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benjee10

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Everything posted by benjee10

  1. Hoping to get the 'final' release out in the next week so will see what I can get added in that time. After that I'll be switching focus to KSP2! Glad you have had fun with the mod! My original plan was to use a plugin to switch the parts based on inventory capacity (inventory upgrades). This would allow you to fly the iROSA part up, put it in an inventory slot on the solar truss, and have it appear & be functional. We have a working prototype but the plugin author isn't around at the moment so can't release it. At this stage it looks like I will have to go with the B9 part switch option (HabTech already has in-flight B9 switching with the thermal blankets on the CBM part). It's not ideal but it'll do for now. If the plugin author gets in touch down the line I could always patch it in. There are a few more things coming to HabTech: Finally the black voids will be vanquished. These are going to be super basic IVAs with little to no functionality (and not a lot more detail than what you see here), but I never really feel like parts are finished without an IVA of some form. The FreeIVA folks are doing amazing stuff too and it would be really nice to be able to fly around inside the ISS like that.
  2. Unfortunately Animated Attachment causes its own set of issues so I am wary of suggesting that. Best solution might be to have a grapple fixture with a docking node built in to the part. Attention to detail on this is fantastic! Great build.
  3. Unfortunately it is not possible to attach anything to the solar array trusses due to the way sun tracking works. Anything attached to the truss would not rotate with it. You are best using a claw or something temporarily attached to the end node to manipulate them.
  4. Congratulations on the release! These parts look awesome and it is great to finally have a worthy external tank to go with the shuttle!
  5. It now has it's own separate GitHub repo since it will be bundled with HabTech2 in the next update. You'll see it features a couple of new parts now...
  6. There is always the potential for legal issues down range if either party has a disagreement. New assets produced under contract would be legally much simpler. Besides, even if they were to use existing parts, they would need to completely redo the textures for the new lighting engine and make model changes to match the other new parts, so it is not a huge amount of extra effort to just remake the thing from scratch (and probably easier than another team of artists having to dig into assets that are years old and not necessarily produced with a production environment in mind). Just looking at the parts you can see they're a complete remake. The silhouette is the same but there are only so many ways to skin a cat so to speak.
  7. The core stage does perform part of TLI in Block I, in a way at least. If you go into a low circular parking orbit like a regular rocket launch you will end up with way too much delta V left over in the core stage and not enough in the ICPS for TLI. On Artemis I the core stage placed the ICPS into a highly elliptical orbit, with apoapsis at 1,800 km and periapsis at 30km, and the ICPS completed TLI 90 minutes later. I think in testing we converted that to a 60km x 1,200km initial orbit or thereabouts at 2.5x scale. Your mileage may vary but I suspect the issue is you're going into an initial orbit that's circular and much too low; the core stage is much too powerful for the ICPS - it is an interim stage after all.
  8. So, there's a couple of reasons why you wouldn't want to do this: 1: These were early test parts made before I was working on Canadarm 1. They are untextured the wrong size, and I can't guarantee they will work correctly. 2: Coming very soon I'll be honest, I've never used these parts in career/science mode - think my intention originally was for the science labs to be slower than stock but have a greater potential yield but I don't think I ever tested it properly aside from verifying that they do function as labs. If anyone has suggestions as to what appropriate values would be for this I would be happy to alter these in the next update.
  9. If all it is is KSP1 but more stable and with better graphics I will consider that a win, but it looks like it will be a lot more than that. I'm very optimistic about what we'll be able to do in the new game as both players and modders! No one has early access as far as I'm aware, certainly not me anyway! I'll be picking it up at the same time as everyone else, so no unique insights so far. The biggest thing we know of for sure is the switch to PBR shaders/textures. That will be a major graphical upgrade and it should take parts mods to the next level. In terms of what I'd like to see most, it is a pretty boring one which is just the ability to reload specific parts/models/textures while inside the game. It would speed things up a whole lot if you didn't have to reboot the entire game to see a minor change. I have probably lost days of my life waiting for KSP to reload after I made a typo in a part config!
  10. Not sure what you're referring to exactly, but not planning on any changes to the orbiter model in KSP1. Unless you mean the Columbia SILTS pod, which is SOCK Recolored adds.
