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  1. NOTE BEFORE I START: If anyone looks on my profile, they will see 2 failed modding attempts. The overwhelming reason for this is not that i lack commitment, that I have no clue how to use Unity, or other such things. I am simply, absolutely terrible at texturing. I am a decent 3-D modeler, but i can never make any textures that look stockalike. I have tried a hundred and one times and it is just terrible. So, i am reaching out to texture artists and other modders who might cooperate with me, for instance @Well who made the Kraken Science mod with only texturing, no modeling. Thanks to anybody who read this. Celestian Launchers My goal is to make stockalike upper and lower-stage parts that go together but can be used separately. For instance, the engine/skirt/mount on the lower stage could be used on another 2.5 meter-wide launcher, and the fuel-tank (It has 3-d fuel pipes on the outside, inspired by Atlas V. Too non-stockalike?) can also be used on other launchers because the stock tanks do not have any detail, and to be honest i don't know many mods that add tanks like that. My first goal is to make parts for payload launchers at 2.5, 3.75, and 1.25 scale. I am doing 2.5 meters first because that is what i use most. 2.5 First Stage: https://sketchfab.com/models/086e4611b847402fac9786341cd80c27 2.5 Upper Stage: https://sketchfab.com/models/9e8514b9d2f74a139a2ec3a50fc4fd8d (Note: The upper-stage is meant to go in a fairing. The stacking would be like this: First Stage, Fairing Base, Upper-stage, Payload. 3.75 Lower Stage: https://skfb.ly/SsO9 3.75 Upper Stage: https://sketchfab.com/models/1c62888f14ef463292d7b4d8ca6f29eb (Note: The rounding thing on the top is the heatshield. The upper-stage is meant to be recovered. The lower stage also has the ability to land like the Falcon 9. I added landing gear and in the R.O/RSS configs the engines will have more than one ignition.) 1.25 Lower Stage: https://skfb.ly/SsRo 1.25 Upper Stage: https://sketchfab.com/models/80d15db0747347a888a9d02f75d008e5 This is my progress so far! Roadmap! Stage One: Light Payload Launchers, Modeling 100% done, Texturing 0% done, Unity/configs 0% done. Stage Two: Manned Launchers. Stage Three: Service Modules and capsules Stage Four: Space Station parts Stage Five: landers. Goodbye and thanks for reading!
  2. This mod, when complete, will add radially attached segments that turn a 1.25m core into a 2.5m module, or a 2.5m core into a 3.75m module, or a 2.5m or 3.75m into a 5m module. This allows creation of Apollo service modules, heavy landers or pods, and custom space station parts. Likely segments include: Crew cabin Fuel tank Battery Fuel cell Monoprop tank RTG Mission support (Monoprop and battery) RCS thrusters and monoprop tank Engines Science experiments Probe core Plan: v0.1: 1.25-2.5 segments v0.2: 2.5-3.75 segments v0.3: 0.625-1.25 segments (fairly few of these) v0.4: improved textures v0.5: 3.75-5.0 segments v0.6: 2.5-5.0 segments v1.0: improved textures, full release.
