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stubbles

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Everything posted by stubbles

  1. By flat I'm really just meaning that there's no texture to it. It's solid colors and panel lines. Adding some texture to it will help, imo.
  2. Is there a way to access the functionality within the configs? Such if I'm integrating the functionality into my own part and I don't want it to be tweakable. I'd like to be able to set the action group, altitude, etc all within the part config. Is that possible right now and if so, what are the available script functions we can use? Thanks.
  3. Hah! This is fantastic. I'd be nice if we had more launch centers around Kerbin, so you could transfer Kerbalnauts from one locale to another. I'd agree with the textures looking a bit flat (even for KSP) bit I'll assume they are just work in progress. Really great so far, I'll definitely snag this when it's ready.
  4. Right now I'm working out the retro pack and smart part integration. Smart parts are what is going to control the functionality of these things once they detach. The boosters will auto-detach when their fuel runs out, then auto-arm the chute charges. When they hit the right height the drogues will pop, then those detach at a certain height and pull out the main chutes which will then fully deploy at a set height. Then about 100m off the ground the gear open and 3-5m off the ground the retros fire. It all worked out great when I tested it with stock parts, so I'm just making my own art now and integrating it all. The chutes brought the booster down to about 13m/s and the retro firing slowed it to right around 2-3m/s for a soft gear landing. I might have to take a break from this for a few weeks, though. I lost my job at Turn10 a few weeks ago (my contract ended) so I've been unemployed since. I was contacted by Autodesk, recently, to help with a 3dsmax demo scene, which is supposed to be about 4 weeks of work. I'll let you all know if that contract gets signed or not. If not, I'll keep trucking ahead on this
  5. Finally got the chutes working correctly (thanks stupid_chris!) Granted, it doesn't work the exact way I wanted it to (as in real life) but KSP is a bit too limited to support that sort of functionality with major plugin/code support (bleh). This will work just fine for my needs. They'll also have drogue chutes that will deploy higher up in the atmosphere to slow their initial decent.
  6. Ooh neat stuff! What's the G-Forces like on the Kerbals when you hit this sucker? Looks like it would be close to the limit.
  7. NoMrBond - good to know! MOARdV - I should totally do that as an easter egg ;p Actually record my voice going "pew pew!" Dragon - Those are the landing retros, not the separation retros. There are other pods on the sides and front (facing the center tank) that will work when staging
  8. Bingo. I hate doing all of the config crap. The art is the easy part. For Energia, even if everything I have planned doesn't work or it unloads or whatever, I'm at least considering it an exercise in practice. If it doesn't work in the end, I'm not going to get upset by it. Here's some misc dev shots
  9. I second the TrackIR support. I use it all the time for Arma and flight sims. Would love that in KSP. Would give me more reason the use IVA's
  10. Started integrating the landing gear stuffs.Angle is a bit funky here, but the gear deploy 30º out on each side, so it's a 60º spread Top view, so you can see the width of the gear.
  11. I'm glad you have a sharealike license on these, dtobi. It's a great set of parts/functionality - I'll likely integrate the use of them into my Energia system.
  12. Honestly, I have no idea. I really can't find any info on the Buran-T. On the Energia II it's basically a shuttle in a way, which returns to earth. But for this pod, I think it just burns up or adds to kessler.
  13. A bit more flushed out. I'll make an add-on for the BlockDM tug, so it will have more RCS capabilities in orbit, since it'll be pushing heavier loads with this. or I could make them more traditional, like this:
  14. I'll be working on Energia II at some point, which is basically where the center tank is mostly cargo room, where the nose opens and releases a payload. It has it's own wings and flies back like a shuttle. With this cargo pod here, I just want to have something people can use with the Energia system when I release it, in case they don't have a shuttle. This thing will strap on to the center fuel tank of the normal Energia system.
  15. I'll give that a shot, thanks Dave! For the Buran-T cargo pod, I've been trying to find similar ref for it (seems the pod itself doesn't exist). I found someone made a pod for Orbiter, which opened with a double hinge design, which I mocked up here: I could do that, or go with a single-hinge large clamshell design. Or just blow the walls right off the hinges like fairings. Do you all have a preference?
  16. Yeah I've been trying to find info on what the specific mounting angles are, but haven't ran into it yet. Still looking.
  17. I'm also thinking of adding the Buran-T cargo module as a default addition, since some people might not have a shuttle to use. Just saw today that the bulk on the RD-170 boosters are actually landing gear pods - I had no idea. So I'll be getting that working, as well as chute integration for safe landing of the boosters. I might have to pair up with a mod like dtobi's SmartParts, so that I can have certain events take place after staging and such, like chute/gear deployment.
  18. Thanks Mav, if I can get everything working, I might have open beta testing. Not too sure yet.
  19. Some misc gimbal action, courtesy of dtobi's plugin.
  20. For the most part, yeah. The engines on the Energia side boosters are actually RD-170's, while the current Zenit Land/Sea launch systems use the RD-171 engine.
  21. Only if you rescript the particle systems using Sarbian's SmokeScreen plugin.
  22. Sarbian, are you able to update the OP with any config updates that robbin has added? With multiple script chunks floating around, I'm not sure what new functionality is what or how to use it.
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