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Orbital_phoenix

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Everything posted by Orbital_phoenix

  1. KERBAL KRISTMAS PACK Provided by Santa Gift Industries, a subsidiary of Integrated Phoenix Industries. DOWNLOAD: https://spacedock.info/mod/2034/Kerbal Kristmas Pack - Lights and presents DESCRIPTION: Just a fun little silly festive mod which adds attachable lights and a KIS container present. Requires Kerbal Inventory System (KIS) to function. You can get KIS here: NOTES: - I haven't figured out how to do colour changes on one part, so the lights are separate parts for each colour. CHANGELOG: v1.0 -First Release
  2. Three more WIP images of the Antenna Kit and Manipulator Module while I work on the textures.
  3. Ah okay, yeah that makes sense, the 2x doesn't have space.for the rear docking port. Awesome, I'll let you know when I tackle them. Thanks for the help, I appreciate it Phoning Home
  4. Sorry for the late reply. I think the space tug was cryogenic so I probably won't support hypergolic, but I could be wrong on that. I don't mind, but I do have a 2x engine mount part in the latest version, unless you mean a part where the engines are inset like the 4x? Thanks for the tweakscale config, I'm still working on the compatibilities so I've linked your config on the front page to help people find it.
  5. Sorry I haven't been replying, still working on everything, but swamped with stuff to do. I'm currently working on a super secret project which I will announce just after Christmas, but Space tug is definitely still being worked on as well, I'm currently getting everything finished for the next update which I will post about soon. Sneak peak at the antenna module while texturing. Can do! Please do , I find them very helpful and I'm sure plenty of people here will find them fascinating as well.
  6. Yup, one of the problems I've been thinking about lately. I think a long ladder is the best way to go for the traditional space tug look. But some designs have the crew module with engines on the bottom to solve that issue. Not sure have cranes would work without KAS, but it's something to look into for the future.
  7. Yup, on my to-do list. Alongside 2.5m low profile docking rings for mixing and matching space tug modules.
  8. Also good idea, I like to think that because they would not be dedicated fuel tanks as they are part of the vehicle, they wouldn't completely consist of fuel tanks, have to make room for electronics and piping. So I agree with the percentage differences. I think it would be closer to the Apollo service module levels but with a higher fuel content. I've now finished the navigational lights for the space tug, and with KS3P, does look nice. Work is also progressing on the claw
  9. As a side note, I made this texture breakdown sheet a while ago to show how I textured the crew module. A little sneak peak of how I went about making it. Hopefully someone will find it interesting.
  10. Yup, it's KS3P. Combined with EnvironmentalVisualEnchancements, DistantObject, PlanetShine, and then Kopernicus, which I increased the intensity of the sunlight by 1.5.
  11. (Obligatory not dead post hehe) Work progresses ever onwards. Sorry it's taking so long, I've been improving my modeling workflow as well, so I hope I can start improving the quality of my models, but this has the unfortunate side effect of doubling the amount of time to UV and texture, but oh well. Here's a snap of all the new parts that are coming in the next planned update. These are, going clockwise from the middle top: Payload Mount, RCS Module, Radiator Kit, Navigation Light, Antenna Kit, and Manipulator Module for all your claw related needs. The manipulator module for now is going to work like the stock claw, so you can use it to clamp on any vessel. Good idea about the balancing, and thanks for the numbers. I'll sort out the tank amounts for the next update to reflect the BDB ones, as that makes a lot of sense. I also got some lovely screenshots from playing around with all the beauty mods:
  12. Unfortunately not much work has been done on the NERVA at the moment, as I want to get the last bits of the space tug done and ready before committing to the very large project of the RNS and NERVA. But it is the very next thing afterwards and most of the initial work is done for the NERVA. So, once the space tug is wrapped up, the nuclear stuff shouldn't be too far behind . Awesome, any help is always appreciated. Everything is still very early in development but any feedback is welcome as well.
  13. Sorry about the lack of updates, just been swamped lately with work. But I have been able to put together a mini update of all the latest work with some much needed updates to the fuel. The target delta-V for the space tug with the large fuel tank and 4 engine mount is to be able to land and take off single stage from the Mun, so these new values try to represent this, but will still take a lot of testing to get right. v0.0.2 DOWNLOAD: > https://github.com/OrbitalPhoenix/Integrated-Phoenix-Industries/releases/tag/v0.0.2 < CHANGELOG: - Added Medium Propellant Tank. - Added 2x Engine Mount. - Added Snacks! compatibility. - Changed all part stock fuel, mass, and cost amounts to (hopefully) improved values. - Changed crew module to hold 4 Kerbals. - Moved 4x Engine mount nodes to be slightly more centred. - Re-positioned crew module's IVA to be inline with the mesh.
  14. Bit late, but finally worked out the animations of antennas extending, which has stumped me for a few days. The texture is a temp one while I test the animation in Unity. The antenna still needs a few more small tweaks to extend out a little bit more, but it is overdue for the texture work to begin. Once this is out of the way, the next step is to fix some of the meshes and textures with the existing parts, but these won't break any craft files. Then finally sort out the mass, costs, and fuel amounts in the cfg's to bring them up to quality and I think that will be the next update.
  15. Everything all good , just been caught up with RL work and such, didn't even notice a month flying by. Work still progressing as usual, just juggling time. The new models are quite complex and using my new pipe tools have caused some errors with the meshes which needs a good cleanup before texturing. I'll be doing a few days of work on the mod to catch up, so I'll have some lovely dev pictures on the new work at the weekend.
  16. I thought I might just give a little status update as work is still progressing. I'm currently working on the Reusable Nuclear Shuttle parts, spending most of my time on the NERVA engine. All very WIP and still being modeled. I'm also re-modeling the antenna kit into something a bit nicer, still WIP as well. (I think the pipes look too much like crutches ) The next update will have the antenna kit, medium and small fuel tanks, 2x engine mount. As well as fixes and other fun small things. I would imagine it might be another week or two before everything is finished though. The nuclear shuttle parts will then follow in the update after .
  17. It's not in the current plans, but I might do some shuttle related stuff later on.
  18. Few more progress pics. Now working on the medium propellant tank, antenna kit and 2x engine mount The antenna kit slots into the antenna hatch of the Intelligence Module.
  19. I believe Snacks! adds 100 automatically to crew modules, however I am going to be changing the crew module to house 6 Kerbals with a supply for 42 days, the crew amount can then be reduced for long duration missions. I'm not sure if the propellant tank would be appropriate for snack storage, but I am working on cargo containers which can be added to the craft, and there is a cargo hatch on the side of the Intelligence Module which I might made a cargo container for.
  20. Small update, just had to quickly fix an issue with parts not loading due to using an old folder name. v0.0.1a - Fixed folder name issue which caused parts to be loaded (whoops) https://github.com/OrbitalPhoenix/Integrated-Phoenix-Industries/releases
  21. Really nice image of the crew module with robotic arms. I just hope I can make something as good as those.
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