  3. Please don't be too harsh. I've decided to learn to model yesterday. ( June 21th , 2016 ) Never touched Photoshop, Unity nor 3DS Max before. It'll be a learning process I'll document. There's a long story involving a work accident, this is not the place to discuss it . But I'll be stuck in this very chair for the next 6 months. I love learning things ,got plenty of time on my hands and I got a pretty good PC ( FX-8350 +GTX 780 ) (32 inches 1440P Panel + 27 inches 1080P panel ). [CURRENT/ON HOLD] :So I begun this model to grasp the basics ( Soyuz Launcher ) ( One evening of work ) : [OUTDATED] : Ho , I've made some progress by observing @RoverDude on his streams ( Texturing wise ) So I began working on a Soyuz Capsule ( 3 days of work for the first version ( See spoiler-seption for latest version )). [OUTDATED] : 28/06/2016 : Happy with it so far ! First true re-edit of the post . Working on the OBM ( Orbital Module ( The round thing on the top of the capsule XD ) ). Moving to mod version 0.3 ( Progress is progress XD ) Stay tuned ! [OUTDATED] : 29/06/2016 : OBM is finished ! I figured out ( With the help of @Redneck ) ladders and how the hatch works . Config files are A-Ok and crew transfer works like clockwork. Very happy with it ! [CURRENT] : 29/06/16 ( Evening ) : Realized the proportions are jacked. Decided to re-do the whole thing with proper size in mind ( Smaller than Apollo MK 1-2 pod , bigger than Mercury Mk 1 pod ). This means a complete re-model ( For the hatch of the OBM to actually fit a Kerbal helmet ) and be still visually correct ( As much as KSP permits ). Also committed to do a Gemini KSP equivalent , since it's mostly ( I know it ain't exactly ) the same Mk 1.5 Size than Soyuz is. There's no equivalent 2 Kerbals pod in KSP yet , it ain't Soyuz-related, but I want to try making one for learning and practicing my ( Poor ) skills at modding. Stay tuned for this entire re-work ;). [CURRENT] : 30/06/16 ( Morning ) : The resizing for the Soyuz Descent Module is complete ! Ditched all the previous files and started from scratch. Makes for good practice I guess. Textured a tad darker and hopefully more stock-friendly. Will begin work on the OBM's resizing this afternoon. Enjoy ! [CURRENT] : 01/07/2016 : The rework of the OBM is complete ! Like the Descent Module , scale is correct and it' been started from scratch. It uses the " New " Mk 1.5 size for the bottom and the stock Mk 1 size on the top for docking ports and other Mk 1 stock size parts :). Here it is ! : [CURRENT] 02/07/2016: So ! Figured out I was going to need a Heat Shield that fitted the Soyuz Descend Module and the ( To come, WIP ) Gemini capsule. And it's done ! Quite proud of this piece. I'll also need the decoupler that's going to go between the heat shield and the Soyuz Service Module ( To come, WIP ) , that will be fun too.... Working on it right now ! For now , here's the Heat Shield (1.875m) : [CURRENT] : 02/07/2016 : Decouplers are DONE ! I realized I needed 2 custom-sized ones : One between the Orbital Module and the Descent module ( Effectively Mk 0.75 or 0.9375m ) and one between the Heat Shield and the ( To come , WIP ) Service Module. Here they are both ! They function just like the stock ones and I'm really digging this black scheme that matches the new Heat Shield as well ! Stay tuned for the Service Module ! : [CURRENT] : 03/07/2016 : About time I finished doing this pesky little thing XD. The " Skirt " of the Soyuz Service Module is DONE ! I'm debating making the round parachutes for the capsule as well , the stock radial ones are so big and ugly XD. I'm doing the service module itself now ! Stay tuned ! : [CURRENT] : 04/07/2016 : Service Module tanks are DONE ! Cranked these ( Ugly, I'll give you that XD ) puppies in less than an hour ! Fuel tanks are so much easier than all the rest I've made so far XD. So now the Orbiter is COMPLETE ! I'm so happy ! It does need balancing because with a Terrier, this thing has ridiculous Dv XD. Here is the dream made possible by kicking my butt to learn stuff ! Enjoy !
