Recommended Posts

On 11/22/2016 at 9:11 AM, LeLeon said:

@Bonus Eventus What do you think, is mother status in different categories:

1. basic release part number

2. outer models

3. interior

4. animations

4. finished part cfgs

And what is planned generally? Own engines? Own energy products? Decoration like attachable windows? Own communication antennas?

Generally the plan is (subject to change) :

  • Spacecraft spine system (some animated)
    • mostly structural parts
    • don't know how many (however many it takes :wink: )
    • docking ports for different profile types
    • many different adapters
    • some of it is designed, some of it isn't.
    • inspired by ISS
    • KIS/KAS enabled

-Update: 6/27/2017

See Deployable Hangars Animated for details.

  • Triconic command pod system
    • 2 crewed command pods and multiple crew and cargo modules which stack to form a large spacecraft 
       
    • 1.25M to 2.85M (Orion-like) command pod ( crew capacity 7)
      • docking port
      • 2.85M heatshield
      • KIS ready
      • antenna (animated)
      • landing struts
         
    • 2.85M to  3.75M Life Support/Utilities module (this may be broken up into 4 or 5 parts to mix and match) 
      • supports varying crew amounts
      • KIS ready
      • labs
      • radiation shelter
      • resource container
      • greenhouse
         
    • 2.85M adapters (2.5 and 3.75)
       
    • 1.25M nose cone/docking shield (animated)
       
    • 3.75M cargo module (animated)
      • docking port
      • cargo doors
         
    • 3.75M crewed command pod propulsive lander (animated)
      • docking port
      • heatshield
      • antenna (animated)
      • KIS ready
      • landing struts
         
  • Extra Large Folding Radiation Shield (animated) (50M)
     
  • Inflatable crew modules (3.75M)
    • life support/crew/labs/greenhouse types
       
  • Radiator System (animated)
    • several parts
    • not the tracking kind
       
  • Nuclear Generators
     
  • Expandable 15m heatshield
     
  • Fuel Tanks (some animated)
    • Large and Extra Large inflatable fuel tanks (cryogenic fuels only) (up to 20M in diameter) (animated)
      • have no resource storage until deployed
      • can't be repacked
      • fairing included
      • 2 types (stackable and surface attachable)
      • light weight, good for fuel depots
         
    • Extra Small 0.625M, Small 1.25M, Medium 2.5M, Medium Large 1.875m, Large 3.75M, and Extra Large 5M fuel tanks (all fuel types) (mesh switching)
       
  • Deployable Hangars (animated)
    • Allows for surface attachment
    • can't be repacked once deployed
    • embedded lights
    • docking port
    • still working out the design (not sure how big it will be, but big)

-Update: 6/27/2017

Things have changed somewhat. Deployable hangars and factory systems have merged with the spacecraft spine system. As of now, this is how it works.

  1. X-Large spacecraft spine parts have been made single deployment parts utilizing, you guessed right, ModuleSingleDeployment.
  2. Because they expand, some aspects of these parts will not be surface attachable, like with stock cargo hulls.
  3. Most of these large spine parts will include a docking node on one end and an attachment node on the other, like the stock shielded docking port, or the expandable fuel tank parts.
  4. Keep in mind you can attach a docking port to the attachment node to dock to both sides.
  5. Special docking ports have been created that also serve as drone cores and SAS modules to make docking these bad boys easier.
  6. For instance, take the 30M Square Spine Section (name will change). The part is 12.5M long when retracted and 30M long when deployed. Deployment costs electricity (and sometimes some other fuel, like monoprop). While retracted the part's capabilities (if any) like fuel crossfeed or docking nodes will be unavailable (disabled). But once deployed all functionality is enabled. Once deployed, the part can not be retracted.
  7. The few XL spine parts I've designed all include rcs and monoprop, which is available to use even when the spine part is unexpanded (this is a special case).
  8. So, XL parts are essentially all in one single deployment parts.
  9. Spacecraft spine parts can be used to make hangars by utilizing specialized parts.
    • Let's think of these spine parts as bulkhead types like the mk1 or mk2.
    • Each bulkhead type has various parts which make up its system of parts
    • These parts include things like light modules, docking clamps (hollow) (works like the claw), extendable docking ports, solar panel modules, fuel modules, crew modules, factory modules, rcs modules, radiation modules, KAS storage modules, etc.
    • Some of the bulkhead types expand vertically and others expand horizontally (and radially).
    • Some of the bulkheads are hollow, and so allow vehicles to pass into them.
    • Some are not fully enclosed so
    • Specialized docking clamps allow for slopy docking like with the claw.
    • Most of these parts share between one or two materials, meaning, lots of part variation, but minimal texture memory.
    • Some spine parts have fuel crossfeed, others don't.
    • Some spine parts are traversable by kerbals, others aren't.

