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K.Yeon

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Everything posted by K.Yeon

  1. SlimJim that is very stunning looking ship! the way you integrate parts and build ship is amazing! i will really consider a new fuselage type after i saw the video, ill get some models of the idea as soon as i fix this wing :\ thanks for the idea:D Thanks Dknight, i tried it just then but it doesn't seems to fix the wing still... i mean, if i deactivate control surface of the wing, then add a stock control surface the wing behaves much better. Now, even with nonSideAttach set to 1 it still feels like something is not right...
  2. About the engines, Flashblade pretty much said what i wish to say xD; powerful engines = less parts = more streamlined aircraft And the Dark Engine is pretty over powered so i will remove it from career mode unless i find a suitable tech tree.. And i saw in the poll wings are most requested. Since squad is going to release a set of larger wings, i only made a few wing parts: But they currently have a huge problem! the wings relies on FAR controllable surface modules, but the control surfaces behaves as if they are at middle of the wing instead of at the end. When i disable the controlsurface, and attach a standalone control surface to the wing, then it works perfectly fine... I'd be grateful if anyone can help me solve this problem xd heres the download link for these not working well wings https://www./?lqtjzja56v3vh96
  3. The original intent was create an engine that can operate in the atmosphere without oxygen, but I think the compressor part was abit unnecessary aswell. Im changing the engine back to LFO + Air Engine so it will be much easier to use. I am almost done with the next patch! Ill be uploading it to the mod sites this Sunday if all goes well! Heres some test shots!
  4. Thanks Starwaster!! Save me alot of time haha ill add those config in the next update Is the thing you attach to the side a large heavy part? if yes you have to strut them down ;\ and the cargo bays will be replaced with a better and more stable model in future! About the descriptions,, I havent really spend time on it if you have a better description please PM me ill add it to the parts haha, Thanks for your times Ofcourse the configs will be fixed, about the cockpit ill reconsider it There will also be changes to the engines as well as new ones, ill make sure they will get your spaceplanes to space haha. Thanks! Yeah stick to B9 gears or Adjustable Landing gears for now. Ill be sure to get the OPT gears fixed soon try to stick to the firespitter dll this mod provided, it was already updated to 0.90. Just reinstall the mod and check if theres no multiple firespitter.dll should fix it Some updates: i just got back from a trip and starts to work on this mod again, I just finished modelling the new mk2 sized engine, and testing begins... Instead of the old LFO engine, this one will be a dual mode atmospheric Engine. The intake will start generate super compressed air above mach 2, then you can switch to Ramjet mode that can take you to mach 6. Below mach 2 the intake act like an regular air intake. It behaves much simpler than a real world engine would, so i might add support to advanced jet engines for those wish it to behave more realistically. Another engine im working on is a J sized Linear Aerospike. the next update i estimate is in two weeks
  5. Thanks lo-fi and cpt.kipard, i got it to work finally xD i used captain's skylon nose gear development pages as a reference. the wheel tutorial was helpful too for setting the values
  6. Thanks !!I often uses your near future parts and B9 stuff, old texture looks horrible with them so i think improve texture was necessary xD Sorry for that I thought most people prefered the current cockpits haha, and ill add few more engines in the next patch so dont worry I have consulted with ferram, he said do not add FAR modules to anything, FAR will reconize the cargo part automatic IF the part's TITLE contains "cargo bay". As for the docking port, im going to have remodel it... Thanks! i looked at the MFT, i feel is abit complex to use compare to the fuel switch... more dependency could causes more conflicts, but i see if i can add a config that supports MFT. Thanks! Im planning to add wings, tails, and aft section and gears the next update but it could take a while xD And heres a picture to show off my space pocket battleship (with BDArmory)
  7. hi, im currently making a part pack contains landing gears, but right now the landing gears have two problems, I hope someone can help me with this! First one, currently the wheel collider is parented under the "Gear" (retractable part) instead of the gear's suspension parent(the turning part), which is why the gear doesnt turn atm. But when i parent the WheelCollider Under the suspension parent, the whole turning part including the mesh would just 'float' upwards into the sky and goes through everything, it makes me laugh and cry at the same time :s i have no idea how to fix it ... have i done something wrong with hierarchy? Second problem is how to make the breaks more efficiently? right now if i turn on the break with this gear on the ksc runway it would take about 10 times longer to break than the stock landing gear... And if i put on the break when the craft is going up hill terrain, sometime the velocity even increases! these are the current values i use (for FSWheel module), below that is the hierarchy i used. forwardsStiffness = 1 forwardsExtremumSlip = 1 forwardsExtremumValue = 5000 forwardsAsymptoteSlip = 2 forwardsAsymptoteValue = 2500 sidewaysStiffness = 1 sidewaysExtremumSlip = 1 sidewaysExtremumValue = 5000 sidewaysAsymptoteSlip = 2 sidewaysAsymptoteValue = 2500 wheelColliderRadius = 0.2 suspensionSpring = 85 suspensionDamper = 40 suspensionTargetPosition = -0.01 Thanks in advance!!
  8. Thanks! I used blowfish's FAR config it seems to be right for me, but ill test it more later. and as for the old parts i have already remodelled them, just have to wait for next update it might take a while because im working on quiet a few bigger parts like the K series and 3.75m engines
  9. Thanks blowfish! im checking it out now i never knew what it was before ;p And thanks for the FAR code it i tested it it works great!
