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Radekpl

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  1. That is from Orbiter2016. Free space simulator. I spend hours flying with Deltaglider there. And learned orbital mechanics
  2. Hello. I would like to ask you if is possible to add this feature to the mod. To show on map your trajectory and maybe the trajectory of your target. Soo you can use the map for not just for science revealing, but then for navigating.
  3. Hello, I modified the old version - removed texfield with DV or TIME steps and added six buttons with predefied values. Very handy. But I am strugling with the latest version with UITK. Cannot create the assets. When opening the scene attached scene in project I have a lot of errors. Like invalid value for font missing asset reference. But i can see the font and asset in particular folder. If someone can help me, or send working unity project i will appreciate it. I have few upgrades in mind. Like if you have selected target, Then show closest approach and relative speed in more than 1 orbit. Sometimes you want to intercept the target in 5 orbits to minimize fuel consumption.
  4. Yes. I did not write this. I wrote that 1) XS should be unlocked before S variants. 2) After two three missions you can unlock techtree 1 in one go instead to unlock some nodes, do mission, unlock next nodes etc. What could maybe help is to lock nodes to missions too. That would make maybe more sense
  5. KSP1 also support 6DOF mouse from the begining which is super cool and awesome at docking mode. You have rotation and linear movements available at the same time. Hope the support will be there too.
  6. Thanks dev for reading this, This is no hate - this is just adjustment from player view. Just started with tech tree and there are some problems. For example: 1) Tiny engines should go as Probes for 10 - reason? - you cannot create probe with engine at the start. And you should start with probes first, kerbals laters as stated in description. 2) Specialized decoupling (15) should contains xs decoupler(230), because when you unlock small payload fairings(35) you cannot use it, because you do not have xs decoupler yet for decoupling the payload. SICK. 3) Micro construction(35) should go before basic trusses(25). Same reason, you start with tiny probes first. Basically any XS parts should go before S parts. Maybe change the behavior of payloads fairing to contains decoupler - even for key to press release instead of stage. So you can click by space decouple shell and when later needed to release payload click the binded key or release palyoad by clicking on part menu. And finally tech points reward at the start is extremely high. If you start the mission to orbit kerbin you are rewarded for science, mission done, etc so you can buy the whole category 1 tech tree. So it basically doesnot make sense. Mission should start for example. fly to 5km. -- fly to 10km and stay there for x second. -- fly to 20km and use decoupler to launch second stage (multistage goal) -- fly balistick rocket to distance xxx (learning to do gravity turn). Basicaly the goal orbit kerbin is way to early.
  7. Yes. Because current drag raise to much when high AoA. Thats why airplanes try to turn 180 and fly backwards. Hope for Improvement in Drag and Lift curve based on Angle of attack. When close to critical AoA your lift will drastically reduce to 0, but drag curve will be different. Or hope for FAR
  8. Radial IN and Radial OUT button should be swapped in main UI to be corespondent with 1) map UI 2) logical direction when radial OUT is outside of planet center so should be top left in main UI
  9. They should allow at first tweaking parts config. I checked only few parts, but it is crazy Triangle panel SP-T XS:SM:MD 0,01t : 0,04t : 0,15t Another triangle panel SP-R XS:SM:MD 0,3t : 0,04t : 0,085t Body structural fuselage SF125 0,1t and much smaller flat RTC Rottweiler part with 10x more weight 1t and XL adapter ADP-LXL 5x size than SF125 and weight 0,2t And this is only begining
  10. Quick update Little bit dirty landing animation. But for imagination ... it works. The cockpit look just perfect. View angle from cockpit during landing is amazing.
  11. Yes. It seemsit isnt, but there is small wormgear transmission which keep front piston at right place. Worm gears are quite good at it. They are self locked. You cannot turn with big gear to move small worm part. And also in "practical" situation, there can be some piston lock mechanism, or somethink simmilar. but it is beyond model for kerbal game. There you can see finished front gear. I would like to keep as much as possible from Oscar Cafaro design, so I kept his L shaped front gear and for doors I was inspired by C130 Hercules. I hope you will like it. I would like to ask if I should make also door handle mechanism, or keep it rather simple, just doors without mechanism visible. I prefere simplistic version. For flaps too, just to keep realistic movement, but do not show the real mechanism behind. Next step is to finish modeling elevator - just to split static and moving part, quite easy. Cargo bay doors, also should be very simple. B1 style cockpit entrance Hatch + ladder from bottom part of the cocpit - or make there a ramp. But there is rear part of front gears door, so I need to think about it first. I am not sure about colliders in game, what they can handle. The best should be, if you can make walkable cockpit and use BUTTON to enter the cocpit just for enter THE SEAT. But I think it is not possible due to Kerbal heads . Hope for Kerbal 2.
  12. I decided to remodel main gear to be more funky and futuristic look. I will keep also original "non futuristic" design, if anyone will prefere that.
  13. Another short update. Just animations. Overview: Flap detail: Gear detail:
  14. Update state: High poly modeling (base for game ready low poly model): Wings: 100% Slats: 90% - need some adjustment Flaps: 100% Speedbrakes: 100% Aelerons: 100% Motor gondola: 100% Main Gear: 50% (aditional detail need to be modeled) Main gear doors (with small back doors): 100% Front assist motors: 80% I have no idea about mirroring in kerbal. I hope it will be like mirror around point of origin of the model? Good thing is, that I am modeling in Houdini, so everything can be redone/repair from any point. I will try post an animation of current progress during weekend. Cheers.
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