 

  • Propulsion System
    • Nuclear NTR engine
      • gimbal capable
         
    • Large Plasma Engine (not sure what type, probably MPD)
      • stack and surface attachable
      • no gimbal
         
    • Thrust plates (different types, different sizes)
       
    • PPT RCS
       
    • Raptor-like first stage engine
      • stack and surface attachable
      • gimbal capable
         
    • Shadow shields
       
  • Docking Ports (some animated)
    • different types, different sizes
       
  • Solar Panels (some animated)
    • Large Juno-style folding solar panels
    • Medium Large circular solar panels
    • Solar Wings
       
  • Centrifuges (animated)
    • Two types
      • All-in-one deployable
        • Medium (7.5M) and Large (15M) sizes
        • inflatable
           
      • Docking
        • hub part rotates all docked modules
          • 3 port type
          • 4 port type
             
        • separate modules form a ring (mesh switching)
          • life support/crew/labs/greenhouse/antennas/solar panels
             
        • Not deployable, hard surfaced
           
  • Landing Struts
    • many sizes
       
  • Factory System (Extraplanetary Launchpads)
    • RocketParts bins
    • Metal bins
    • Smelter (uses stock resource conversion to create metal from ore without requiring Kethane)
    • Workshop
    • Large crewed orbital factory (animated)

-Updated: 6/27/2017

See Deployable Hangars Animated

  • Lights (some animated)
    • custom module changes emissive color and light color with color tweakable
    • varying sizes
    • some have deploy animations

 

I think that's it, there may be more in the future. I'm not that organized yet, may have left something out, if I remember I'll update.
 

Note about inflatable tanks:

I've finished most of the features of the custom module for inflatable tanks. Module allows inflatable tanks to eject clamshell fairings, like with the stock LVN engines. Also, deploy animation is persistent and play well with timewarp (if you  don't want to wait one whole minute for the tank to inflate). Resources can't be transferred until the part is deployed. In theory the module will play nice with fuel switching plugins like B9PartSwitch etc. I'll be testing compatibility today.

-Update: 6/27/2017

Changed the module somewhat. I decided to remove the custom fairings, instead players should use stock fairings, or fairings from other mods. The module works like this:

  1. When part is instantiated in editor, it has no resources. 
  2. Info panel will show what type of resources the part can hold as well as total capacity when pressurized.
  3. Right clicking on the part brings up actions for switching between resources (based on cfg data).
  4. Part has one attachment node on one end of a cylindrical tank and one docking node on the other side, like the shielded docking ports.
  5. When part is deployed, animation starts and tank slowly pressurizes.
  6. Tanks use monoprop and electricity to expand the tank. (different fuels will be used via MM patches if you're using real fuels mods)
  7. Once tank is fully deployed, the docking node becomes usable and fuel may be transferred.

-Update: 7/29/2017

Inflatable tanks have changed again due to the involvement of [TBAL].  This is the basic outline:

  1. When part is instantiated in editor it has full resources
  2. There is no deploy/retract ksp action
  3. If resources are transferred in flight or reduced in editor animation states will automatically reflect that
  4. Fuel switching is supported via IFS
Edited by Bonus Eventus
updated several sections

Share this post


Link to post
Share on other sites
3 hours ago, Bonus Eventus said:

Generally the plan is (subject to change) :

