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MajorTom69

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Posts posted by MajorTom69

  1. Hi JNS951, im glad you're enjoying the Eagle.

    Yes, the buggy wheels must be mounted with the red arrow pointing up in order to work properly.

    There is 2 ways to access the command module: 1. accessing the serivce or aft modules and transfering from there to the command module. And 2. you can find an exit hatch on the bottom of the c.m., get close and enter.

    Hope this help.

    M.T.

  2. On 3/7/2017 at 6:40 AM, Isabelle.V.Fuchs said:

    congratulations to your last add-on. I was searching for some method to carry some freight with the eagles. The new cargo pod is perfect for this.

    But I would like to ask a favor. Would it be possible to add a ramp on both sides, so one could load a rover on this pod. I tried some of my own but I failed. One try was a part from the heisenberg airship. A gondola which look quite well. I use it to let my kerbals walk on and off, but it is too small for the feline rover. My next try would be some parts of magic smoke's infernal robotics. I hope to build some ramp or some kind of crane to load and unload my rovers.

    Thanks Isabelle, Im glad you're enjoying the mod.

    A ramp on the cargo pod... :rolleyes: not a bad idea... maybe in a future release, we'll see...

    21 hours ago, Andejx said:

    Hey major, just a little bug report. Latest update with new cargo pod is missing a VTOL engine attachment point. Only seems to have three, whereas the other pods all have 4. 

    Hi Andejx, thanks for the feedback...but, this isn't happening in my game, as you can see in the image. Maybe a KSP bug? Anyone knows what could be the problem?

    ZeaJazE.png

     

  3. Hi everyone
    Version 1.03 is up!
    I added 3 new parts:

    •  Eagle Cargo Pod: with retractable legs, built-in generator and 15 attachment nodes.
    •  MA-2500 ISRU: with built-in radiator and Ore container, can be used for mining (drills not included) or ore processing.
    •  Nuclear canister: a dockable container for nuclear fuel (lqdDeuterium, lqdTritium).

    With these guys you can convert your Eagle into


     a freighter :

     zf5wy6x.jpg


     a miner:

    VaEY7M7.jpg

     

    or a processing plant to convert Ore into nuclear fuel:

    3JcjYgo.jpg

    Check the new craft files included with this pack!

    Also,

    •  Added two access hatches to the Command Module, one at the back door and another at the bottom (emergency exit).
    •  Changed Tritium to LqdTritium, using Community Resource Pack definition and adjusted Isp accordingly. The fuel rate of the RCS thrusters should be 0.06 L/s.
    •  Adjusted the Main Engine fuel rate (LqdDeuterium) to 7.0 L/s and the VTOL Engine (LiquidFuel+Oxidizer) to 7.353 L/s.
    •  Increased RCS thrust power and RW torque on the Command Module, for stability purposes.
    •  Fixed antenna range on the Service Module and removed built-in antenna on the Moonbuggy, so you can attach one of your choice.

     

    Hope you enjoy!

     

    MT

  4. 11 hours ago, OscarJade said:

    What a great mod! Having a really difficult time with VTOL, though - still wants to pitch me forward even when trying to counter it with RCS (nuke engines not activated, of course!). Tried using the thrust limiter on the aft turbojets (85-90% instead of 100%), which got me some more altitude before it pitched me forward. Becomes laterally unstable at higher vertical velocity, too. You really have to fly this baby delicately - I'm sure it gets easier in a no-atmosphere environment like the Mun.

    If anyone has any helpful hints, I'd love to hear them...and does anyone know how Mechjeb interacts with this?

    Hi OscarJade, don't use full throttle and you will be fine (1/2-2/3). Check the video-tutorial on the main post, it may help.

    Or use TCA (Throttle Controlled Avionics), which I haven't tested, but seems to work very well.

    Good luck!

    MT.

