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Everything posted by stoland
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[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Thought about away of scripting it so it would test fire each one prior to launch like in the XCOR vid. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Thanks. Excellent suggestions. Might have to put a poll on it. I think it would have to be relevant to flight. So CO-KA2 sounds not to bad as its not obvious. Also thought about redback but so could give it a red spine but might do a limited edition black carbon for that one with as a Mark II. Keep the suggestions coming. Currently detailing the canopy so that part will be done and will paste a screen shot when complete. Quad engines are now modelled and attached. (Grainy image as taken from Blender preview). Will make final modifications to engine models and size once imported into Unity and then KSP for particle affects. Object is 4 engines particle affects will merge from 4 to one. (If possible). Just need to work out if there will be any need for them to be fired individually. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Hey Green Skull, I am going to need help with: - Assistance and ideas around the 4 x LOX/Kerosine engines and particle affects/thrust transforms. - Texturing at some stage. Hung up on canopy modelling at present. (Too fussy for my good) as well as the interior IVA and landing gear. Landing gear is internal so working out the best way to do that and then animate. Once happy with modelling then I have to work out all the node colliders and collision meshes. IVA will be a killer and have done the model for that but just need to clean it up. Will also need to do a orbital refuelling station. E.g. Fuel tanks and orbital crew station textured fro AKSP as it will be using LOX/Kero. The more I work on it the longer the list gets. LOL I will be able to work it all out eventually just will take longer than I hoped for. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Update: Have cleaned the vertices and now happy with the way it can be split into segregate parts. (I want the cleanest silhouette possible with the lowest TRI count 1) Nose cone - avionics 2) Nose cone - RCS 3) Fuselage 4) Canopy 5) Wings 7) Control surfaces After additional help and ideas on the quad LOX/Kero engines. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
I am using Blender 2.7. Textures being done in Inkscape and Gimp. Models will look a lot better as only in the stage where I am getting the fuselage sorted out for silhouette and dimensions.. Canopy changes will be completed later with more detail. Currently testing ideas for textures and also working on IVA, landing gear and animated parts. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Testing colours -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
stoland replied to Mihara's topic in KSP1 Mod Releases
Love this as it will be able to give me a almost perfect cockpit for my mod to be as close to the real Lynx. Keep up the brilliant work. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Final model shell (Hopefully...Too fussy) -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Each seat will have an MFD once approved and the cockpit will be as close to the image as possible. A few additional cosmetics behind the seats to add glamour at the back of the cockpit. Xcor cockpit does look similar to KSP Navball and also RPM =) (I like the quad monitor with the 4 X PIP) -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Reworked model with minor changes to make until I am happy with TRI count and silhouette. I think the nose needs a nose job still.... Wings are now separate as are the control surface. (3 Control surfaces per wing) Nose cone is a separate part. Dorsal is a separate part but still in progress of sorting functionality out. Will release payloads and multiple nano loads into low orbits. Internal cosmetics are coming along...Screen emits light to give that nice LCD glow.(Light point source and should give a nice cockpit haze) -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Test design -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Comparison to ensure the pressurised cabin module fits the dummy model to scale. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Wings will have to be definitely split so its just working out how best to do this which I think I may have worked it out. Will post a image shortly. Impact not splitting the wings will be on the return journey not necessarily on the ascention as propulsion is four XR-5K18 rocket engines, each producing 12.9 kN (2900 lbf) vacuum thrust with kerosene and liquid oxygen propellants. FYI: Found a good cockpit mockup that I intend to use Thanks guys. -
[WIP] [0.23.5] AKSP - Suborbital Space Transport
stoland replied to stoland's topic in KSP1 Mod Development
Thanks. Still in early DEV. Internal models have partially been done and just working out the pressurised cabin and access rules. Hardest part at present is keeping the all models lines clean while keeping the TRI count down as well working on the splitting into multiple parts for two versions. A lot to learn. -
Hi All, This will be my first project involving a full mod. Any help, suggestions or assistance would be appreciated. The propulsion is four rocket engines, each producing 12.9 kN (2900 lbf) vacuum thrust with kerosene and liquid oxygen propellants. This project is being being based on actual technology in place now or in production and will be based on the Lynx Sub Orbital Space Transport. It will not be an exact replica and will be made to suit KSP. This one or two-seat, piloted space transport vehicle will take Kerbal's and payloads on a half-hour suborbital flight to 100 km (330,000 feet) and then return safely to a landing at the take-off runway. The dorsal will carry the payload that can be launched into low Kerbin orbit which such as satellites or an additional fuel supply that can be jettisoned allowing additional run time for orbital transfers. NOTE: There will be continual ongoing development to perfect everything so model images may change as this is only based on the Lynx and will not be an exact replica. Concept Image Initial design with dorsal Additional work completed Engines
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[1.2-1.7] Blender (2.83+) .mu import/export addon
stoland replied to taniwha's topic in KSP1 Tools and Applications
I use blender by choice and have found that it has a steep learning curve. Blender can do some extraordinary things and once learned is quite easy. Check out BlenderGuru.com Need any info PM me. -
[0.90] Kerbin Shuttle Orbiter System v4.13
stoland replied to helldiver's topic in KSP1 Mod Releases
Keep up the good work. Definitely now one of my favorite mods as has always been needed. -
Bill wants some of the action as he hates the back seat..
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AKSP Minmus science mission.
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Hi. Mod is FASA latest dev release.
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AKSP crew re-supply and maintenance mission over Kerbin. Bill loves his new jetpack.
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Singularity Research Initiative - dev thread
stoland replied to Daemoria's topic in KSP1 Mod Development
Awesome looking mod. Will be monitoring this.