  10. i dont know what to say other than it looks stunning, much more than what i could build xD I been working on re texturing the old parts and starting to redo the cargo bays. So instead of go rectangular i decide to keep it streamline like J series but wider, and can attach mk2 parts on the side heres a img of K series wip and retexture of the J cargobay Anyway the main thing i want to share is this video: Im not an aerospace engineer so i never understood it untill now, i want to make a ksp version of the turboRamJet as well as a RamJet. The plan is Each type of Engine are single parts and will have 2-3 variants (different size and shapes), and ill tweak the current ARIEngine similar to that of a AirTurboRocket The idea is RamJets are cheap, operates at high alt and high speed (around 20km-40km at mach 3 - 6) and provides decent thrust. BUT it won't activate until mach 2 and above 10km, is also heavy TurboRamJets are able to have thrust at 0 speed, operates efficiently at high alt (around 5km - 20km and speed up to mach 3), BUT it will be expensive and heavy << more thrust than stock turbojet AirTurboRocket are also able to have thrust at 0 speed, operates efficiently at a wider altitude range (*need more research*), it will also operates on other atmosphere with no oxygen If anyone is more familiar about these type 3 type of jet help me out xD Lastly, if I complete these engines (modelling and scripting), it will adds around 10 or 15 new parts, so i might separate this into a propulsion pack mod.
  11. http://www./download/marg66kxn3ed3u0/Mk3CockpitShuttle.tga tell me if it works or not i didnt really test it
  12. I agree with you captain sierra, i wasn't very satisfied with the result of the new cargo bays either. I tried to maintain the stream line look as well as a large bay area but it seems i can't have both haha, but it did gave me some ideas for k parts. And thanks for the FAR info i was looking for it!
  13. Thanks, im going to add both the single part version and the modular part version of the engines so you can choose what to use, at the cost of increasing part counts ;p that is one huge ssto haha I dont really know how to get FAR to recognize cargo bays, thats the only one i am aware of, are there more issues?
  14. the custom IVA props are the best i have seen! it looks clean and modern a lot of work must been put into it I think all is needed is a better texture, and personally i perfer the dream chaser to have window set up like this:
  15. Thanks for this awsome space shuttle! i used it in my mod's photo haha it looks great
  16. i am considering adding the tri or quad adaptor for mk3, for wings you can try B9's procedural wings http://forum.kerbalspaceprogram.com/threads/104966-0-90-B9-Aerospace-Procedural-Parts-0-3-Updated-27-12-14 is still a WIP though but i think is a good mod for wings
  17. Thanks! since .90 it always bothered me there wasnt a nose cone for the shuttle cockpit... so i made it since im a huge fan of the new mk3 haha
  18. This Mini pack contains 2 Parts : Mk3 Shuttle RCS nose cone, Mk3 Airliner Cockpit This mod will be dedicated to Mk3 parts, in long term more parts could be added. Currently the cockpit's IVA is WIP similar to stock mk3 cockpit, aswell as light option. I modelled the Nose cone from space shuttle endeavour, but i couldn't get it exactly the same i hope you guys wont mind it. Warning: New update (v1.2) requires you to delete previous versions: Go to GameData/OPT/Parts/ delete mk3_cockpit and mk3_cockpit_shuttle_nose from there! DOWNLOAD LINK: KERBALSTUFF for installation just unzip the zip file in your KSP installation folder. Credit: Thanks to Naito for his awsome NASA style space shuttle! >>>http://forum.kerbalspaceprogram.com/threads/103703-0-90-Mk3-Space-Shuttle Thanks to Porkjet for inspiration of texturing and squad's mk3 designs This work is Licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  19. this is really good! i just wish it could also change thickness but otherwise perfect! now my aircrafts have wings that stays together instead of wabbling everywhere haha edit: some times the wing resets after revert flight
  20. The plugin is still abit incompleted. Ill upload the code on next update. I know there is resource generator module, but im working on this one so different resource generated or consumed can be dependent on speed or atmosphere level. It will also can give it sound. Its sort of like an enginemodule but abit simpler
  21. The truth is my computer isnt that good also, less parts means more frames is definately true... Once i figure out how to put intakes inside another part maybe ill add whole engine pods again. It sounds like an firespitter plugin issue, check the installation guide i included in the download. if still dosnt work you might have to check every game data folder see which one gave you a firespitter plugin I must of messed up the normals in the model mesh, thanks for pointing it out! Yeah the cargo bay will probably stay the way it is. Awhile ago i considered to add a 'k' parts for large cargo bays but i decide to do another mod for that to keep this mod parts number down abit. forgot to delete them but it seems it was ignored ok i must be really tired when i packed this... Good point ill figure something out for this i felt it might get in the way where the wings will be. But With the new off set option maybe people can work around it? ill consider adding it again.
  22. updated for 0.9 including firespitter the old huge engine is deleted but will be added back future as compressor, intake and engines. I decided the new engines have dual mode, primary mode will works like a jet engine but instead of intake air, it requires super compressed air thats generated by a compressor. Compressors are found in Aero parts. Right now you might expect the oxidizer consumption to be much higher than before. So.. bring more oxidizers if you are willing to tryout the new engine! Also Raster prop monitor isnt updated yet so the IVAs currently are abit broken, i am planning to fix this by make the future versions independent of RPM (similar to stock spp cockpit)
  23. thx! unfortunately i got some more testing to do for 0.9, i ran into some problem with my new cargo bay so i need abit more time edit: there are 3 cargo bay parts that replaces the current 8m cargobay, its also bigger
  24. wow i did not expect 0.9 so soon! ill have an update as soon as firespitter updates to 0.9
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