking of auroras, I made some for Tekto when I made lightning .cfgs for Eleusis, but was reminded that Tekto is an analog to Titan, which doesn't have an aurora.
  12. Real LK has two nozzles in each direction, I know you don't want to do the roll thrusters and I don't think we need them, but to me the square thruster blocks are just calling out to have double nozzles in the directions we do have. Leave it to me to suggest model changes after the textures are done...
  13. Grey looks fine, door stands out better. I liked the yellow stripe, but yellow didn't really fit with any other parts. What color is the redone LK fuel tank going to be? You could use that instead of yellow if you still want some color. I know you're done with the modeling stage, but I think even more handholds would be great. Maybe a couple rails from the door to the pod base? LK is bound to have some weird colliders, and it's good to avoid obstructing the hatch with separate ladder parts, so the fewer we have to add in the VAB the better. Even a magic ladder collider on it's own would do the trick. Scale looks great, I'm impressed you still fit two in there! The window is more centered in it's dish this time, was that because you've had to move the IVA around?
  14. Glad to hear that! Option to hide indicator sounds like the perfect solution, as long as you have that it doesn't matter how many things have lights on them. UI wise an interval length and pulse length slider under the RGB would cover everything. 0 interval length creates a steady light.
  15. Thanks for the update! What did 1.1 do to gimbals? I wasn't aware of anything... I didn't know you could specify gimbal axes, that's cool. Can you allow all axes but set different ranges for each?
  16. Agreed on no tank/engine lights. Would it be possible to have a place-anywhere light and set what information to display via tweakable instead of what it is attached to? If possible, this would help avoid Christmas-tree syndrome because instead of having lights on every reaction wheel, engine, etc. you could have one for the whole ship, since many parts like reaction wheels are usually in the same state shipwide. Could also provide information on parts with disallowed surface attach, and tell us about the state of the vessel as a whole. Can you hook into science parts at all? Except for power and science, I generally know what's going on in a ship without indicators. You've solved batteries, but I can think of a ton of scenarios where I could use a quick reference for the state of an experiment / antenna.
  17. Definitely. Unfortunately I can't get even stock 1.1 to run for more than a minute or two without crashing, so I'm waiting for the hotfix before I can test stuff out and declare it officially ok. Unofficially, word is that 1.1 hasn't done anything to the modules I'm using here, so you'll probably be ok running the 1.0.5 version in the meantime.
  18. The thing about Gemini is everything behind the 'nose' fits into that cone shaped profile, from the pod to the sm, even big G, so changing the shape like that is pretty jarring. I'd just lose the windows and hatch, Unlike Soyuz, Gemini has pretty prominent windows so I'm sure their conspicuous absence will get the 'no crew' message across.
  19. I think you pretty much covered it, all the functionality for a navigation light is already there (although blinking would be cool I hadn't even thought of that), just need a form factor that fits on the end of a wing. If you're aiming to make a part specifically for use as a nav light, you could model it so that the emissive is only visible from the correct angle, but that might cross the line from 'bonus functionality' to 'new feature'. Thanks for taking the trouble to provide technical details, I might write some patches.
  20. I always liked that mod, but never used it because there was only one battery with a light, so what you've done here is great. Like you say, there are a lot of potential applications for emissive-only lights. Performance friendly nav lights might be well received. You say you have plans for more stock parts, and you mention helping other modders hook in to this, but have you thought about building in some third party compatibility? RLA and NFE in particular add a lot of stockalike electrical parts that fit in perfectly with what you already have, could an MM patch add existing indicator assets to other mod parts?
  21. What you had there looked pretty good already, don't think unique assets are worth it. I second the 'all three's' because it seems like a waste to mock up all three and then just toss two. This may have already been answered, but what do supply craft do gameplay wise? Would we need life support or EPL to make use of them? Most part-only mods keep working between versions, but they're often unbalanced because of changes to heat, aerodynamics, what have you. Since you've been playing it, did 1.1 do anything to merit changing part values?
  22. I like the Agena, both from a visual standpoint and because using a cheaper but less capable rocket makes sense for a supply craft. Titan and Gemini both have the necessary RCS though, does Agena? Of course, I'd have all three if I could just for the variety. Those are some great screenshots.
  23. Hmm. I've been busy, so I've missed some stuff. I suppose you could create a separate resources folder with all the textures and change the .cfg references, or split up the pack based on necessary textures but that could get complicated.
  24. Don't. You've already broken up all the parts by vehicle family, it's so easy to just remove any you don't want. You could break it up into Propulsion/Crew/Science if you really want, but honestly separate downloads get annoying.
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