Search the Community
Showing results for tags 'pods'.
Found 4 results
The dev for this is all over in the WIP forum topic Now, while this is still a work in progress, that's because the planned part list is large. Apart from some tidy up on IVAs, and some frustrating issues with a few things like antenna, these parts are done and ready for release. As a release version, I will also endeavour to not change any existing part in such a way as to break anyone's game or block loading craft that use the parts. Other than that, there's still a heap of work to do. So, what is it? It's basically a way of making larger pods. Not by providing any giant pods, but by providing a set of floors/stories to pods to add onto the existing pods. Mainly the Mk1-2pod (the same idea has already been embarked on in the M.O.L.E. mod for the Mk1 pod, to a large degree, and I don't intend to duplicate someone else's work). So, each module will be roughly as tall as the Mk1-2Pod, and go from a size N to Size N+1. So far, I've mostly just done size 2 to size 3. So there's now a use for that 3.75m heatshield.The only part that isn't like that so far isn't very usable, as I haven't added 5m heat shields. Somehow during dev, integrated heatshields and aeroplug engines snuck into the mix. These are inspired by the ROMBUS/PEGASUS/etc plans of Doulgas Aerospace. So far, there's three flavours. The simplest is a standard heat shield with an ablative surface, used as the base of an aeroplug (truncated aerospike) engine that forms the whole base of the craft. Then there's a monopropellant variant. And a more Romboid edition following the Douglas/Bono plan where liquid fuel (in RL was to have been liquid hydrogen) is circulated around the base and bled off so it acted to carry away the heat. The parts in the first release are basically a teaser for what I'm aiming at for a series of sizes. The eventual goal was to get to size 8 (10m), and hopefully I'll get there. Working from small to large means it'll be useful all along though. Release Versions (tested, etc) Download link (updated to 1.0.2) Work in Progress versions at https://github.com/TiktaalikDreaming/ModPods/releases Wildly beta, untested, sometimes me just syncing stuff from laptop to desktop or vice versa; https://github.com/TiktaalikDreaming/ModPods Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0) KottabosGames did up a nice we preview; Now, I'm going to paste a pic for each of the parts, because album support in the forum is still cactus. Sorry, kaktus. KNOWN ISSUES: Antenna. Sometimes they work sometimes they don't. But I get the same with the internal antenna on the mk1-2pod so it might just be me not knowing how antennas work in 1.2. Antenna type changed to Direct rather than INTERNAL, and most issues seem to have gone away. I'm not 100% sure though, so if you have any data transmission issues with them, please let me know. Several IVA props are not yet textured. I know. I wish there was as much freely available image material for them all as for the fire extinguisher, but alas. I will get there. The two IVAs are not complete. The textures are incomplete on both, and the science lab is still quite sparse. AKA, it needs MOAR stuff! I get a bewildering weirdness with one of the ladders on the Science lab. It's bewildering as it doesn't affect the crew module, which has the same ladder. And it's not the ladder that passes over the science bay door. There's some issues with transmitting science stored in the science lab. Probably to do with the module ordering, or possibly a conflict between the many overlapping functions. I'm having some fun trying to nail down what might be causing that. NOTE: I've shifted the props out to their own mod for a couple of reasons. This permits me to re-use the props in the MEM mod, and having duplicates was annoying. And this allows anyone else doing IVAs access to the props as a separate package. See
Note: this mod is a continuation of the mod by the same name by @RealGecko, found here. Another Note: this mod will likely not be updated until KSP 1.4, unless you want some feature or I come up with something. No Crew Requirement Continued A simple ModuleManager patch that eliminates crew requirements for manned vessels and/or the need to attach an unmanned probe to your spacecraft. Useful for automatic launches and docking of space station modules, rescue missions, etc. Requires ModuleManager. Initial author Initially created by Orbinaut, then continued by RealGecko, and finally myself, under GPL-3.0 license. Apparently, the old site gets replaced with an asterisk in posting, so I can't tell you where. New Feature Every command pod also receives level 0 SAS. Download http://spacedock.info/mod/715/No%20Crew%20Requirement%20Continued Installation Merge GameData content with your KSP installation's GameData. Requires Module Manager. Source This mod is the source, it's a config file. Delete previous version before installing 1.0.1 Notes: In KSP 1.2 unmanned command module will be treated as probe and will have Remote Pilot Assistance available. However as it is still a mannable command pod it will not have Hibernate feature and will still consume electric charge as usual Changelog
