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Ledenko

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Everything posted by Ledenko

  1. Well, it only took forever, but what could be called an alpha of the K-P0110 now works in the game: I haven't actually tested it yet, so for now I'm assuming it explodes spectacularly for no apparent reason. Also not pictured above is the parachute shroud. Still on the todo list: touch up the texture and maybe add some detail (I hate this part because I'm no texture artist) there's a holder for a flag in the back, still have to test that figure out how integrated docking ports work and how likely they are to make everything go boom figure out how integrated parachutes work, model the canopy and watch them blow stuff up define an EVA hatch maybe give those handle bars a use (not explosive, if possible) figure out what sort of collision mesh it should use currently uses the mk1-2 IVA, maybe I'll make an internal of its own one day Yeah, I believe I still have a LOT to do before it's actually useful. Comments and critique are welcome!
  2. I tried launching it with Mechjeb and it wibbled and wobbled and suddenly I was doing an emergency EVA (without parachutes, ouch). Another time, I tried executing the roll program and it... went all over the place. It does glide like a styrofoam brick though, but from what I remember it would be completely unflyable without that. Anyway, what's the recommended ascent profile?
  3. Thanks for the kind words and advice, there's barely any progress because a) I don't have much time and barely turn on my home computer and learning how all the tools work all over again is a pain... Hopefully I'll have something to show soon. And Bungee, it's still utterly useless in the game
  4. Ok, I think the easy part, the modeling is done: Now to go lose my mind over textures
  5. Hey guys, thanks for the suggestions and comments! Unfortunately, I don't always have time to work on this and when I do, it's slow progress because I'm still learning as I go. Sometimes, when I have time, the net works so slowly I can't even find reference online, so that's great. Ok, the Fuji - maybe after the Kapollo is done, but don't hold your breath, it'll take time even if I do get started on it This pod is exactly 2.5m across at it's widest point so it'll actually be smaller than the mk1-2 as that one's quite wide on top to accomodate a standard docking port or parachute while this one is pretty close to an actual apollo module outline. I also want to make it look like a counterpart to the mk1-2 in terms of the texture job, so relatively simple. And Mihara, thank you, those suggestions are great, the only thing I'm not sure about is the RCS, because there's probably some math involved with all of it, for example the current CoM is in the geometric center of the model and I'll really have to look into it. edit: I checked the RCS placement and it's only there for rotation, not for translation so that's nothing that can't be accomplished in the game with reaction wheels, so for the sake of simplicity, I'll skip it. Oh! The IVA! I'm thinking about it, but I'll probably make it after I get the model working in the game with a placeholder IVA.
  6. Current status: mapping normals to Kerbals - Kerbals can't be mapped and normal at the same time Updated download: https://dl.dropboxusercontent.com/u/27552313/kp0110_a7.zip All rights reserved. For now, at least. Updated 16.12.2013 Module names have changed, it will break ships containing the first version! Reworked textures, fixed parachute animation. Possibly unbalanced, not sure if it works with current science implementation because I don't have a save to test it. It *should* be bundled with Mk1-2 pod but I'm not sure if that's how it works, I copied the config for Mk1-2 pod so something might break along the way. Please let me know if you do test and something doesn't work. Updated 22.12.2013 Added automatic shroud and moved the node to the actual bottom of the module. Updated 23.12.2013 Changed the shroud texture to match the module more. Updated 28.12.2013 Small update, mostly .cfg changes to enable the fairing/shroud to act as a decoupler and some detail added on the inside. ----------------------------------------------------------Original Post:----------------------------------------------------------------------- Hi everyone, I've set out on a pretty ambitious (for me, that is) project. Some people are all about engines, others about awesome lifters and I'm crazy for command modules. I use the mk1-2 pod for pretty much anything and I figured out what bothers me about it - it's not symmetrical and attaching radial parachutes to it makes it look unseemly. The Apollo project is probably my favorite spacecraft of them all so I've set out to make myself a replacement and I'll be looking for help because I have no idea how to do some stuff and I could use an opinion on others. Side note - I'm not making a perfect replica of the Apollo craft, close enough is good enough for me. Here's what I have so far: It's not yet textured and detail hasn't been added for normal mapping because I still have to get it in the game to see how it fits with other parts. There's a pretty long to do list: - Test it in game, as it is right now, it will probably comfortably fit a junior docking port, but I'm not sure, would I be better off making a new docking port that fits on top and make it behave like a standard docking port for stability and usability? - Model in details for the normal map and figure out how to make the door a crew hatch in Unity. Also, can Kerbals latch onto the handles over there? - Create a texture for it. I suck at it and will probably take me just shy of forever. - Turn the "cap" into a LES and figure out how to make it work in Unity. - The docking port cover is planned to be an actual parachute - if it's possible to make a single part have three canopies that work well. - Can I make it have a flag decal in the back? That'd be neat, but I'm not sure what I need for it, I believe it's an extra mesh that has to be either a part of the model or added on top of it. - Maybe make a decoupler that fits well into the heatshield, but I'd also like to keep part inflation low. It'll most likely take me a while to get everything done because I'm new to anything more advanced than getting a simple model into KSP but I'd love to hear your advice on stuff like the docking port and parachutes
  7. I'll just put this here again and plug my own model - the model is made to look aerodynamic instead of a point and shoot camera.
  8. Hey guys, some time ago I made my own model as can be seen here: KerbonTech Hullcam It was my first KSP model so it's a bit weird, but it's been so long I don't even know if I could repair it. Download link
  9. Gonna test this out right quick! Just a quick note - since this isn't a plugin, you're not obligated to package the source files with it, still nice though!
  10. Perfect, I'm really liking this mod already (Don't mean to be snarky - I tested the translation controls and I'm really liking them) One more question if you don't mind - didn't the old ASAS at some point perform a similar function as this mod? I'm pretty certain it did because I was unable to actually dock anything in 0.18.4 until I used ASAS with RCS ports.
  11. Ugh, sorry, faulty testing on my side - apparently the mk1-2 command pod doesn't have it included in the configs, it works with a mk1
  12. In GameData I have the kerbcomavionics folder with the dll for the plugin and stock.cfg, that should be correct?
  13. Is there anything special you need to do to get this to work? I tried both in 0.20 and 0.21 and could never even get the GUI to appear and it didn't seem to affect my RCS ports.
  14. What's wrong with the DAE files included in the download on the very first page of this thread?
  15. When I failed to notice a reload tore the legs off my Munar lander
  16. I'm working on the SRB models, Tiberion will then set them up in Unity.
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