  • Spacecraft spine system (some animated)
    • mostly structural parts
    • don't know how many (however many it takes :wink: )
    • docking ports for different profile types
    • many different adapters
    • some of it is designed, some of it isn't.
    • inspired by ISS
    • KIS/KAS enabled
       
  • Triconic command pod system
    • 2 crewed command pods and multiple crew and cargo modules which stack to form a large spacecraft 
       
    • 1.25M to 2.85M (Orion-like) command pod ( crew capacity 7)
      • docking port
      • 2.85M heatshield
      • KIS ready
      • antenna (animated)
      • landing struts
         
    • 2.85M to  3.75M Life Support/Utilities module (this may be broken up into 4 or 5 parts to mix and match) 
      • supports varying crew amounts
      • KIS ready
      • labs
      • radiation shelter
      • resource container
      • greenhouse
         
    • 2.85M adapters (2.5 and 3.75)
       
    • 1.25M nose cone/docking shield (animated)
       
    • 3.75M cargo module (animated)
      • docking port
      • cargo doors
         
    • 3.75M crewed command pod propulsive lander (animated)
      • docking port
      • heatshield
      • antenna (animated)
      • KIS ready
      • landing struts
         
  • Extra Large Folding Radiation Shield (animated) (50M)
     
  • Inflatable crew modules (3.75M)
    • life support/crew/labs/greenhouse types
       
  • Radiator System (animated)
    • several parts
    • not the tracking kind
       
  • Nuclear Generators
     
  • Expandable 15m heatshield
     
  • Fuel Tanks (some animated)
    • Large and Extra Large inflatable fuel tanks (cryogenic fuels only) (up to 20M in diameter) (animated)
      • have no resource storage until deployed
      • can't be repacked
      • fairing included
      • 2 types (stackable and surface attachable)
      • light weight, good for fuel depots
         
    • Extra Small 0.625M, Small 1.25M, Medium 2.5M, Medium Large 1.875m, Large 3.75M, and Extra Large 5M fuel tanks (all fuel types) (mesh switching)
       
  • Deployable Hangars (animated)
    • Allows for surface attachment
    • can't be repacked once deployed
    • embedded lights
    • docking port
    • still working out the design (not sure how big it will be, but big)
       
  • Propulsion System
    • Nuclear NTR engine
      • gimbal capable
         
    • Large Plasma Engine (not sure what type, probably MPD)
      • stack and surface attachable
      • no gimbal
         
    • Thrust plates (different types, different sizes)
       
    • PPT RCS
       
    • Raptor-like first stage engine
      • stack and surface attachable
      • gimbal capable
         
    • Shadow shields
       
  • Docking Ports (some animated)
    • different types, different sizes
       
  • Solar Panels (some animated)
    • Large Juno-style folding solar panels
    • Medium Large circular solar panels
    • Solar Wings
       
  • Centrifuges (animated)
    • Two types
      • All-in-one deployable
        • Medium (7.5M) and Large (15M) sizes
        • inflatable
           
      • Docking
        • hub part rotates all docked modules
          • 3 port type
          • 4 port type
             
        • separate modules form a ring (mesh switching)
          • life support/crew/labs/greenhouse/antennas/solar panels
             
        • Not deployable, hard surfaced
           
  • Landing Struts
    • many sizes
       
  • Factory System (Extraplanetary Launchpads)
    • RocketParts bins
    • Metal bins
    • Smelter (uses stock resource conversion to create metal from ore without requiring Kethane)
    • Workshop
    • Large crewed orbital factory (animated)
       
  • Lights (some animated)
    • custom module changes emissive color and light color with color tweakable
    • varying sizes
    • some have deploy animations

 

I think that's it, there may be more in the future. I'm not that organized yet, may have left something out, if I remember I'll update.
 

Note about inflatable tanks:

I've finished most of the features of the custom module for inflatable tanks. Module allows inflatable tanks to eject clamshell fairings, like with the stock LVN engines. Also, deploy animation is persistent and play well with timewarp (if you  don't want to wait one whole minute for the tank to inflate). Resources can't be transferred until the part is deployed. In theory the module will play nice with fuel switching plugins like B9PartSwitch etc. I'll be testing compatibility today.

sweet! Can't wait. Will this be on ckan? Also, will it work with the upcoming release of kerbalism?

