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mcdouble

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Posts posted by mcdouble

  1. Hello,

    Apologies for disappearing, I kinda just drifted away from KSP and sort of forgot about this stuff. If anyone wants to adopt these parts or do anything with them it's totally fine with me, just let me know if I can do anything to help.

  2. On 2/16/2022 at 3:55 PM, DaveyJ576 said:

    My favorite part of this mod is the 1962 LEM. Recently I decided to play around with it a little and add a few greebles to make it look a tad more authentic. With the exception of the cargo pods, all of the added stuff came from Bluedog, with the logos coming from Conformal Decals.

      Reveal hidden contents

    SVJufFW.png

    bQbmYQa.png

    uyHsYFf.png

    I am hoping that @mcdoublewill someday be willing to add some inventory slots to either the Ascent or Descent Module. Until then, these look the best. Just enough cargo space to set up a minimal ALSEP.

    Wow, that looks nice. I'll have to look into how the inventory configs work but I should be able to do that at some point

    edit: ok it was quite simple, added an inventory module to the ascent stage

  3. 13 hours ago, Aussie Toad Stool said:

    The LE7 engine seems way under powered for the rocket. 

    yeah I wasn't sure about that, I was using BDB as a guideline where sustainer engines are usually 25% thrust of real life but it does seem a little underpowered. Also the SRBS seem a bit overpowered.

     

    2 hours ago, Starhelperdude said:

    there seems to be a bug where the H2As and H2Bs tank volumes are switched, because the H2A has way too much fuel whereas the H2B has way less

    regardless, this is an amazing project!

    Huh, that's weird, I dunno how I managed to do that. I will fix it soon

  4. Didn't really realize people actually still use this mod, I was actually just cleaning up some of the textures since a lot of the grime/wear was way too strong.

    As for the parachutes any weird functionality was probably just due to me not knowing what I was doing, so can't really help there lol :lol: 

  5. 1 hour ago, davidy12 said:

    I will say the Sarnus IB needs a lot of augmenting to launch the CSM EVEN when I put it in Earth Orbital Config.

    But EHHH... It'll be revised within the next year or so.

    I haven't done any Saturn configs for RO since that's probably one of the next things to be revamped. If there are any other parts that are glaring omissions let me know and I'll endeavour to get them done, actually I'm not sure how up to date the ones included with RO are since I just kinda do configs for things as they are released for my own use.

    3 hours ago, Pappystein said:

    and I might be wrong but @mcdouble can verify.  Did I not see another new "Alternate Apollo" update (just no notes in the forum to that effect)?   Something about a GE Apollo D-2 Capsule LEM (I haven't unlocked it yet... stupid slow crawling career!)

    I did add a LEM based on the old "bug" design but I don't know if I ever set it up for career mode or anything :blink:

  6. 3 hours ago, Pappystein said:

    So basically NASA, and their contractor (McDonald?) gave the dull white Service Module a visual style upgrade.   I have seen nothing in any of the myriad of Gemini documents I have to indicate WHY but I am guessing it is for some Ground to Space or Space to Space Observations as it was only flown on the first few flights in this condition.

    It would almost certainly have been for thermal control. Since the radiators ran coolant under the sections where the stripes are, they probably found that a flat white surface was radiating a little too well, so they just added a little bit of black surface to balance things out.

  7. Oh yeah there will definitely be an adapter and other things like that when I've finished. I was just hoping to get some help making the thing fly decently in the meantime, as I don't know much about how aero works in the game.

  8. Been working on this for a while and it is sort of in a working state, but needs a lot of tweaking of aerodynamic settings etc. If anyone knows how to get things to fly well and would like to test it out that would be great.

    download: https://github.com/mcd0uble/HL20

    uazN5O1.jpg

    Main problems atm:

    1. Couldn't find a way to get the rudders on the wings to attach at the correct angle, because they're in such a weird position with the edge basically rotated through all 3 axes so the game doesn't want to snap to it. At the moment you just have to attach them and then gizmo rotate them around the green axis into the right position.

    2. The elevators on the top and bottom have to use ModuleAeroSurface rather than ModuleControlSurface so that they only actuate in one direction, but they don't seem to function completely. They will deploy for yaw left and right and for airbraking, but not for pitching up and down (which is their main function..). No idea if that can be fixed.

    3. I can't for the life of me figure out how to make mirror symmetry work for the rear landing gear, so at the moment you have to just place one, and then another on the other side rotated 180 degrees.

    There's a craft file included to show how it should be put together. 

