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Bonus Eventus

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Everything posted by Bonus Eventus

  1. Rough design of 5M habitat inspired by mars direct. Still playing around with the paneling. Not crazy about setting the windows over those reinforced panels. I like the top and bottom caps, the trim and the doors. RCS doesn't feel integrated enough. Needs some more details like handles, ladders, and lights.
  2. Sort of. More like its spiritual successor. With Kerbodyne Plus I tried out several different ideas that I wasn't able to unify into a cohesive whole. Mother on the other hand, does have a unifying idea behind it. Designing large scale motherships.
  3. o_0 EDIT: For those wondering, the seats are supported by metal struts.
  4. I handled it the same way you did. The cone is a separate part. EDIT: Did a quick test to see how things looked in KSP.
  5. Almost done with the interior, now on to the details like the control panel and pistons. Those little blurry black dots are are shadows from ambient occlusion of internal props.
  6. yes, rotation animation is handled in c# using the FixedUpdate loop to execute rotations according to an animation curve. That's how I'm able to add a wind up/down easing to the rotation. I needed to do this so I could accurately control RPM and Gs. Normal animation wouldn't allow for accurate feedback. Also it allows for resource in/ rotation out parameters with ratios (like 1:2 or 1:0.9, etc). I'm in the process of writing this up as a github wiki.
  7. Good question. I intend to use community tech tree for early to late game progression. Most parts will be mid to late game. I plan to intigrate with both Interstellar and Kerbalism as well.
  8. The design for the interior was trickier than I thought, mostly because this is my first time making IVA props and overlay masks. Still haven't textured the main interior space. I also need to add supporting gas struts for the seats, more iva props, and RPM controls for the main console.
  9. Initial docking tests were successful. Ladders and hatches are also in good working order. Early modeling of the DA-42 IVA.
  10. Had some issues with the normal map of the command pod. Only solution that seemed to work required a complete retexturing. Now onto the Centrifuge IVA and DA-42 IVA.
  11. Why do you think that? NM, I see what you mean. Fortunately it was an easy fix. Thanks for the sanity check!
  12. Early sketch for the DA-42 Command Pod 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.
  13. Module manager magic will turn them into something else useful or be removed
  14. Wow, that was totally it, just tested it. Earlier today I was reading your post about UI_Controls and onFieldChange (which blew my mind) and now you're helping me again. Thanks @blowfish
  15. Anyone know if floatcurve fields auto load like other fields. Looking through modulecolorchanger I didn't see any see any special code for parsing on load. The curve seems to load when I declare the field in this way. But, when I evaluate the curve, no mater what time arg is given, it always returns 0.
  16. Well, that being the case, percentages, sound good to me. Simple to think about, not much ambiguity. Although, I think more people need to weigh in besides me
  17. I believe you would do this with module manager, right? For my purposes it would be nice if if followed the PartResource convention. RESOURCE { name = LiquidFuel amount = 0 maxAmount = 4000 isTweakable = false }
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