  4. So, now that my forum account is working, I thought it would be a good time to actually complete one of my mods. Proksolar will be a brown dwarf with a huge assortment of planets. I'll make a list here. Proksolar itself Ablatus (very close core of planet) Ikulna (lava world with a thin but high pressure atmosphere and mountains sticking into space Ikulna 2 (name not certain, binary twin with Ikulna, has very deep holes Kaia (ocean world with soaring mountains with rings of snow, not snow all the way up?!) Ada (slighty inclined dense small moon of kaia) TinyAsteroid(near escaping asteroid of kaia) Dres-place (except with big craters and snow at the polar craters.) Ringdancer (a crazy little asteroid that crossed the orbit of YellowGasGiant and Kaia) YellowGasGiant LavaWorld (an atmosphereless moon with huge lava lakes. Orbits inside a small ring around YGG) OxygenCanyons (a moon of YGG with deep canyons and in there a thin oxygen atmosphere. Also leaves a ring) Kearthea (ruddy ice world with craggy mountains and oxygen AGAIN!) Blutonius (a suspicious ball of blue in orbit around Kearthea) PurpleGasGiant GrazingAsteroid (An asteroid that grazes the atmosphere of PGG, but is boosted back up by TitanMoon TitanMoon (Like Ikulna, only with green oceans and lower temperatures and no huge plateus) PlateueyPlace (a grey ball like minimus, only flatter on the plateus FinalPlanet (the farthest planet with huge polar craters filled with ice I am sorry about no pics. A bit of history on the mod: I thought out this mod in mid 2015 and have never really gotten around or known how to do it. I am planning to release alpha 0.1 on spacedock with a fully completed Proksolar with no planets. I'm going to also put it in Addon releases when it hits 0.9 beta, to iron out the bugs and hopefully release a featurefull?! bugfree mod for KSP I'm sorry about the messiness and weirdness of the layout of this thread; I haven't written threads in ages. Hopefully the release thread looks a bit nicer. I'll keep this thread thoroughly updated with pics and questions and maybe even answers. Thanks, JebKeb P.S. I'm working on a banner
  5. Who doesn't love the original puppet show from the 60s by Gerry Anderson? And if you've seen the recent -very faithful - remake series: Thunderbirds are Go! then you may have received either a boost of nostalgia or a bit of inspiration! Because - hey - while we all like the characters in Thunderbirds, let's face it - when it comes to KSP, you KNOW who the real stars are. The Thunderbirds craft themselves. It's been possible to do vague recreations in KSP starting with some of the earliest versions of the game, but we've come a long LONG way since it was possible to do a version of TB3 with 3 engine pods linked by girders angled up to the nosecone and not able to do much beyond sub-orbital lawn-dart practice and take a few screenshots on the way up and down. The use of mods and even stock features in vanilla KSP has advanced to the point that it's actually conceivable to design craft that emulate Thunderbirds 1, 2, 3, and 5. Yes - even Thunderbird 4 is possible to do now that we have water physics in the game! For me it really started when the Mark IV spaceplane parts mod set came out. Nertea's parts pack was a straight-up salute to Thunderbird 2 if ever there was one in KSP, and of course, I couldn't resist trying it out to make my own. And I did a pretty passable job at it too. Amazingly enough, at least in KSP aerodynamics, it doesn't take much tweaking to make TB2 fly. (Then again, KSP physics are more forgiving than ours, Kraken aside...) Inspired by that, I experimented with trying to emulate Thunderbird 1, and though I liked what I eventually got out of it, it really wasn't practical as a design. It took off vertically just fine, but I still couldn't make the thing VTOL and taking off from a runway was dicey to say the least. Landing? Pffft... there was a REASON I kept the parachutes on the cockpit and a decoupler right behind it! But it did FLY nicely once in the air and it could orbit. But In so doing I eventually realized what I really had was a too-big version of TB1 or a too SMALL version of TB3 combined into a package that didn't really do either's jobset at all well. Still - it looked pretty. So what am I doing in this thread? I've decided to rework this into a showcase thread for development, testing and design for making WORKING versions of the 5 classic Thunderbirds vehicles! At the very least I want to them to fly (or orbit - or swim) well enough to be fun to use. And maybe, just maybe, even be able to do useful stuff! (Latest version of TB2 makes a fine cargo transport as she is already) BUT - I don't want to be exclusive about this. If YOU have ideas for designs, or want to chip in a suggestion for how to make the existing ones work better, by all means, join in! The whole point in KSP is to have fun, after all. And I'll shamelessly stealborrow ( ) any good ideas I can just to make stuff work. Just like I'm sure you'll steal a few bits from my ideas to make stuff work better in your designs. Anyway - For now - I'm dividing this up into sections based on each major Thunderbirds machine. THUNDERBIRD 