  5. 18 hours ago, hiram13pm said:

    No... see, he's the one being rescued.  He has to get OUT of the Eagle Command Pod (with no life support, floating dead in space), then EVA over to the Eagle I sent up to get him.  No hatch, no exit.  No exit, no rescue.

    The Eagle Command Module was intended to be used with the Service Module attached to it and I forgot the rescue contracts case, so you're right, we need a hatch or those contracts will be impossible to fulfill. Thanks to point that out. Soon an update...

  6. 17 hours ago, Wren said:

    MajorTom69, can you include a Module Manager fix so that the IRSU can convert ore into the resources the Eagle 2 uses?  Feel free to decide at what rate, but I need a way to refuel my transport on the Mun, at Moon Base Alpha... please?

    To be honest, I don't know how to do that. Maybe if someone else can do it, I can include it in a next release.

  7. On 2017-5-22 at 10:32 AM, JonathanPerregaux said:

    If only we could get the Mun to break away from Kerbin so we could have weekly adventures in space and visit planets outside the Kerbol system. According to the show, the delta-V requirement for such an event is surprisingly small... and also inexplicable.

    That would be cool indeed.

    Ok guys, I updated some stuff:

    Version 1.02:
        - Changed Deuterium to LqdDeuterium, using Community Resource Pack definition and adjusted Isp accordingly to avoid conflicts. The fuel rate on the Eagle Main Engines should be 7.27 L/s.
        - Added some more ASL thrust to the Main Engines.
        - Fixed a problem with a collider on the Eagle Passenger Module, so now you can re-dock it to the ship.

    Thanks for all your support.

    MT

  8. On 21/5/2017 at 1:17 AM, kpark said:

    Driving the MoonBuggy around the Mun (or in any light gravity situation) I found something that would be helpful. The buggy needs a reaction wheel of some kind. Even at 5 m/s it is easy to tip. If it flips onto roof you are SOL.

    Yeah I did it but it was worse, so I removed it and reduced steering sensitivity.

  9. 1 hour ago, nebuchadnezzar said:

    Love the mod, but I was wondering if the landing legs are working as intended? It seems like they're designed to sit inside the side pods, but they don't seem to fully retract. 

    Thx nebu, Im glad you like it. Yes It was intended, but I agree is not practical the way it is. Improvement for a next version, not a priority though.

     

  10. 5 hours ago, Fr8monkey said:

    You been Kottabos-ed already...

    Nice :) :cool:

     

    1 hour ago, Fr8monkey said:

    For those that need help (like me), what would be the easiest way to re-doc with one of the pods? 2000+ hours in and I suck at pinpoint landings... 

    In orbit, it works fine...

    By the way I realised that there's a problem re-docking the Passenger Module (the Rescue pod works fine), due to a collider issue and I will do my best to fix this as soon as possible.

  11. 6 minutes ago, TheRagingIrishman said:

    The problem is that Deuterium is defined in the community resource pack with a different density, unit cost, and hsp. CRP also has tritium (but in crp it's named LqdTritium so it doesn't actually conflict) and Hydrogen, Lead, and Depleted Fuel. I'd recommend adjusting using CRP to provide your resource definitions and then adjusting your part configs to maintain the same end result. CRP link for convinience.

    Thanks! Im glad you found the problem. I'll try to use CRP in a next version. Cheers

  12. First of all, thanks a lot for your feedback. Here some answers to clarify things.

     

    15 hours ago, MaryG said:

    only problem I seem to have is the main engines burn all the deuterium in about one and a half secs.... just start forward and puff!!

    That's not supposed to happen, maybe it has to do with the interference of another mod? I never tested it with other mods installed. Try it again with a clean install. Have you copied the Resources folder, included in the pack? Are you using ksp 1.22?

     

    33 minutes ago, thomash said:

    Yup.  I see the same thing, both on the runway, in the air, and in orbit (vacuum).  If you activate the main engines at full throttle you burn through all 4000 # of Deuterium in an instant.  At the lowest throttle setting you burn through it all in a couple of seconds. 