While messing around thinking of payloads suitable for a Nexus, I started working on a giant 70 foot (half scale) re-entry pod. That thing rapidly became a monster. A single part that's a small town with tanks and labs, and observation decks and it needed cargo space, etc etc. So, eventually my brain suggested the following ideas to me, way later than required to maintain sanity. If instead of making one giant preconfigured pod, I made a series of pod floors, that are interchangeable, then the whole thing becomes reconfigurable. Also, it solves a bunch of problems with large craft the moment there's even one floor. (assuming I'm not completely loony, I'll be starting at the smallest size) So, seeing as the 2.5m to 3.75m pod module is now mostly functional, I'm releasing this into the wild. At this first release, there's four parts. There's a crew quarters part, with a fairly early WIP interior. There's a science lab with a link to that same sketchy interior. This will change later as I furnish the interiors. There's a fairly early WIP fuel tank in two flavours, monoPropellant and dual fuel. Nothing has real fuel or realism overhaul configs yet. Please note: The fuel tanks are by no means complete. But, I'm calling the crewed pod variants "textured". BUT, it's my first attempt at a stock look. So if people have suggestions (apart from the dark-light contrast on the panel dirtiness being too strong, which I know about and am looking at fixing) please let me know. The top and bottom hatchy type image is outright stolen from Squad's large pod. Shamelessly. The rest is me messing about in layers in GIMP, mostly getting stuff on the right layers (but not always, which is why that shading is tricky to fix). Don't forget to look under the flag. :-) Anyway, pics or it didn't happen. (part album here http://imgur.com/a/c2GKt ) Download from SpaceDock http://kerbalspaceprogram.eu/mod/1017/ModularPods [ edit - I thought I'd already put this here, but I haven't.... derp ] Here's the plan, as of writing, of which parts I will be doing. I do stumble on extra things, like the combined heat shield and engine, as I go, so the plan is unlikely to survive exactly as it is to the end. I may also give up before getting to Mk16 parts, but I definitely want to get to at least a size 8 base, maybe more if I rescale my Nexus to 64% instead of 50%. Sizes Size 2 to Size 3 from 2.5m to 3.75m Size 3 to Size 4 from 3.75m to 5m Size 4 to Size 5 from 5m to 6.25m Size 5 to Size 6 from 6.25m to 7.5m Size 6 to Size 7 from 7.5m to 8.75m Size 7 to Size 8 from 8.75m to 10m Size 8 to Size 9 from 10m to 11.25m Size 9 to Size 10 from 11.25m to 12.5m Size 10 to Size 11 from 12.5m to 13.75m Size 11 to Size 12 from 13.75m to 15m Size 12 to Size 13 from 15m to 16.25m Size 13 to Size 14 from 16.25m to 17.5m Size 14 to Size 15 from 17.5m to 18.75m Size 15 to Size 16 from 18.75m to 20m Parts planned for each of the sizes above Service Module A combined fuel tank, battery pack, RCS, antenna unit (Done for Sz2-3) MonoPropellantTank A fuel tank for monopropellant (Done for Sz2-3) BiPropellantTank A fuel tank for liquid fuel and oxidizer (Done for Sz2-3 and Sz3-4) Crew Quarters and Control A control pod with some extra seating (Done for Sz2-3) ScienceLab A science lab with experiments and a science bay (Done for Sz2-3) Cargo Stores things behind doors (Done for Sz2-3) HeatShield Protects things from re-entry heat Battery - might not do this. If I do, I might modify the plan to just do a short cylindrical battery like the stock inline batteries for each size beyond stock - Reactor A reactor for electrical power XenonTank A fuel tank for Xenon gas OreTank A tank for storing crushed ore SimpleAdapter Hollow structural component for bridging part sizes ShieldAeroSpike Aerospike style engine using a heat shield as it's truncated spike (Done for Sz2-3 and Sz3-4)
