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Everything posted by CobaltWolf
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@Invaderchaos confirmed that the low-profile port for some reason wants to dock 180 degrees. Sounds like I just need to rotate the dockingNode transform. It was probably "right" for the older Gemini parts since I think their dockingNode transform was ALSO messed up. Forgive me quoting the OP, just to save time: I wouldn't expect the Saturn V/Apollo/LM stack for a while. Unfortunately the looks can be deceiving, since when they're stacked you're only looking at the exterior stuff and not all the interior bits which are mostly untouched so far. I'm a bit further than you thought in places, further behind than others. Saturn V... yeah a lot of the exterior is done, but like I said that gives a false impression of how far it is. Lot of work left to get it in game. Basically all the endcaps for the parts, the S-II engine mount needs a lot of work... I've also got a mostly modeled Saturn 1. Apollo CSM... mostly? modeled and I've started texturing the SM (which looks frustratingly like the old one now...). Off the top of my head, big things left would be modeling the service engine, remodeling the aft SM heatshield (that stupid weird plastic looking thing the SPS goes into), endcaps for the SM, interior of the decoupler, the parachutes, docking spotlight... Still no idea how I'm handling the SIM bay. LM, mostly modeled, haven't even begun to start on the textures. I'm frankly afraid to since I keep feeling like the geometry is off, so any texturing I do will have to be tossed if I change it. I honestly am not even sure what's left to model. If I remember, both of the engines are incomplete, and I need to do the docking target. In general I think I'm mostly missing smaller mesh details, like the tracking lights that need to go on either side of the big beacon light on the "nose" there. One thing I'm worried about is the docking cone and its colliders. The LM can be designed around it but I'm not sure how well it will work in other places. I was planning on using the DepthMask shader that's used on a couple other parts like the Gemini magnetometer, where they look sunk into the part they're attached to. The problem is I can't do that with colliders, so I don't know how deep I can make the cone... Regarding the LM, I've started throwing together some derivatives. Note that I'm not in any rush to get to these. One of the big problems with the old LM model and textures, they were very much made to only be used in the original configuration. I'm trying to plan out derivatives earlier in the process to make sure I'm accounting for them. Here's the LM-Truck RCS with the start of an Early Lunar Shelter on top.
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I honestly haven't sat down and really hammered out a list of variants we want to make parts for, but rest assured there will be plenty. I think the emphasis will be more on parts for legoing, rather than making sure variants X Y and Z can be made. I think @TruthfulGnomemeans "SRBs and LRBs', not the combo ones. Y'all are talking past each other a little. The Gemini nose can only dock with the Agena docking cone (and the low profile docking mechanism). There are 3 J-shaped latches that extend into holes in the docking cone on the Agena. Geminis can't actually dock nose-to-nose - there's no mechanism on the front of the nose to interact with each other. As a result, they also couldn't dock together in real life - you may be thinking of the Gemini 6/7 rendezvous where they flew together, but never docked. I know there's an old FASA image that shows two Gemini docked nose-to-nose that floats around sometimes. That might be what you're thinking of.
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Yeah. If I'm honest, I'm more interested in stuff that's based on the actual LM descent stage and stuff? That LSAM thing wouldn't fit in an SLA for one thing... ...Crap we forgot the IVAs. Does it not? Isn't that a 2.5m module? I wouldn't expect it to fit, yeah. I don't think Nertea's parts are meant to be scaled properly, they're usually just clearly visually inspired by stuff. I believe those are almost all original designs that Katniss created.
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No plans to do LSAM. Yeah, as I said a couple pages back, I don't watch FAM and I don't know how plausible the designs of the LSAM and Jamestown are from a performance perspective. I'd like to do some LM variants, but won't promise any for the first release here. The old LM parts had a lot of issues, and couldn't really be used as a basis for variants. I'm trying to avoid that issue this time around.
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I originally wanted to implement the two-point suspension, but stopped for a couple reasons. I'd have to make one like what's currently available ANYWAYS for alternate configurations. Moreover, as far as I know, there's no way to actually do suspension from more than one point for the parachute module... so the harness part would have to be rigidly animated, and then I don't know if I can get it to despawn once the chute is cut... The parachute module is very temperamental so I didn't trust that it would work anyways.
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@cineboxandrew's was purple.
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More or less planned? The S-II mount variants and tank stretches certainly. I don't know when/if I'd get to the 10m S-IVB - simply because it wouldn't share... a ton? with the other stuff. Things like stretched S-1C and S-II tanks are easy since I can just add more horizontal sections to lengthen them. A 10m S-IVB would take a bit more work... I'd maybe be able to reuse the S-II's top endcap but not the sides since the S-II has so many extra greebles. And the engine mount would be borderline all-new. In general that's what's driving what gets done, and what doesn't, for the initial Saturn revamp. I'm looking for opportunities to get more out of the parts I'm making - I can make the tank switches for the different S-1C and S-II lengths with essentially no time or effort, for example. But that will add a lot of functionality. Similarly, engine mounts variants I can easily make by cutting up and rearranging the parts (hopefully the S-II goes this way, the S-IC probably can't) will hopefully make it into the initial revamp. The boosters, I actually have a decent reference for... well, A LRB. Good idea. Not worth worrying about quite yet but we'll see if Zorg can make a 10m SAF fairing. We'd need it for INT-21 anyways. The green on the Redstone parts was meant to emulate the olive drab green used on the missile variants, since it was retained for most of the Redstone Spartas My goal with the Saturn update is to get back to parity with parts currently available in the mod. So once the historical parts are done, existing parts like the ETS Saturns and AJ-260s have priority over stuff that isn't currently in the mod. Incidentally, this is why the Saturn parts haven't been added to since the AJ-260 was released - I knew I wanted to remake the Saturn from scratch, so I didn't want to waste time putting in stuff like S-1D that I'd just have to redo. Myself and Zorg briefly discussed cutting a release once the historical parts were done, and essentially just leaving the then-obsolete alt history parts out of the mod for a release until they're remade. Personally I think once the historical stuff is done, the rest of the existing Saturn/Apollo stuff will be easy to finish. But if people have feelings on that let us know. As always, stuff will be available on Github as it gets in game for people that don't care about their saves In the interest of setting expectations, I just want to make it clear that even the basic Saturn V is nowhere near done - I've been focusing on the biggest/most obvious bits first for texturing. There's a ton left like all the endcaps and such.
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Not really, pretty much just the thread here. I share things as I make them usually. There should be another update sooner than later, with all the stuff people have been working on while work starts on Saturn. br0 just BBQ roll Zorg is redoing Skylab (many hands and all that). Now, For All Mankind... I should maybe start by saying I didn't care for it? Ah well... So, I've seen that, and I've seen the Jamestown base. They're also on the more realistic end, as far as the show goes. But I don't know how plausible they actually are. I'd need someone to look into them for me and figure out if Jamestown can actually land the way they say it does, for example. And just to loop back for a second here, I'd also add that anything from FAM is definitely a long ways out. The priority for me right now is getting parity with what's currently in the mod. So stuff like the Eyes Turned Skywards parts take precedence.