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astro_119

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Posts posted by astro_119

  1. 1 hour ago, nothingSpecial said:

    I just wanted to say that replacing engines with one SSME from benjee10's ACK paired with two smallest PhotonCorp boosters and slapping a couple of chutes makes it a very powerful orbital crew shuttle for the stock system. I mean, it has enough Delta V to flyby Mun, decelerate and then land in KSC (tho I misjudged and splashed down nearby instead, and also forgor to close radiators :rolleyes:)

    unknown.png

    unknown.png

    you forgor the elevator and box compartment things

  2. 10 hours ago, OrbitalManeuvers said:

    I was testing on JNSQ last night and noticed there's a ton of nullrefs associated with the lab part. Do you already know about this, or would some logs n stuff help? It was spamming nullrefs when the PAW was open, and then just single nullrefs all over the place, at times like entering and leaving warp. Lemme know if this is news to you and I'll get you logs, but it should be easy to repro.

    edit: screenshot tax, inspired by Mars Base Camp

    myMJDwv.png

    i haven't heard of this issue and i haven't had it either, logs would help

    also what's PAW, and what made you get the nullrefs?

  3. 2 hours ago, OrbitalManeuvers said:

    This is really cool - thanks for sharing this!

    >> it can maneouvre easily in duna's atmosphere but not in ksrss mars

    Definitely can confirm this! Pretty much impossible to re-orient on KSRSS. Not sure if the atmo will be much different in Reborn.

    i'm flying it in reborn and it's the same pretty much

    4 hours ago, DeadJohn said:

    Wonderful modeling work! I look forward to trying this when my current career game is ready to venture beyond the local moons.

    Regarding the elevator and cargo deployment, and the glitchy nature of KSP robotics, maybe add a crew hatch near the bottom as a cheat if/when the elevator doesn't work. I similarly prefer to have cargo near the bottom for improved playability even if the actual concept put cargo at the top.

    adding a crew hatch seems kind of like a scuffed solution so instead i'll probably just put a ladder that runs the whole way down the side

  4.  

    1.png

    Conformal Decals used above


    This mod aims to recreate the reusable Mars lander concept by Lockheed Martin, the Mars Ascent Descent Vehicle. This is a very early pre-release so it is unfinished and there are still many issues and other things I need to work on, so expect many issues and feedback is appreciated.

    Designed for use in 2.5x

    Current (definitely probably working) features:

    • Accurate exterior model/textures
    • Lifting body capable of very precise and accurate landings
    • Opening/closing nose cone for docking port
    • Folding radiator panels
    • "Working" elevator, better used aesthetically
    •  Extending/retracting aft fuselage cargo lift
    • Engine and RCS waterfall effects
    • 3 colour variants

    More Images:

    Spoiler

    screenshot52.png

    screenshot56.png

    screenshot58.png

    Docking port is from Benjee10

    screenshot48.png

    screenshot49.png

    220200_20220909030758_1.png

    Credit to @TruthfulGnome for this image

    screenshot162.png

    screenshot165.png

    Credit to @Kais_The_Duckfor the 2 above images

     

    Notes/Known Issues:

    • Landing leg suspension not working, and this doesn't seem to be a universal issue: the landing legs just completely become dysfunctional sometimes (temporary fix is given by making it an animated part instead of a functional landing leg)
    • There is a ladder attached to the elevator that the kerbal needs to grab onto during the animation to prevent glitching 
    • Parts that attach to the cargo lift don't move with it, parts that are attached to the cargo lift's bottom node and parts that are attached to that part will move along
    • nullrefs get spammed when right clicking on the lab/airlock part

    Accurate Landing Demonstration:

     

    Future plans:

    • IVA
    • Storage containers and rover(s) inside as seen in this image
    • More aerodynamic adapter to connect 5m to MADV
    • Emissive textures for the engines
    • adding sounds

    Dependencies:

    • CommunityResourcePack
    • Module Manager
    • Waterfall

    Download:
    GitHub Repository [1.12.x | v0.2.0 | 14/9/22]

    v0.2.0

    - White and black, and lunar variants have been added
    - Rear propellant module fuel cells use less fuel but also generate less electric charge
    - updated engine plumes added by Adiri
    - Improved stability during atmospheric flight
    - reduced capability of the laboratory module (previously it had a the capability of a full processing lab which would be a little op for a vehicle like this)
    - Landing leg have gear as default action group
    - converted most texture files to .dds file format to decrease in game loading time
    - reduced seam line visibility

    Changelog:

    Spoiler

    v0.1.3

    - Slightly more fuel added to allow for precise landings with a good dV margin

    v0.1.2

    - Flags added on the Rear Propellant Module

    v0.1.1

    - Aerodynamic performance has been changed to be more realistic (can perform supersonic retro braking at 500m/s in Martian atmosphere)
    - Cockpit model used to glitch into docking ports but that's now fixed

     

    Recommended Mods:

    • Benjee10 Shared Assets (for docking ports)
    • CryoTanks (cryogenic propellant boiloff)
    • Trajectories (accounts for atmospheric factors to predict your landing position)
    • MechJeb (to hold attitude during atmospheric entry)
    • Conformal Decals
    • Artemis Construction Kit (for SLS, primary launch vehicle for Mars Base Camp components)

     

    And again, any feedback is welcome

     

    Big thanks to @benjee10for helping me out with some issues I had while configurating some parts, getting my normal maps to work and continuing to assist me with other problems

    And thanks to @Adiri for updating plumes, and assisting with waterfall issues

     

    All rights reserved.

     

  5. 6 minutes ago, 4x4cheesecake said:

    Ok, let's check the DOE settings first, it's easier ;)

    Just hit the DOE button in game and check for the 'Dynamic Sky Dimming' setting. It got a checkbox to enable/disable and a slider to adjust the dimming. For comparison:

      Hide contents

    Sky Dimming active:
    J7DUtrG.png

    No Sky Dimming:
    XBGDAgq.png

     

    The sky is still extremely dark for me and I can see only a few stars.

  6. 3 minutes ago, 4x4cheesecake said:

    Which KS3P config do you use and do you also have Distant Object Enhancement installiert? The latter one can dim the skybox, depending on your camera position relative to the sun

    Not sure about the config but I am using Distant Object Enhancement.

  7. 10 hours ago, DiscoveryPlanet said:

    yeah because, B9 PW for ksp 1.3.x and 1.4.x are little bit different configuration (not because NMB)
    have finish all of my jet fighter for 1.4.3 will upload it to Kerbalx, but right now iam really busy  ;.;;.;;.;

    Here some bonus photos :

    MGHJgEB.png
    Ida0JyM.pngejNGfFR.png



    Btw i used this version of B9PW
    https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.50

     

     

     

    whats your weapon loudout?

    for your aircraft

     

    mine are:

    F-35A

    - 4 x AIM-120D

    F-22A

    - 6 x AIM-120D

    - 2 x AIM-9X

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