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Kitworks

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Posts posted by Kitworks

  1. Very handsome pod. I already use the 2-man pod many people have linked to, so I'd rather see this as a 3 or 4 kerbal pod. It fits stylistically very nicely with the 2-man pod, which is nice.

    I'd love to see a fix for the docking ports being incompatible with the stock ports.

  2. Hmm, kinda... but not really. TWR of the engine described there is orders of magnitude better than the one from his pack, and ISP is twice as high. This one has just enough thrust for a small ship to take off and make it to orbit, single stage. The engine seems almost OP to me as it is, but I'm open to suggestions, maybe weight could be lowered a bit?

    I like the lightbulb a lot, but... yeah, it is already borderline OP. Anything more would be too much. (Its not so OP that I won't use it though... of course...)

  3. IRL the Cygnus is almost as big as the ATV! :)

    I basically have shrunk it to have a tiny supply vehicle to compliment medium (Progress) and large (ATV).

    Actually, your models aren't far off! The current Cygnus is 3.66m long (EDIT: Another place Wikipedia is saying 5m...), and the ATV is 10.3m. (At least, according to wikipedia...)

    And Progress is 7 something meters, so... you're perfect!

    Some interesting photos to give a sense of interior scale:

    cygnus_loading1.jpg

    Crew_in_ATV_with_Jules_Verne_manuscript.jpg

  4. Okay, somewhat downplayed the specularity! :)

    Engine stats are unchanged, I feel 50KN is right, but if people have suggestions, I am all ears.

    http://puu.sh/dBheM/2a835392e4.jpg

    Looks great! And I like that without the front docking adapter it fits 1.25m ports.

    As an aside, until I downloaded your mod I had never realized how huge the ATV was, or perhaps how tiny the Cygnus is...

  5. Love the new folder structure, so that you aren't overwriting squad textures.

    For some reason with the Mk. 1-2 CM, the rcs jets constantly show that they are firing all the time. (They aren't, actually, they just look like it.) Too bad, because working RCS jets on stock pods would be great!

    EDIT: When the RCS jets "fire" in the VAB and on the pad, debug shows a "IndexOutOfRangeException: Array index is out of range" error. Any ideas?

  6. I'll freely admit that DF scales back the difficulty imposed by life support; that's my goal. Life support + DeepFreeze provides a sort of compromise in difficulty, where you trade off a little bit of extra complexity in your craft and trip in order to let you have slightly easier time.

    So I won't be adding a constant resource requirement (EC or other), but my code is open source and my license is permissive. I'd be plenty happy if someone wanted to branch it and push for more realism.

    While I totally get the idea of needing constant energy requirements, and think that would be perfectly fine in the scope of this mod... I totally agree with you.

    I think the added ease this brings to mission planning is great, and it's offset well by needing to bring along the stasis chamber, to design and build around that.

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