Share this post


Link to post
Share on other sites
Just now, The-Doctor said:

sweet! Can't wait. Will this be on ckan? Also, will it work with the upcoming release of kerbalism?

This is a long term plan, only a small fraction of this will be in the pre-release. I'd like to be compatible with kerbalism, but until the new version is out I can't do any testing/balancing. Before anyone asks, I don't know what will make it in the pre-release. The idea would be as much as possible.

Share this post


Link to post
Share on other sites
3 hours ago, Bonus Eventus said:

This is a long term plan, only a small fraction of this will be in the pre-release. I'd like to be compatible with kerbalism, but until the new version is out I can't do any testing/balancing. Before anyone asks, I don't know what will make it in the pre-release. The idea would be as much as possible.

really can't wait. This mod may lead me to dropping another mod, that is, cxaerospace

Share this post


Link to post
Share on other sites
12 hours ago, Bonus Eventus said:
    • Deployable Hangars (animated)
      • Allows for surface attachment
      • can't be repacked once deployed
      • embedded lights
      • docking port
      • still working out the design (not sure how big it will be, but big)

This is very interesting indeed. You wouldn't happen to have already made the plugin/PartModule for this would you? It would be immeasurabley useful for the models I'm trying to make for @Fendrin's SpaceDock Mod.

Share this post


Link to post
Share on other sites
5 hours ago, steedcrugeon said:

This is very interesting indeed. You wouldn't happen to have already made the plugin/PartModule for this would you? It would be immeasurabley useful for the models I'm trying to make for @Fendrin's SpaceDock Mod.

Both the model and plugin are about half finished. Just like with ModuleDeployable Centrifuge, I plan to release this module along with the rest of Utilis. Utilis is the name of the plugin suite BTW

Edited by Bonus Eventus

Share this post


Link to post
Share on other sites
8 hours ago, steedcrugeon said:

This is very interesting indeed. You wouldn't happen to have already made the plugin/PartModule for this would you? It would be immeasurabley useful for the models I'm trying to make for @Fendrin's SpaceDock Mod.

You can also check out the Hanger mod - it does most of that as well.

 

Share this post


Link to post
Share on other sites
3 hours ago, DStaal said:

You can also check out the Hanger mod - it does most of that as well.

 

I'll take a look at Hangar.

Share this post


Link to post
Share on other sites
On 4/23/2016 at 3:18 PM, Bonus Eventus said:

ZuqBhPa.png

This is the development thread for Mother, a parts pack for making motherships.

Please for the nuclear reactor and engines add support for KSPInterstellar-extended!!!!

Share this post


Link to post
Share on other sites

I refuse to play KSP until this mod and Kerbalism is out. Galileo's planets pack will be interesting to play in and to send crews on insanely long voyages without deepfreeze. @ShotgunNinja what do you think? Will by Kerbals go insane before they reach the gas giants of @Galileo planet's pack? Or if  give them enough space would they survive? I'm curious to play this without deepfreeze and having to figure out how to keep kerbals alive, and sane on massive voyages.

Share this post


Link to post
Share on other sites

oh boy, Kerbalism's pre-release is out, now I just gotta wait for this mod

Share this post


Link to post
Share on other sites

Early sketch for the DA-42 Command Pod

ayAw5vK.png?1

The size is 3.75M at the base, 1.6M on top. I'm planning to provide an adapter for a standard 1.25m size as well as an animated nose cone docking port. Not much modeling involved in designing a space capsule. I'll be doing some concept texturing passes tonight.

I'm also working on the structural spine system tonight. IVAs over the weekend. Doubt RPM props will be in before the pre-release.

Share this post


Link to post
Share on other sites

Just a Hype post...  it feels so close...

Looks grand.  Have you created the adaptor or can you give a sneak peak of the IVAs please?

Peace.

Share this post


Link to post
Share on other sites

I'm eagerly waiting for this, now I've decided to think about having EPL using Keridian Dynamics

Share this post


Link to post
Share on other sites

Nice - but it looks like the cover will get in the way of the docking port.

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.