Jump to content


  • Posts

  • Joined

  • Last visited

Everything posted by Radekpl

  1. 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.
  2. 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.
  3. 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.
  4. Another short update. Just animations. Overview: Flap detail: Gear detail:
  5. 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.
  6. Sure. High poly model is just for Texture and UV generation. Final model will be more polygon count friendly.
  7. Hi there. Playing this game from early development and now i would like to also make some content. So I started modeling futuristic aircraft designed by Oscar Cafaro. My plan is making this model as pure futuristic. So no addon booster to get this ship into orbit. It will have high ISP motors. Central motor (two mode motor) mode - Used mostly during ground to high atmosphere - will use most of the fuel from wings and body storage mode - Used from high atmosphere to space - will use the reactor seen at side view to boost the aircraft to hypersonic speed. Side motors (two mode motors) + high force orientation thrusters mode - Used during atmospheric flight - using fuel from wings mode - Used during space travel as very high ISP futuristic motors to reach every planet you want. Side motors are placed above wings, bellow wing are placed two front orientation thrusters, landing gear assembly, two rear orientation thrusters. (All this is encapsulated in nacelles) Top Down orientation thrusters will be placed before and after the wings Improvement (some of them because i am real ultralight pilot): Top opening cargo space variant and also original designed cockpit opening cargo space variant Krueger flaps - (Not sure now if will use also nacelles for realistic aesthetic mechanism, or use futuristic Krueger flaps without mechanism hidden in nacelles) Slats (because I would like to keep some realism in athmosphere fliyng) Do not know yet ... Notes: Propably will need help with texturing Propably will need help with cfg file tweeking Propably will need develop addon for double tire landing gear system - I can program in Csharp, but if is there any addon i can use for that ? Propably will need help with part testing I am open for any ideas Due to aircraft shape, main body parts and main engine will not be compatible to aesthetic combination to current parts. Naccelles (with attachable landing gear assembly and separated motors, thrusters), Main wings, ... will propably be combined with basic parts. Very early development pictures:
  8. 1. Sloped runways 2. Reentry path prediction based on future stages - You are leaving Mun with propeled stage 5 and switch Kerbin path projection to count with only reentry capsule which IS stage 7 (for example) 3. Walking and science IVA 4. 6D mouse support for docking (rotate and translate toggether without mode switching) 5. Real cities at Kerbin 6. IVA custom action buttons with custom action labels
  9. You can now use Unity ECS for handling physics for all parts with easy. Poor performance from KSP 1 is due to physisc handling is done with "heavy game object" which hold a lot of datas for physics handling and also functionality and rendering. If they split physics to ECS they can easilly run ships made from hundred thousand parts. Floppy rocket (soft model) is not bug(poor choice for rocket building), it is feature
  • Create New...