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About Pak

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    Cormorant Developer
  1. Forgot to darken that grey to match the darker carbon grey on the shuttle wings before the renders. The heat tiles are on the bottom of the decoupler which match my shuttle bodies. The CERV won't have tiles with the idea that this dark grey is some sort of future-ish heat protection. This will also make it easier to use with some future craft that I'm planning.
  2. Some more progress on the CERV. Still mostly fiddling with overall shapes and starting to get into details but I like how it's coming together
  3. I haven't tried it recently but likely not. It's not really a mechjeb issue as it popped up because of some changes to how SAS functions around 1.0-1.2 somewhere. Prior to that MJ worked really well for shuttles. The best options now are things that don't use stock SAS at all. I recommend Atmospheric Autopilot for anything with wings. If you're looking for something more automated, I've tested Gravity Turn with the shuttle and it works pretty well. You could use one of those for launch, then use MJ for everything else.
  4. Discussed it with Meeb and I'll be integrating SPT into Cormorant once I'm done with my current project. Most of the parts will be staying the same with all non-stock features and rescales moving into an optional MM patch. There will likely be some changes and new/modified parts, but I have to do some testing before I'm willing to float plans out.
  5. Mk3 - Block II Update v 0.11 Stack nodes on the 3.125-5m adapter fixed Added more descriptions and localizations Added search tags And a peek at the new airlock in progress
  6. @Abpilot That's the primary concept I'm using. The next release is for the top image you posted and the bottom one I'm calling the 'heavy lift' version which will be out some time after. The next set of parts is looking like it'll be the cockpit, wings and part of the new airlock (or a modification of the current one). Finishing out the Phase 2 stuff will be the OMS pods and some utility stuff. And you're right I'm pretty busy. I don't get much time to work on this stuff Mostly blocking out colors and panel lines on the cockpit. The UV map for this was a journey The wings are pretty much set and the launch, landing and abort tests have gone well
  7. Oh okay. It was already fixed on my end but that was after the last update unfortunately. So it'll be in the next one They still fire, but there's an error in the stock FX that cause the plume to clip into the SRB and not display. You can do this and change the -0.1 to a zero, but it doesn't really matter. They're still generating thrust
  8. @G'th As Z3R0 said it just doesn't work. The RCS engines would have to be symmetric. You can force a model to mirror the correct way, but the RCS module's mirror doesn't match. Having them as two parts just adds nonsense for most players to deal with as they need to be mirrored to stay balanced. The Block-II OMS that I'm working on seems to be the look you're going for anyway. Cool shuttle though Also here's a peek at the B-2 cockpit's 0.625m LES engine (with STBE for scale) No. There's plenty of options out there to make whatever rocket you're looking at.
  9. Some progress. I'm using the current wing textures for the B-2 stuff, so I plugged in the new delta and rudder. Not too shabby. In new stuff I put together the basics for the landing skids and got them working in game. These will probably change quite a bit as it's just the basic shapes needed to animate them. The rear skids are a radial attach part and the front skid is built into the cockpit. @notJebKerman This one is getting its own cargo bay airlock with some other features.
  10. It'll have it's own IVA but might end up with the mk3 as a stand-in for a bit. The IVA depends a lot on time and frustration levels. Block-II seats 8 on the flight deck and the mid-deck is used as an airlock and EVA prep room, so the layout is quite a bit different. whoops. Thanks for the heads up. I changed the thrusters a while back and the cfg changes snuck in but not the updated model. They work now in 1.3.0c and they're also a bit more stable, so enjoy. Update v1.3.0c Changes: Fixed Shuttle OMS - Fixed Shuttle OMS pods (broke in 1.3.0b) - Changed the RCS so they're now more stable during translation. Fixed some description errors
  11. That's exactly what it's for. The cockpit LES is to fill the gap in abort options from lift-off to booster sep. Along a normal flight path in stock, my general goal is making it capable of a KSC return from about 15k (SRB sep) and island return from (20-30k LRB sep). Beyond booster sep, RTLS or Abort to Orbit would be better options unless the orbiter is too damaged to land.
  12. @Dgraz22 Not sure yet. The nosecone will be an animated cargo bay style for sure. I'd much prefer built pieces for the cargo butt, but I can understand the appeal of procedural fairings. Still working on models but got quite a few prototype parts in game. Enough to do some launch abort testing!
  13. @Abpilot I mentioned it a while back but I'm not making my own Energia. Tantares will be the 'official' Energia for CA and I'm working with Beale to make it as compatible as possible with my Buran. I'm instead using that dev time to clean up the current Buran parts and make some new Russian inspired payload/utility parts. That reminds me I need to go through and update my roadmap. @Z3R0_0NL1N3 I'm making that and the ET Nosecone fairing. Good picture though I haven't seen it all broken up like that.
  14. I have the return stuff planned for Phase 3 and hope to make it usable for both the Buran and B-II boosters. If I remember right It was proposed for the block-II but they decided it was cheaper to just ditch them instead of refurbishing. Makes a lot more sense to recover the Buran boosters since they drop over land. The white paint is just for fashion Depending on the mission they had cameras and lights set up in the bay as well as on the Canadarm to help the payload specialists out. They mainly used the light reflecting off of earth though as they orbited 'upsidown' so the direct sunlight mostly hit the thermal tiles.
  15. This is true. The next big part set will be the full Block II orbiter. While I'm working on that I'll be making and releasing other small parts for B-II and the base shuttle like an advanced airlock and MMU, extended RCS payload, and some other small things. When and how these parts get released just depends on time and what kind of stuff is giving me problems, but it'll all lead to the full orbiter at some point. The general structure is: Phase 1 - LRBs Phase 2 - Block II Orbiter Phase 3 - Heavy Lift stack and Orbiter For all future parts though if it's something that was actually made and used, or something that was concepted for the original shuttle it'll go in the base Mk3 Shuttle Pack. If it's a more advanced version of a part I already have or just something I make up it'll be in the Block II set. Also I put the craft file up. You can find it here