    (totally not a Dream Chaser mod btw)

  9. Hello

    Not sure if anyone is interested but I finally got around to cleaning up the models and textures for this thing, so it should all be a lot more consistent (and hopefully be able to fit with other parts better). It's up on the 1.8.1 branch here, should be working with stock 1.8.1 and RSS/RO 1.7.3:

    https://github.com/mcd0uble/AlternateApollo

    Also with regards to parachute issues above, I was having a few problems getting them to work this time around so I deleted the drag cubes from the config and it seems to work ok now, but not entirely sure... if anyone wants to test that out it would be great.

    ub8DzGl.png

    mli0KnF.png

    f2NKlxG.png

  10. Changed the plume config from

    @PART[ApolloD2_AJ10]:FOR[RealPlume]:NEEDS[SmokeScreen]

    to

    @PART[ApolloD2_AJ10]:NEEDS[RealPlume,SmokeScreen]

    I don't know if that fixes the issue (I'm terrible with configs), but it seems to work ok in my stock install with no RealFuels or Realplume.

  11. On 2/18/2019 at 5:32 PM, Tyko said:

    This looks really cool. Are you planning on releasing stock balanced configs as well? 

    Hiya, sorry for my lack of replies, as usual I am bad at checking the forums :P

    In theory the stock configs should be working at the moment, but there's probably plenty of tweaks that can be done. I've been slowly redoing the parts to clean up colliders, have more consistent texture art etc so when that's done I will try to release the D2 stuff properly with balanced stock configs and everything.

    On 2/19/2019 at 3:25 PM, komodo said:

    It has a flawed realplumes patch. Check the issues on the github, I believe I made some notes there on the issue. Easiest fix is to find the realplumes patch and disable it temporarily. 

    Ah yeah thanks I saw an issue like that raised on github but I've never got round to looking at it, will do soon.

    On 3/3/2019 at 2:33 PM, MOARdV said:

    For some specific feedback - your Apollo Lab solar panels are my favorite solar panels - the way they interact with the sunlight is visually more interesting than anything I've seen since the very old Bobcat MIR panels.  I like that they're almost black, but their specular color is reddish-brown.  I wish I knew how to modify other solar panels to behave the same way.

    Thanks, that was my attempt to create the effect of the Skylab solar panels (like below) which kind of do something similar. It's basically just changing the specular colour in Unity so pretty easy to do but I guess there's no way to modify existing parts to do that without re-exporting them from Unity..

    Skylab-Apollo-Telescope-Mount_full_site.

  12. On 2/9/2019 at 4:08 PM, komodo said:

    Something I have noticed recently, although my free time has taken a hit... having the mission module decoupler integrated in the reentry module wreaks havoc on staging, at least on my install.

    What do you mean exactly? The only staging icon for the reentry module should be to decouple whatever is attached to the top node. Haven't noticed any problems with it.

  13. 13 hours ago, Fenisse said:

    Actually it’s not that hard to make the blueprints in Photoshop if you know your way around a couple of effects

    I don't suppose you would share your secrets? :P Looks kinda like using the "find edges" option in Photoshop with Kronal Vessel Viewer screenshots, but it is a lot cleaner than I have been able to get with my attempts.

    Anyway great stuff, I'm a big fan of the "real world artifact" theme you have been using for the pics.

  14. On 1/29/2019 at 2:57 AM, komodo said:

    Question: how amenable are you to config file contributions, balance wise and/or 3rd party mod patches? I’ve been slowing making some up for my own use, but if you think it may be useful, I can write them a bit... cleaner. 

    Feel free to contribute anything you'd like, I'd welcome and appreciate any help with things like that. 

    On 1/29/2019 at 2:57 AM, komodo said:

    I do have a suggestion/request though, that I don’t think I can patch myself: have you considered a 3.75 m decoupler/adaptor to go with the 1.875 and 2.5 m sizes? Currently it is a little tricky to launch off of that size rocket. 

    I was actually just redoing the interstages so I will definitely look into that. (Also good idea moving the fuel cell to the skirt section)

    On 1/29/2019 at 8:22 AM, MOARdV said:

    In my opinion - don't worry about more stockalike.  This mod provides an excellent set of parts that mesh well with the BDB mod.

    Stockalike was probably the wrong word, basically the textures are a bit messy with pixel densities all over the place and I just wanted to clean that up a little, and make it fit a bit more consistently with mods like BDB.

  15. Wow nice pics :cool:

    Sorry I haven't updated here in a while, I will finish off this stuff soon hopefully and then I think I will go back and redo the D2 models and textures a bit with more consistent pixel densities etc since I didn't really know what I was doing when I started out. Maybe make it look a little more stockalike.

    Oh and that tank part was something I was just doing for fun, was going to be part of an alt-history launch vehicle for the D2 and station parts.. didn't mean to actually upload it to github :P  

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