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Shryq

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Everything posted by Shryq

  1. xxHan replied about 40 days ago that benjee was working on the interiors? Even if this is true, I wouldn't mind dicking around with some things, especially the Viper. Maybe polish some things?
  2. I haven't even checked the thread in nearly 8 months, much less the parts. Someone fill me in; is the RCS on the range still unusably imbalanced? I remember figuring out a fix for it, but IDK if that made it into the release before I went on hiatus. I'll send benjee a message and see what I can do.
  3. Hey guys! The mod looks great! I was just planning on checking how it was going... but then: I wouldn't mind picking back up a small part of this mod I've been working on other projects in unity a lot, I've got a pretty solid understanding of the class/component relationships. Could probably even make a .dll if necessary. For anyone that doesn't know me: I built the range initialy(sans IVA).
  4. Never ever. I'm busy with IRL stuff as well. I have the next couple days off so I'm going to try to get some work done then. No promises though.
  5. Nope. Lander is mostly one piece. Most of the mass and the drag come from one part, where as the ranger the mass and drag are spread out and it gets off kilter. plus i think the shape of the lander is just more stable by default, sort of like a parachute instead of a plank of wood.
  6. For balance and historical accuracy the Endurance cargo will become an empty cardboard box. Progress.
  7. Just up the max temp values in the cfg. IRL is killing me right now D: I'd love to be able to do more, but... yah know. Yes.
  8. NVM. I think I figured it out. no .mu at the end of the file path and for whatever reason it didn't like my 0.2.0 in the file path either.
  9. That's exactly what I said. Textures, models and cfgs all in the same directory.
  10. I have about 7 different parts that use the same texture, and I was trying to minimize the memory footprint by using a single texture file for all the models. I tried organizing it in a similar manner as the B9 parts, where there is one or two textures in a folder, and then multiple .mu files and their corresponding .cfg. The parts don't load at all. I don't even see an error message in the debug menu. So my question then is is there a specific standard that needs to be followed in order for this to function, or a specific file type or cfg setup?
  11. Maybe I didn't understand the issue. What was the problem you were having?
  12. I really like that idea. I'm thinking about it. It has lift. Are you talking about with FAR? Cuz yeah that doesn't work yet.
  13. Got a chance to work on the ranger tonight. The external textures are passable, I have all of the parts exported and ready for unity, except for the VTOL (and docking port--still deciding whether or not to make a custom one right now), which will be done when I get the rest of the vehicle into KSP and figure out where the CoM is. Should be pretty quick from here. All the parts use the same texture, I'm aiming for a greatly reduced memory footprint. Plus control surface. I have a regretably small amount of time as of late, but I'm hoping for a Thursday release.
  14. No! Because I have to work tomorrow and the only showing near me is at 3pm D: Do you mean more internal lights or turning on the lights from the outside and lighting up the windows?
  15. Are the normals facing the wrong way? Looks to me like there is an error in the model somewhere. Maybe try exporting it from blender in a different format and see if it still does that. Oh, and also, KSP doesn't even recognize colliders unless they are convex. So no concave colliders will work, and it will act as if it doesn't have one.
  16. That was the coolest thing I've seen since the movie itself. I just realized how much the lander looks like a salamander.
  17. Are you using the convex option in Unity? That usually simplifies it enough for me. If not, in blender make a copy of every part in your scene, join them all into one mesh, and cut it where apropriate. This is what I did for the Ranger body. After putting them into Unity and checking the Convex option, it simplified them enough. Plus if you split your part up so that ever piece is largely convex to begin with, you don't get that "tenting" effect, which I had before on the underside of the nose, and around the box at the bottom.
  18. I just rewatched it last night and was thinking the same thing. I can't imagine what else that little cowling over the front would be for though. Not to mention tilting the nose up makes it fit like a glove into that cowling and the underside of the wings. But yeah, big control surface so probably 1-3 degrees. No more. I appreciate the feedback and fault-finding. Let's just turn it down a notch. I've got the model nearly done. Next step is to learn how to texture properly so that I can condense all of the ranger textures into one or two if I can. I think the plan for the textures now is to do something like what B9 uses, where there is one or two textures in a folder with 5+ .mu and configs.
  19. It would make a sick looking ram intake, but it's not, unfortunately. It's a docking port. The air intakes are a positioned along the seam where the wing meets the top of the fuselage (to the best of my knowledge). Little rectangular slits. See that "WIP" at the top? You are, actually.
  20. Actually check this out, snippet from the interstellar wiki: "The Ranger utilizes twin linear aerospike, hybrid plasma engines, capable of achieving high thrust while maintaining very high fuel efficiency. Aerospike rocket engine exhaust is immediately ionized into plasma and magnetically accelerated to very high velocities, vastly increasing fuel efficiency. This enables the Ranger to achieve orbit, accelerate to escape velocity, and travel to other planets, requiring little to no rocket staging. If available, local atmospheric oxygen is collected and burned during atmospheric flight, saving its on board oxidizer for very high altitudes and orbital maneuvering." So you may have been onto something. Cool. We could have the chemical engines using Lf/Ox/electric, and the plasma just using lf+electric. Then it could generate and store Ox from the atmosphere. Retaining the stupid levels of efficiency, but giving a challenge to achieve that? Also what do the engines look llike when they're on the planet? "the forward section is a cockpit that sports four crew seats, two benches for four additional passengers, four hibernation tanks, and supplies. The aft compartment functions as an airlock. Inside the airlock are two ports (one aft, one down) that can dock with other spacecraft." Yup. I can rather easily make a docking port for the bottom. The only thing is I don't know how exactly it works. I can take some artistic liberty, but if anyone knows better than that half second we see it in the movie, speak now or forever hold your peace D:
  21. Ah. Now that you say that I totally remember. I assumed it meant like feedback into the stick/pedals right? I'm a tad disappointed XD That was such a cool idea.
  22. That's... Totally doable, and very cool. Did you get that from the movie or just an idea you had? And are you saying restock monoprop, or just use air to power the Vtol and RCS in the atmosphere?
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