1: Initial Prototype testing done in KSP .25 and KSP 1.04 - 1.05. Promising techniques, but design is too large. Size and performance should be comparable with a fighter/bomber, not an ungainly space shuttle with pretensions of grandeur. Also - based on the source material, I'm not sure if it needs to be orbit capable or not. I think it should be, if only for short trips to low orbit and back. But that's not it's primary job. TB1 is supposed to be very, very VERY fast in atmospheric flight, with rocket assisted speed boosts and at least 2 modes of VTOL. (Rocketship tail landing and classic VTOL). Addendum: After completely re-thinking almost everything about this build, I now have a new working prototype that not only has almost all the features of the original from the show, but actually LOOKS the part even better than my other craft do! It's now posted at Kerbal X. Prototype 1 - Deemed non-usable for intended role. Prototype 2 THUNDERBIRD 2: Initial Prototype in KSP 1.04. STOL with Large cargo capacity. Successful design overall. Not balanced as well as it could be. Prototype #2 made in KSP 1.05 and fully balanced with full VTOL capability (though not a full fuel capacity and range). Needs more work on VTOL testing. Able to land well. Difficult to make pinpoint landings for delivery of payloads. (Possible use of Quiztech air thrusters for turning while hovering?) Prototype 1 Prototype 2 THUNDERBIRD 3: Initial Prototype testing in KSP 1.05. Promising start. Launches to orbit well with fuel to spare for operations. Need to work on possible trade-off between fuel and cargo capacity. Massive failure during de-orbit testing could be due as much to pilot inexperience with design and flight plan design as to any failure in actual design. Prototype 1 destroyed. Prototype 2 in construction. THUNDERBIRD 4: Prototype released in KSP 1.05. Fits inside TB2's cargo bay for transport to any ocean on Kerbin. Successful design. May evolve a bit over time. But the basic design is sound. Grapplers,supplementary equipment bay and airlock for rescuing Kerbals make this a versatile design. Prototype 1 THUNDERBIRD 5: It's a Space Station. As for flying, it's only got to do so ONCE, then it gets to stay up there. What features should a KSP Thunderbird 5 station have, anyway? Communications hub, obviously. Remote tech parts mods? Fuel depot for TB3 would be obvious. Anything else? I'm actually more partial to the new Thunderbirds are Go style than the original for this one. Anybody got anything that they want to load onto Thunderbird 2 for transport? As long as it fits in the bay, it ought to work. Lastly - anybody game to recreate Thunderbird S from the new series?
  6. http://spacedock.info/mod/541/Avalon%20Astronautics%20High-Tek%20Parts?ga=%3CGame+3102+%27Kerbal+Space+Program%27%3E My first mod ever!!!! The description on the mod's page shows what it adds so check that out. If you have any issues/suggestions/advice please feel free to PM me. As you can tell by the stock models & lack of textures, I have no experience in making/using either of those, so I am looking for people who are willing to do that. If you can, please tell me in either a reply to this topic or a PM. See Ya In Space!!! The custom flag was created by the glorious user Kuansenhama, he is really just amazing. -KspNerd/CrashAndBurn
  7. http://spacedock.info/mod/256/Avalon%20Astronautics%20High%20Tech%20Parts My first mod ever!!!! I recently updated it to add 2 parts instead of 1!!! The description on the mod's page shows what it adds so check that out. If you have any issues/suggestions/advice please feel free to PM me. As you can tell by the stock models & lack of textures, I have no experience in making either of those, so I am looking for people who are willing to do that.
  8. Hi there! Have you ever injected from solar orbit into a highly horizontal suborbital trajectory towards a huge lumpy rock, and wondered... ...What is the most delta-V efficient way to bring my vessel to a safe landing? Well, wonder no more! Download Source As you may be aware, the delta-V-optimal way to come to a stop over a non-atmospheric body is using 100% retrograde thrust (relative to surface). However, begin thrusting too early and you will come to a stop with a long way yet to fall - on the other hand, begin thrusting too late and you will find that the surface forcibly assists your deceleration. Finding the perfect balance is a mathematically non-trivial problem. To this end, I have developed a successive approximation numerical landing solver: the Improved Non-Atmospheric Landings (INAL) mod, which allows you to pull of scary-ass landings like this: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ How to use it: Other recommendations for use: Current issues: Changelog: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Other than that, please experiment with this mod and test its limits! Bug reports, suggestions, support, and feature requests are welcome in this thread, however this is my first-ever software release of any kind so I'll do my best but no guarantees. Oh, and I'm also accepting better names for the mod. Enjoy!
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