Climberfx

OMICRON - Flying Space Car Development Thread

Recommended Posts

Legs study.

 
Screen Shot 2017-07-27 at 02.22.24

 

Screen Shot 2017-07-27 at 02.22.36

 

Screen Shot 2017-07-27 at 02.22.58

 

Edited by Climberfx

Share this post


Link to post
Share on other sites

Will each leg be it's own part or are you going to use KSPWheel or similar?

Share this post


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

Will each leg be it's own part or are you going to use KSPWheel or similar?

At first the base will have all the legs, but not sure about the engines, i may do it a part, so you can put your own.

But i may have the legs separated too, if you ask for.

Edited by Climberfx

Share this post


Link to post
Share on other sites
17 hours ago, Climberfx said:

At first the base will have all the legs,

That makes the most sense to me, plus it's easier to make that way? I have not had much luck with the Stock wheel colliders but KSPwheel seems to work fine.

Your setup does look very cool!

Share this post


Link to post
Share on other sites

Own, sure, KSPwheel is super. I already use it on the Flying car wheels. For sure will be better if i use it here to, if the stock ones appears to be problematic. But i did not have so much problem on normal legs with stock module, only with the wheels...

And thank you.

:wink:

Share this post


Link to post
Share on other sites

1.3 compatibility:

Until i update the Omicron completely, here is the link of the file of module mirror fixed (the one that chashed in 1.3), just delete the old one and put this in place. The original was on plugins subfolder of Omicron, named "ObjectTools.dll". Deletes this, and then put the one in the link below on same place. I just changed the file name. Now it is "ModuleMirror.dll"

https://www.dropbox.com/s/92vw3aolsx1i4zc/ModuleMirror.dll.zip?dl=0

Share this post


Link to post
Share on other sites

UVW ready! With all the pieces in scale, and then not have those patches of textures with various resolutions in part.

And there's a small space, will use it for grid fins parts. Let's do the Grid fins!

36278934560_b2e5c696e7_o.png

36278934400_b32c50b885_o.png

Share this post


Link to post
Share on other sites

Out of oven, Grid Fins!

36538911591_c8121e3e7b_o.png

36538911531_478caab3d5_o.png

 

36538911451_f7dd8bc790_o.png

 

36281842010_42ace6ea03_o.png

 

Inspired but not copied from SpaceX.

Edited by Climberfx

Share this post


Link to post
Share on other sites

Thanks MeCripp!

Next up, UVW!

36679087475_57948c8a4c_o.png

36283477070_f24bbbca22_o.png

36283477150_51d37739bd_o.png

36679215245_4886d787e5_o.png

35869967703_240049d9f5_o.png

Edited by Climberfx

Share this post


Link to post
Share on other sites
On 10/14/2017 at 4:37 PM, KerBlitz Kerman said:

Love it, @Climberfx! +1 Rep. 

Thanks KerBlitz, i hope to have time this year transition, so i can finish it...

Share this post


Link to post
Share on other sites

mod part ideas open back cockpit & hollow mk2 to omicron addapter 

Share this post


Link to post
Share on other sites
Posted (edited)
3 hours ago, BGYT said:

mod part ideas open back cockpit & hollow mk2 to omicron addapter 

Hollow like cargo bay, or the hole in middle to pass kernels?

Explain better the type of back cockpit.

At this point the Hollow adapter is easily, can do it after i finish cockpit functional panel!

 

49775123937_fa7a24fac0_h.jpgScreen Shot 2020-04-14 at 18.18.09 by Rafael Valle, on Flickr

Edited by Climberfx

Share this post


Link to post
Share on other sites

hollow like the cargobay and backless cockipt so as to the entire back panel of the cockpit is removed so a kerbal can walk trought standing up 

Share this post


Link to post
Share on other sites
Posted (edited)
9 hours ago, BGYT said:

hollow like the cargobay and backless cockipt so as to the entire back panel of the cockpit is removed so a kerbal can walk trought standing up 

Now it's clear. Sure. Give some time, and i will do it. Love the idea, and that never pass my mind, but now it's obvious.

Gona do that to cockpit and the 3 crew variants too.

 

Evolving...

49775754241_9c13782305_h.jpgScreen Shot 2020-04-15 at 01.25.28 by Rafael Valle, on Flickr

49775226038_914b6e5a6f_h.jpgScreen Shot 2020-04-15 at 01.24.46 by Rafael Valle, on Flickr

Edited by Climberfx

Share this post


Link to post
Share on other sites
Posted (edited)

Layout almost done. Next, the logic stuff. codes...

49779528622_801622f7c4_h.jpgScreen Shot 2020-04-15 at 23.05.07 by Rafael Valle, on Flickr

49779037431_f72658d329_h.jpgScreen Shot 2020-04-15 at 21.55.05 by Rafael Valle, on Flickr

49779369757_6de7275401_h.jpgScreen Shot 2020-04-15 at 21.57.00 by Rafael Valle, on Flickr

49779369747_9e5917f5b3_h.jpgScreen Shot 2020-04-15 at 21.57.31 by Rafael Valle, on Flickr

Edited by Climberfx

Share this post


Link to post
Share on other sites

other mod ideas vehicle controls on the seat for example joystick and a small hud & interactable cockpit if you arn't working on that already 

Share this post


Link to post
Share on other sites

That is what this is. in my mod, before the panel i'm doing, kernels use that keypad on the seats to control the excrements.

Know with this panel, will have remote control level 3.

But i need to solve the code first. Internal modules won't wake up in normal game play, only in iva, so, i think i will need some help...

;)

Share this post


Link to post
Share on other sites
This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.