RaendyLeBeau posted a topic in Add-on DevelopmentR o c k e t F a c t o r y dear all, this developmental thread is now closed - Thank you all 4 Support !! therefore was created a release thread -> any other versions or adaptations are now being published in the new Release Thread . mod parts overview Part Overview Tech Tree survey overview Current parts brief overview large selection of command pods. ( 6 spaceships 1-11 man crew ) - style description see below. all command pods has transmission-antenna, sufficient battery, integraded built-in fuel tank ability and nice IVA included. all command pods with ability to identify mechjeb. all command pods comes with integraded (stock) science parts. all command pods comes with Cabin-Lights and some with navigation Lights. complementary fuel-tanks, adapters and controll trusters. powerful second stage and first stage engines, powerful SRB, decoupler / separators. solar panel, docking ports (compatible with stock parts) complementary stack chutes for Pods - a strong Drag-Chute designed for the heavy 11-man "SiGMA-V" Pod. (suited to land on the Duna atmosphere.) mod Style description semi realistic surfaces textures (slightly used), not historical references. but partial with stockalike style components. influences of 70'- late 80' European and American Design. - therefore consciously renouncement many KSP. stockalike style elements. consequently many IVA Design elements of "SiGMA-V" Pod are from the 70' Sci-Fi. Cult Movie "2001 Space Odyssey" of Stanley Kubrick. (see thread) Recommended Mods KerbalEngineer Stock Visual Enhancements -SVE- A Port of RVE MechJeb Known issues None so far - no incompatibility known with other mods. KSP Version required 1.0.5 - (should be backward compatible to 1.0 -Released 27th April, 2015 - unfinished tested. ) Planned features set all IVAs with RPM/ASET Rasterprop - for more detail see roadmap details below complementary 7.5m or 10m diameter heavy lifter parts, like appropriate fuel tanks and Engines to acomplish effective extraplanetary excursions -> like a 'Duna Launch System' - see this post License: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode [curse forge] spacedock following soon [ DONATE here ] read more main focus of 'Rocket Factory' - Mod This pack will provide to extend and facility the KSP Stock parts. Especialy made to make it easier and incerase the initial Carreer history for Kerbal Rookies -In addition, an extension Stock-share. the parts have mainly focus on playability and memory saving and hold memory footprint as low as possible – therefore some parts comes with non high Res. textures. detail description actually, the MOD is meant to supplement the squad-stock. It has many pods of bootlegs to 3.75m diameter. All inclusive with IVAs. Additional engines especially easy and a lot of power. (a bit oversized) - especially lateral thrusters (LAE series) with sufficient force in the selection both monopropellant as well LiquidFuel version. The same applies to controll-truster, there monopropellant as well LiquidFuel version. 3 fuel tank types - built thin ideal to serve as pedestal to serve for Lander. Structural it has mainly complementary thin built decoupler. Additionally, I have a booster with extra tank with a really lot of power in the range that allows the beginning of the game quickly to reach points and archive missions. In the Gamma series I've built a complete complementary 2m diameter setup. (yes 2m and not 1.85m). - [more conceptual motivation you see this on page 6 of the threads.] .. from concept ..to this Add to this a docking port, a large solar panel, and a special parachute with a lot of drag designed for the heavy Sigma V Pod. another point in design of spaceships was a good pilot vision forward. obvious advantage if the pilot a clear view to the front is - the spaceships can also be used for SHP. mod features and advantages : stronger equipped Engines (trust/weight ratio) stronger equipped Reaction Weel and Electric Charge on all Pods all Pods equipped with BulitIn Antennas and Communication parts. all Pods equipped with some BulitIn (stock) Science parts. - (be different from pod to pod) all command pods ability to identify installed mechjeb. [* Mechjeb is recommended but not required *] - all this mod parts are available more quickly in the career mode. This means faster available stronger parts to incereases your Caarer History. - Fuel and Electric Generators Parts, a holdover - with this part all started .. later, the first 1-man pods and then followed by other .. until I thought came had to share this with you. - (yeah sure.. you can cheat with ALT-F12 ) * current development status: 98% * listing parts * Command - Pods * Engines * Control * FuelTank * Structural * Utility * Generators Developer Annotation: If you have any questions, comments or suggestions; I am wide open and appreciate any help and ideas for improvement. Thank you all for Looking! Cheers dear all, this mod development as terminated. ! therefore was created a release thread -> any other versions or adaptations are now being published in the new Release Thread . future planned development: