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si2504

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Posts posted by si2504

  1. 3 hours ago, Radar said:

    @Briso Like this you mean ?

    I've been working on this on and off for some time now. Some models are already complete with minor details to be changed, others have more changes to be done before I start to texture any of them. The models are 1:1 scale so I can get the details and accuracy correct, then I can scale it down to Kerbal size later. The below shuttle is not the final model, it's just what I'm using to get my details and scaling right which is why I'm not showing too much detail. The side rocket you see in the image on it's own is about 80% final, I'm just making small changes because I wasn't happy with how the separation jets were. For example around the top cone area, and for when the cap and Frustum comes away, I wanted that curved top you would see at the top of the rocket when it's floating in water.

    As no indication has been given on how much detail KSP2 will need in a model, I've been creating the final cylinder models with 20 sides. Please don't take the wireframe model as final, it has a lot of detail that I wanted to capture before making the final models which I will show off when I'm 110% happy with how it looks against the real thing.

    I already have DUMMY's (3ds Max term) for where each separation is, parachutes, cameras, lights, door hinges / animation, fuel blasts etc for the models I created. I haven't done a lot of the textures if I'm honest as I find myself making more and more changes to the models each time I open it up or I find another photo that shows something I've missed. And besides, until they mention more on the PBR (Physics Based Render) it's probably best kept till the last minute anyway.

    I've kept quiet in the forums because in my time I've been working on this and various other models. I do get the emails from people posting in the thread, but with the constant changes in KSP 1, and 3rd party mods needing to be updated as a result ie KSP Wheel etc, I just haven't bothered loading it up when I could be doing this instead. Ideally I want this one to be solely using the base games code for example the animation for the wheels over a 3rd party KSP Wheel type mod so it can work between versions of the KSP 2 game and not be stuck until a 3rd party mod is updated. The same will likely apply for the cockpit area if I'm honest.


    shuttle.JPG
    rockets.JPGCandarm.jpg

    Canadarm looks sweet. I think the canadarm is the biggest thing needing a revamp.

  2. 50 minutes ago, davide96 said:

    I really don't understand why my solar panel float away when i attach them...

    What version ksp are you using? And how are you putting the craft in orbit? Do you use alt f12 to place the station in orbit or have you built it in orbit? Also are you using KJR and if so which version of KJR are you using?

  3. 3 hours ago, lamegaming said:

    when i start the game with this mod, i cant select any buttons on the main menu

    ive tried @SpaceODY's version and i have JSI and KSPWheel installed

    this has happened with the dropbox version linked in the 1st page too

    https://github.com/DylanSemrau/Space-Shuttle-System

    Use this. Ensure you have B9partswitch and KSPWheel. Make sure you are using the correct versions for your game version! Obviously you'll need the correct ModuleManager too. 4.1.4 is the latest.

     

     

  4. any way to reverse which end of a robotic arm is the root part? I'm trying to make a canadarm2 and the mesh base of a part has to be placed facing the root and the rotating end facing away from the root. The issue with this is when you have two LEE on an arm, once the opposite end has been attached to a docking port, this now becomes the root but now the rotating parts are facing the wrong way to move the arm and the nodes become detached from joining parts when you try and rotate a joint. What can I do to over come this? 

  5. 11 hours ago, Sampa said:

    Just a heads up, the current version of the shuttle has malfunctioning landing gear

    also, a wishlist item, full compatibility with AlphaMensae's launch pad mod

    how so? landing gear works fine in mine. And MLP adds a node to the bottom of the external tank to attach to the shuttle launch platform...

  6. 2 minutes ago, Caerfinon said:

    @si2504

    I see that you have Kerbal Konstructs installed. And it loads correctly.
    FAR v0.16.0.1 is throwing the majority of the exceptions

      Hide contents
    
    
    [EXC 20:59:50.585] KeyNotFoundException: The given key was not present in the dictionary.
    	System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <ad04dee02e7e4a85a1299c7ee81c79f6>:0)
    	FerramAerospaceResearch.FARAeroComponents.FARAeroSection.UpdateAeroSection (System.Single potentialFlowNormalForce, System.Single viscCrossflowDrag, System.Single diameter, System.Single flatnessRatio, System.Single hypersonicMomentForward, System.Single hypersonicMomentBackward, UnityEngine.Vector3 centroidWorldSpace, UnityEngine.Vector3 xRefVectorWorldSpace, UnityEngine.Vector3 nRefVectorWorldSpace, UnityEngine.Matrix4x4 vesselToWorldMatrix, UnityEngine.Vector3 vehicleMainAxis, System.Collections.Generic.List`1[T] moduleList, System.Collections.Generic.List`1[T] dragFactor, System.Collections.Generic.Dictionary`2[TKey,TValue] partWorldToLocalMatrixDict) (at <45fd449fcf964b8bb82fdc5e8afc0628>:0)
    	FerramAerospaceResearch.FARAeroComponents.VehicleAerodynamics.CalculateVesselAeroProperties () (at <45fd449fcf964b8bb82fdc5e8afc0628>:0)
    	FerramAerospaceResearch.FARAeroComponents.VehicleAerodynamics.CreateVoxel (Vessel vessel) (at <45fd449fcf964b8bb82fdc5e8afc0628>:0)
    	UnityEngine.DebugLogHandler:LogException(Exception, Object)
    	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
    	FerramAerospaceResearch.FARLogHandler:LogException(Exception, String, Object)
    	FerramAerospaceResearch.FARThreading.ThreadSafeDebugLogger:Update()

     

    'RCSBuildAidToolbar' has not met dependency 'Toolbar' V1.0.0
    You do not have Kerbin Side Remastered installed in this instance, rather this log shows that you are using RO which is incompatible with Kerbin Side Remastered

    Is this the correct log? From game instance C:\Games\Kerbal Space Program 1.11.1 RO\GameData\

    yes it is the correct log file. I installed Kerbinside Remastered, noticed that I couldn't bring up my KK static menu so I then deleted Kerbinside to see if that was the issue. Booted back up and then indeed I could once again open my KK statics menu. And yes, this is an RO save so which may also explain it. I also have absolutely no idea why FAR is having such a mental breakdown in the log all the time.

  7. 1 hour ago, chris-kerbal said:

    I agree with the inventory. The stock inventory is working well and probably only need some additions/options on top, that KIS could provide (Like collapsing the Inventory slots, transportable containers or being able to add every part to a container).

    However the building mode is different and would actually love the KIS building mode back, as the stock one is easily deorbiting a station if you do eva work.

    But a question: Is actually the inventory part the hard one? I was testing to just remove the KIS inventory modules and allow everything into the regular Inventory, which worked. Guess it is the transition from the stock inventory to the KIS building mode?

    The issue is, they both aren't cross compatible. If you have an item in stock inventory, you cannot use KIS construction mode to remove things from it to build. Items that have a KISinventoryitem Module in their configuration file can be used in KIS inventory and also will work in the build mode.

  8. 1 hour ago, IgorZ said:

    The long term, KIS won't be the same as it is today. It's ridiculous to have two inventory systems in parallel. However, it would take significant time before a proper convergence can be implemented.

    It's not ridiculous if the latter vastly improves upon stock. If you look past the inventory side of it, the other aspects of the mod make life that bit easier.

  9. It's been a known issue on KSRSS for donkey's now.  If memory serves me, it's something to do with the texture quality in settings menu. delete the settings.cfg file, and when you reload the game, try choosing medium texture quality. Also if not that, there was something mentioned in the thread about 2.5x SD scale possibly causing a bug, I'm not sure if it got patched though. Also KK has been known to cause headaches in KSRSS, that's why KK-KSRSS was dropped for the time being...

  10. 21 hours ago, pmborg said:

    There is now a new version (SpaceX-RO-Falcons) with more realism than ever, with high performance:

    FPS limited to 144 (by hardware monitor)

    ziICz4D.png

     

     

     

    Is the new version of the falcon9/dragon now fully configured for RO? I know the previous release still had a little work to be done on the dragon etc for real fuels and engine specs. Also is this one scaled true to life size? The reason I ask is because I have submitted a pull request on the RO Github page for full RO support for HT2 ISS modules, which means near on real size modules, PMA ports and life support systems.

    With the new version of RO Falcons, basically will the crafts be dockable with real size ISS modules?

    I have done configs for Tantares Russian segments also but as Beale is updating his Library, I may hold off submitting the Tantares ones for now.

  11. 2 minutes ago, Krzeszny said:

    No. My point is that there's no explanation what...

    ...in 1.11.

    What does it do that the stock system doesn't? In my opinion, the mod's description should describe that.

    I'm on 1.11.1 myself, and can assure you that the construction mechanics of it OUTSIDE of the VAB is far superior to that of the stock EVA construction mode. Its just easier to use and it adds parts for your Kerbals to use to carry out those tasks of attaching parts or detaching parts via use of electric screwdriver/wrench. It also adds containers you can place in your crafts to store parts in order to build and attach parts for bases/stations. Dude, just try it out for yourself, the documentation it comes with explains everything you can do with the mod and how to do it. 

  12. 2 hours ago, Krzeszny said:

    Not really. I thought my point was obvious, but I'll elaborate.

    "new gameplay mechanics" - such as? 
    "brand new inventory system" - what makes it brand new?  
    "EVA usable items and tools" - what items and tools?
    "want to build a rover on Duna on scratch or attach a solar panel to planetary stations?" - you can do it in stock KSP, can't you?

    "The mod offers container parts of various size to deliver spare parts to the orbit or at the construction site." - stock KSP already adds part containers.

    That's possible in stock KSP, except for the goggles, hats etc. Stock KSP also has special tools used in EVA construction.

    Usually OP's advertise the functions of mods in a way that makes players want to download them. OP's at least list the things mods add. This mod seems to add... stock things?

    Imagine a generic mod called "Revamped mechanics and New Parts for KSP 1.11" with a description saying "This mod revamps some mechanics, adds fuel tanks and cargo containers" with no further details.

    I'm interested in how this mod allows more parts to be placed in inventories and what makes its EVA construction system better.

    So try it for yourself then and find out, you can always delete it if it's no use to you.

    There's plenty of youtube showcases/reviews of KIS that shows you exactly what it is capable of and what new features it brings or what features it builds upon.

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