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MrMeeb

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Everything posted by MrMeeb

  1. When the Z1 was first previewed, Venom fittingly described it as
  2. Liking the look of all of these! I think that making all of these kinds of things without making a set of contracts is unavoidable, so looks like I'll need to start thinking about agencies and flags and the like. Another thing I was thinking about was something like these boxes, similar to the SHELS. I've tested the idea using @akron's little cubesat things, and a handmade one. It worked pretty well, and would be a nice touch. My only slight concern is how some of the parts may be limited to a very specific use with a very specific part. Not sure
  3. If you report the first post in this thread (don't worry, it's safe!) and write in the message that you'd like the thread to be moved to the Add-On Development subforum, it'll be brought to the attention of a moderator
  4. Probably. More tempted by the Russian side seeing as there isn't a complete stockalike Saturn V (yet) or SLS that I'm a fan of, and I haven't flown either of the Russian ones before
  5. They already did I second thoughts on this being in the wrong sub-forum. I'm sure a moderator would happily move it of they saw fit
  6. K But...3 moon missions? Saturn V, N1 and...? I believe the common texture switch option is Firespitter's FSTextureSwitch or something. Haven't got anything to hand, so that's just off the top of my head
  7. man, that sucks. You can definitely salvage the Canadarm with the .mu importer plugin for Blender. If you export the IVA as a .mu too (a actually don't know...never made one) then you can import that too
  8. I can totally do that. I'm still not entirely sure where Station Science comes into this still though, probably for lack of knowledge on the mod. What exactly do you have in mind?
  9. Ah, interesting! So almost something like a build-your-own LDEF from a selection of different experiment packaged, as dictated by the contract, deploy it, and then recover it for another contract later? Is it even possible to have a contract that is toggled a certain amount of time after the completion of another contract?
  10. Thanks! That's what happens when you combine summer holidays with procrastination from other responsibilities I am definitely interested by an IVA for Spacelab. Tunnels seem a bit pointless seeing as they're purely cosmetic. Either way, I think it'll wait, because I'd like to focus on getting more parts out, as that's better general practice for now Oops! Looks like I misunderstood how the .version file works. I'll fix it in the next update. I've talked with a few people about this and we decided that it would be cool if it could function as both an MPL and have some runnable experiments, seeing as that's how the real one functioned. That way you can always be generating science from the whole 'living in space' stuff, but you can also refine other experiments you bring up with you on a Spacelab pallet for example (that's how the MPL works, right? Never used it myself) I actually think that might be in the scope of this mod I could totally make a selection of experiments for @Pak's Spacelab-esque pallet that's on the way that offer little transmission reward but a lot on return. Or were you thinking of something even bigger?
  11. What @JoseEduardo said. If you don't have DIRECT installed, my edited parts won't show up. No problem, if you don't want them! Little to show in progress at the moment. I have completed Spacelab, and I'm in the process of UV Unwrapping the tunnel segments. I don't think it will take too much longer, and hopefully nor will texturing. Unfortunately, I'm going away for 3 weeks on Saturday, so I won't have any opportunity to work on anything while I'm gone. I've set myself a personal goal for release, but if I don't think the parts are ready, you'll just have to wait. I know it's fairly similar to the picture I posted last, but now it (badly) spins!
  12. Another suggestion is to try the mod SMURFF. It makes the engines more powerful and the tanks way lighter, so you get some better, more accurate mass fractions. It's a popular solution for rescale mods where the stock stuff just doesn't cut it, but you don't want to take the plunge that is Realism Overhaul. Could be helpful
  13. I'll make one! The one thing I've yet to recreate is the roll program, so I don't bother. I always end up far too off axis to call it a success. I'd recommend taking a look at the example craft included in the mod to see how to set up a correctly balanced ET and how to set your SSMEs. That will keep everything stable with SRBs attached. Unfortunately the instability when they're gone is just caused by SAS struggling to deal with high gimbal range engines, resulting in an endless spiral of over-correction. The two options are either to spam reaction wheels (I put them in the nose of the ET) or lock prograde and just ride it up. For the ET mount, it kinda fits but I know what you mean. That wasn't a simple case of rescaling, so I'd have to look at changing the angles in the model. Should be possible
  14. Make sure you have the most up to date version of Cormorant Aeronology
  15. Yeah, I derped and did the AVC thing then went to dinner before pushing the update. Sorry! v0.12 released! Just a bug fix, LFO parts and a .craft file https://github.com/MrMeeb/Shuttle-Payload-Technologies/releases/tag/v0.12
  16. There is already a custom length piece - if you right click on either of the lifting body fuel tanks there is an option to switch variants and there's one for the CRG-150
  17. Yeah, I'll add these to the list. Shouldn't be too difficult While I totally agree and would love to...what Cobalt said; I have only put one part through Unity so far and that was terrifying enough. I have no hope in hell of getting any wheels into the game any time soon
  18. I think I'll make a craft to go with mine over in my thread, after I get the bugs fixed
  19. What's the point in having low part count shuttle if they don't fly right?
  20. I can look into adding a LFO option, sure. I decided not to rescale the ET, because it will cause a poor balance in the later stages of ascent - you want to drain the tank from the top, which is possible with the individual parts but not the ET. Comorant's lifting body part does have a CRG-150 option if you right click and change the variant. Thanks for the bug report. I'll look into it and see what I can do! Probably attach rules messed up
  21. Shuttle Payload Technologies v0.2 This is the development thread for Shuttle Payload Technologies, a mod that I'm currently working on. The main goal is to flesh out the amount of parts available for shuttle payloads. Currently in the plans are: KU Band Antenna Spacehab Weird Shuttle-Salyut module thing Build-your-own LDEF + contracts for it Spacelab Pallet experiments + contracts Probably some satellite mounts Maybe Hubble and it's servicing equipment from the following missions? Anything else people ask for that I agree with! License: Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License Changelog: Download Spacedock Github Required Mods: Comorant Aeronology DIRECT
  22. Okay, v0.11 of Shuttle Payload Technologies is out! If you have any important craft with my cargo bay, you can protect them by going into the .craft file and replacing any stsBay entry to STS.Bay To get the new parts, DIRECT is required. Please let me know if you think there are any balancing issues! https://github.com/MrMeeb/Shuttle-Payload-Technologies/releases (man, I got lazy with release posts between v0.1 and v0.11) Edit: I made a thread!
  23. That might be a nice break from today's UV Unwrapping. If I go for much longer I might go mad. I'll see what I can do Edit: The shuttle feels right at home back in my RSS install! She flies great, and I've got some fairly solid numbers for Direct LV rescalling. Probably gonna push a patch including those rescales and the node for the Canadarm tomorrow. @CobaltWolf I know you can't see it all that well, but how's that looking? Kind of a prototype, but all the same
  24. It is indeed I think I'll make it after I've made the Ku Band Antenna (next on the list)
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