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Pak

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Everything posted by Pak

  1. Made some more progress with textures and game testing. Still chugging along. It was nice to have some time during the holiday.
  2. @akron Most of stuff isn't really in final tech tree positions right now and some of the newer stuff isn't balanced at all yet for career. I'm getting things moved around for the stack/1.0 release. It'll generally stay that way though. Since the shuttle is so far into the tree, I prefer to keep a lot of the 'doodads' earlier in the tree so you can pick them up along the way, instead of having the majority of it in the high tiers and cost way too much science. All the current stuff that's mk3 shuttle related will be pushed up a bit higher to fit in with future plans though. T5 will probably be where it'll start
  3. Hey guys. Little update as I plug along on the stack Shuttle Lifting Body v1.2.1 on Spacedock Changes: - Added fuel to the nosecone and OMS pods - Added heat tile texture switching to the stock landing gear New Parts: - Modified Big-S Elevons based on Porkjet's stock parts. Mesh switching heat tiles work the same as the wings. @awsumindyman, Thanks. Other mod? Not sure what you mean. I'm planning on making them animated petal fairings, so stock cargo bay modules most likely. Like this guy
  4. @awsumindyman Yep. Already planned for I have it set up so the nose can have fuel added, but starts empty. An average shuttle doesn't need much if any extra fuel up there, so I can add more options like the cargo later without messing up the craft balance.
  5. What even is this. Get your SLS debate trash outta here. @CobaltWolf Don't tag me or my son ever again.
  6. Hey @ShotgunNinja Keep doing your thing. I love what you've done with Kerbalism and I'll love whatever you come up with.
  7. Yeah they're working motors. Sure it's right here
  8. Sounds great! I'm working on the ET and SRBs right now, but I'd love to see whatever you get. Happy anniversary/birthday/vacation/Christmas.
  9. Yeah I use photoshop. I'm currently redoing most of the textures (mostly on the technical end, they won't look much different) so it probably won't be worth putting time into edits right now. They're also pretty old and use methods that don't really play nice with edits so I'd like to get that sorted out too if I can. If you still want to try you can PM me the details and I can see if it's possible with the current stuff.
  10. @Spike88 Here you go. FellipeC wrote it a few pages back There's also an updated Snacks patch in there that I fixed up. https://github.com/Pak84/Patches
  11. @frencrs Yeah I just mean the elevons. I don't like largely node attach designs as they're way too limiting. Especially things like wings and gear placements.
  12. Thanks, those PDFs are great. On the flight computer, it's just a little box where you can plug in probe cores so you can easily 'Control from here" for different orientations. It's just an idea right now and I have a feeling it won't actually happen. I don't know if it's worth the part count. I'm not aware of a way to adjust nodes or mesh switch in flight, so that's probably the simplest way to do it. Can't win 'em all.
  13. Yeah I'll consider it. I'm planning on redoing a lot of texture stuff when I get a chance, mainly reorganizing UVs and redoing the heat tiles (again) so I'd look at it around then. Same with the elevons but I'm looking at doing a 1-part option with both flaps instead of adding another two mostly stock parts.
  14. Yeah I was thinking about that. Plus a little panel would look nicer than a docking port if people aren't using KAS to remove them after. Yeah that's weird. I fixed that problem many versions ago. I probably goofed a collider or something on the B model. Temporary fix is to attach the flap to the bottom and gizmo it back into place. As for the CoM it's staying where it is for now. I haven't decided if I like the idea of the two parts having different stats. I'd prefer they stayed the same to keep heavier tailed designs available for that version. It flies alright as is (or just ballast the tail some)
  15. A quick poll for a thing I was working on today. It looks like adding a snapRotation to the MMU makes it unable to dock with ports that don't have a snap. So the current docking port Jr. compatibility would have to go away and I'd create a little surface attach MMU construction panel. The docking feels much better with snap, but I could mess with the colliders some more to make the current docking a bit cleaner. Or if anyone knows a way to make a snapRotation port dock with other things let me know. Let me know what you think, I made a straw poll. http://www.strawpoll.me/11457715
  16. You can do it with the stock Nasa tanks and 2.5m liquid engine boosters. or DIRECT ET with the separate tanks so you can control fuel flow (ie. save the nose fuel for last) Fuel Tanks Plus. 3.75m tanks have plenty of fuel or you could use tweakscale for 5m and take some of the fuel out. There's other 5ish meter parts out there too. Anything would work really. Depending on the dry mass of the part, you should need about 13000 LFO to make orbit. I just hacked a mess together from BDB parts the other day and managed to limp into orbit.