    Same as above, no idea what's wrong, but it's not the way it should work.

     

    11 hours ago, Dux Aquila said:

    The main engine has no power for atmospheric flight,

    Right, because the main nuclear engine is meant to be used in space, just like the Nerv engine. You're just using it wrong.

     

    11 hours ago, Dux Aquila said:

    and with engines VTOL is very difficult control of the ship even with the RCS and the SAS active.

    It is not supposed to be easy, don't forget this ship was designed to operate on the moon, not on the athmosphere.

     

    11 hours ago, Dux Aquila said:

    The ship has a tendency to lift the tail and do a somersault.

    This is on purpose, so the ship wont fly straight up in VTOL mode, but with a little forward vector. If you fly it correctly (and gently) it will not do a somersault. Just control the throttle and attitude (no more than 10°) until you are high enough (15-20km) to take a more aggressive angle for a gravity assist and then, if you want, you can cut the VTOL mode and start the nuclear main engines to do the rest of the job.
    I will probably post a short video explaining how to put the ship in orbit.

     

    11 hours ago, Dux Aquila said:

    If you could improve the piloting and add all the pods that were in the series would be great, You could also add support for other mods, such as Connected Living Spaces, and Real Fuels.

    Maybe in the future, but I would like to add internals and heating animations first.

     

    MT

  13. Hi there

    This is a parts pack for Kerbal Space Program v1.2.2+, to recreate the glorious Eagle Transporter (N° 3) from the 70's series "Space: 1999".

    It's my first "mod" and it's a work in progress, so any suggestions and feedback from you are very welcome.

    Hope you enjoy it.

    cWXYTcP.jpg
    DixW5vH.jpg

     

    Gallery

    http://imgur.com/a/zgmVI

     

     
     

     

    Tutorial: Launching the Eagle into orbit

     

    Downloads

    SPACEDOCK

    CURSE

     

    Changelog

    Version 1.03:
        - Added the Eagle Cargo Pod, with retractable legs, built-in generator and 15 attachment nodes (besides from the 4 VTOL ones at the bottom and the docking one at the top).
        - Added a dockable Nuclear Canister for storage and transportation of Deuterium and Tritium.
        - Added the MA-2500 ISRU with built-in radiator and Ore container. Now you can extract Ore and convert it into Deuterium and/or Tritium.
        - Added two access hatches to the Command Module, one at the back door and another at the bottom (emergency exit).
        - Changed Tritium to LqdTritium, using Community Resource Pack definition and adjusted Isp accordingly. The fuel rate of the RCS thrusters should be 0.06 L/s.
        - Adjusted the Main Engine fuel rate (LqdDeuterium) to 7.0 L/s and the VTOL Engine (LiquidFuel+Oxidizer) to 7.353 L/s.
        - Increased RCS thrust power and RW torque on the Command Module, for stability purposes.
        - Fixed antenna range on the Service Module and removed built-in antenna on the Moonbuggy, so you can attach one of your choice.

    Version 1.02:
        - Changed Deuterium to LqdDeuterium, using Community Resource Pack definition and adjusted Isp accordingly to avoid conflicts. The fuel rate on the Eagle Main Engines should be 7.27 L/s.
        - Added some more ASL thrust to the Main Engines.
        - Fixed a problem with a collider on the Eagle Passenger Module, so now you can re-dock it to the ship.

    Version 1.0:

        - First release

     

    Credits

    - Mr. Brian Johnson, original designer of The Eagle, worked on Thunderbirds, "2001: A Space Odyssey", Alien and influenced the spaceship designs of Star Wars and others.
    - James Murphy, original author of the beautiful Eagle 3d mesh and Andy Marrs for the Lightwave conversion. 
    - Roger Clow for his cool Moonbuggy mesh in Lightwave format.

     

    Licensing

    This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
    To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-sa/4.0/.
     

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