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Everything posted by Starbuckminsterfullerton
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I think this is really the right call, if that design document is anything to go by the Porkalike redesign did a very good job of following the existing mod standards - it meshes very well with things like Ven's and Cryoengines. I have more to say about making things match than anyone wants to hear, but one of two things will happen: the rest of the Porkjet parts will be completed and released, in which case we chose the right direction, or they won't and the stock parts will remain mismatched, in which case the modding community will need to create and use its own better standard, which might as well be the Porkalike anyway since so much already works with it. Edit: Hey @Beale I know you're working on other stuff right now but any word on those extra RCS blocks? I'm kinda hoping you'll eventually cover all of the variations so I don't have to maintain mine... @CobaltWolf You'd like that wouldn't you...
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Didn't realize you were making more than the one. Still, better to match one of the whites/light greys in the current palette than cream. Can you balance it with cost? I think weight/No. of crew is probably most of the balancing you need, additional crew became much more valuable when they split them up into pilot scientist etc.
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This looks super good, and so does apollo. Love that you're doing smaller SPS/SM variants. Both the light and dark CM look fine from here, but I think the service module is a bit dark if you go with the latter. NO. Apollo as flown on lunar missions had a polished aluminum finish, it was silver. I'd post reference photos but they're everywhere.
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@RoverDude this is incredibly impressive and something we've all wished for at one point or another - assembling bases with rocket cranes is kina unrealistic. I have so many questions, where to start... Construction ports: Can the module be extended to other docking port assets? Does/can it use the stock angle-snap module? What do you mean by autorotate, is it what I think it is? What kind of joint does it create, is it a normal stack node or is there like an invisible two node part in there? Does KJR play nice? Crane/Actuators: What powers the moving parts, KAS, Infernal? Slightly unrelated but it seems like you'd know:I've always wondered if the stock animation system could be leveraged for simple binary extended/retracted servos; I know you can't animate colliders but you can animate transforms, and there are transform based nodes so... maybe?
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If I remember the whole diameter debate right 5.625 was chosen because it allowed you to use a regular 3.75 upper stage, which I liked because I use more 3.75 than 5 anyway. I think as long as there are straight cylindrical tank sections they will definitely be useful in other applications, so if it were me I'd make the fuel tanks separate parts from the 5-way engine adapters (are the 5 J-2's separate?), upper stage adapter, etc. and I'm sure people will find uses for them. I'd love to see extra generic parts; if you wanted to avoid making a bunch of adapters you could make them 5m along with some duplicate nonspecific Saturn parts, might save some modeling effort at the cost of player confusion. If the 5.625 system is fleshed out enough though it will be useful on its own.
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Thanks for doing it anyway. A lot of people reference Remotetech, but to me it seems that AntennaRange inspired much of the stock system. You've effectively joined the exclusive ranks of mods that have become stock, and that is something to be proud of! I can think of a couple reasons to keep the mod around, there are definite differenced from the new system, but you have to be the one to decide if it's worth the maintenance effort.
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So could it be applied to any texture? I thought it was a special normal map or something, and I was about to suspend my modding efforts because I can't make those, but if it can be added to existing parts like you've done I might keep at it. Also yes more RCS blocks!
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Oh, but I can! Actually, you have a couple I don't, and I had a few more planned besides those, but still. In fact, your blocks have the same shape but much better texturing, so if you cover all the possibilities I can even stop maintaining these!
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Update v 1.0.4 Added streamlined fuel tanks (Soyuz style) Updated fuel tank textures Rebalanced all fuel tanks (feedback appreciated) With this update I'm declaring the LF/O tank set complete, and proceeding with the engines.
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