  17. Thanks guys, glad you like it. Sounds perfect! I'll do a quick test and toss it in the next release.
  18. @FellipeC, Thanks On USI lifesupport or any other similar mods that people use; I only have experience with Kerbalism and don't have time to test/balance a bunch of different life supports. So if you use a thing and would like to see it supported, do a little testing and provide some values (or preferably an @part patch). Some Parameters; A standard shuttle with 2 food boxes should provide something around 3-4 weeks of food The EDO pallet can add an additional 3-4 weeks of oxygen as well as scrubbers *times in 6 hour Kerbin clock If anyone decides to put something together feel free to PM me the results. Thanks
  19. @Steely-Jim Check that you don't have two versions of firespitter and you can try re-validating your KSP files through steam
  20. v1.2 Posted to Spacedock. Details same as above. SpaceDock Download I'll look into it
  21. Hey guys. The 1.2 update will go up on spacedock once the 1.2 tag is available. Until then I've made it available on github https://github.com/Pak84/Cormorant-Aeronology/releases On to the new stuff; Shuttle Rebalance The most obvious change will be that the shuttle has added about 15 tons of dry mass. Apologies to your ET stacks, but I wanted to bring it closer to the scaled mass of the real shuttle though it's still quite a bit lighter than that. With the increased mass, expect a loss of dV with the OMS. I'll be looking at fuel values again once I have time to test it, but for now you'll probably have to add some spare monoprop tanks. The increased mass rolls right into the rebalanced aero. The CoM and CoL has moved up closer where it should be and moves less with fuel drain. EDO Pack The new MMU racks have some little collider issues that I wasn't able to clean up yet but they're not too bad. If you dock crooked, expect a little kick in the pants if you undock the MMU again. There's likely some cfg stuff that I need to clean up yet and career balancing to do, but I won't have much time to work again until the weekend so I wanted to get this pushed out now. Note: The food box will only show up if you have either Kerbalism or Snacks installed. If you do happen to see it without those, it's just an empty box. Immediate Future Plans I'm going to take a little pause on new parts (sort of) and clean things up that I couldn't quite get to for 1.2 and older things that I'd still like to look at. Things like the MMU colliders, shuttle fuel values, maybe some restructuring/retexturing and whatever else I feel like doing. The ET stack update is chugging along as well, so more news there will be along as I get more of it in game, but the early testing has gone suspiciously smoothly. Good luck and happy space-ing
  22. Yeah probably, not likely at the initial release of the stack though. Firespitter was updated this morning, so all the textures and mesh switches are back to work without any input from me. So everything should be functional with 1.2 when it releases If I have time tonight I'll try to get the EDO pack with the 1.2 shuttle balance and aero updates out. I'm not completely happy with the re-balance, but I'm suspecting some deeper issues that might be causing phantom drag so it'll likely take some part restructuring to fix completely. With that said though it's still like 80% of how I want it so I won't feel gross releasing it. I'll post more details tonight (or whenever I get the 1.2 release out)
  23. Vectors will still work fine if you want to use them. STMEs are mainly lighter and lower thrust with slightly better VAC isp I'll be doing some alternate parts like a nosecone and engine cluster for the block 2 LRBs and a 3rd ET texture Saboteur.
  24. Got wrapped up working on the ET a bit. I'm starting to like where it's going. I have a pretty big backlog of texturing to do, but I've been doing some game testing on a good portion of the stack and I'm pretty happy with it. EDO pack is pretty much ready to go once 1.2 and the firespitter updates hit. My shuttle rebalance is (just barely) stable using Vectors, so I'll probably add that in too. I'll go into more detail about that once it's closer to ready. Still messing with the values but I have a thrust curve working on the SRBs. Looking forward to getting all this stuff tuned
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