  11. So, just to clarify some things with the Buran parts, I am not intending to work on them further or add them to the base install, they will remain in the Extras folder. I initially thought I had overwritten the files for them, but found them the other day so thought I would put them on the GitHub for people to experiment with. As it stands it is just the cockpit and the OMS section; it is simply too much work to get the rest of Buran finished when KSP2 is just around the corner. At least now there is the possibility a 3rd party mod could pick it up if they wanted to (similar to SOCK recolored) with the parts on GitHub. The new orbiter for KSP2 is being designed with Buran (and other alternate configurations) in mind from the outset. Here is some very early work on that: Since I made the original SOCK model in 2019, the Smithsonian have released an extremely high-quality 3D scan of Discovery, so I am basing the proportions on that - it should be far more accurate than the current model. I haven't seen any documentation like that but perhaps it exists somewhere. What I do is look at the orientation of the APAS on the shuttle IRL and work from there, ensuring ports on stations are rotated 180 degrees relative to the position I want the shuttle to dock in. As for the CBMs, in game they can dock in any angle. The guide fins don't have colliders and are just decorative. That model is pretty old now and I intend to make a more accurate (visually and functionally) version for KSP2. I love this ISS/shuttle configuration. Such an unusual docking position compared to the usual forward APAS port docking (unique to this mission I think?) Nice to see the new HabTech truss parts used in that 'power-tower' config! I tried it a few times during testing. It is definitely possible, not sure I ever nailed a runway landing but quite a bit of fun to try it out. It should work, but you will end up with a lot of fuel to spare in the ET (I think I tested this once and at stock scale you have enough delta-V to do a direct launch to the Mun) and probably a pretty crazy trajectory using MechJeb PVG. Give it a go but you might have better results using the 'stock-style gravity turn' setting or just flying it manually.
  12. Funny you should say that, I just pushed an update to the GitHub master branch last night that refactors the RCS to use a single module & dummy FX transforms, which will eliminate the need for fiddly setup and allow the res to work correctly no matter the control point. Tested with MechJeb docking auto and it seems to work. Also updated the handrails on all parts that have them to match the newer HabTech models (and provide a funky blue part switch) All still in development, but there should be an official release soon. Will also be repositioning the nodes to accommodate the updated RMM SSMEs.
  13. There's no dedicated part for the drag chute, but you can use the stock radial drogue. It attaches in the dip at the base of the vertical stabiliser. The brakes should work unless you have a mod conflict or something like that. You can adjust the brake strength in the right click menu to tweak to your liking.
  14. I believe that animated attachment causes this issue. See if it persists after removing it.
  15. I think you are looking at the wrong parts, there are some smaller tanks included but the ET was added yesterday: (screenshot by Talv on Twitter)
  16. Thank you for your detailed feedback and glad you are enjoying it! I'm not planning any updates for reDIRECT at this point, as I know there is another 3rd party mod in the works that should replace the ET. Keep an eye out for that, I will post about it here. You can grab an aft skirt separation thruster designed to fit the Photon Corp boosters from Artemis Construction Kit. Likewise, there won't be any major changes to the orbiter as KSP2 is out so soon and I'll be focusing my efforts on a new orbiter model for that. This should address lots of the issues with this one, and add a lot more flexibility in terms of replicating different variants and unflown concepts. Also will be major graphical improvement with the implementation of PBR materials coming in KSP2. I'm planning a final update for SOCK which will improve a couple of things, add Invader's spacehab officially, and hopefully leave it in quite a complete state. This does mean unfortunately that Buran will not be happening for KSP1. It's just too much work to get completed in time and then have to immediately redo for KSP2! But I think it will be worth the wait.
  17. I would recommend using the boosters from Photon Corp, which have an SRB forward attach as a part switch.
  18. Hmm looking at it the diameter varies between modules. Destiny is listed as 4.2m but some of the others are 4.4m and others 4.57m as you say. Either way I don’t intend to rescale any of the HabTech modules at this stage, and representing their actual scales would result in them not fitting together properly.
  19. ISS modules are 4.2m in diameter which comes to 2.625m in KSP scale, so 3.125m would be much too large and 2.5m is closer than 2.8m. A custom size for a 0.125m difference would seem overkill.
  20. The Artemis engines are from RMM which were previously slightly oversized. The latest RMM update scaled them down and they should now fit perfectly, but Artemis hasn’t been updated yet, and SOCK will need a minor update to adjust the node positions. SOCK is only very marginally off scale, and that is just to match 2.5m station parts and 5m external tank, which are both slightly underscaled relative to what they should be in order to conform to KSP standard sizes.
  21. These are parts currently in development and are available for testing by downloading the master branch on GitHub. Some of the parts are not finished or functional yet, and changes may be made that will affect existing craft, so use with caution and keep a backup. The full release should be coming soon!
  22. There are two nodes on the bottom of the service module, one for the engine and one for the spacecraft adapter. EDIT: Just realised we're in the reDIRECT thread and not ACK - if you're using the Orion from reDIRECT I would recommend switching to Artemis Construction Kit
  23. The big 3.75m hab has bunks in it. They’re a bit too bulky to fit in the 1.875m modules without taking up too much space for the kerbals to sit in.
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