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TiktaalikDreaming

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Everything posted by TiktaalikDreaming

  1. Ah. The link to the Rombus makes it clear. The base of the truncated aerospike being the heatshield. I was envisioning a heatshield with a gap for a truncated aerospike, ala NAR MEM. I found the RLA stockalike, and for the record, that's a standard, non-heatshieldy aerospike. If you try using it for re-entry shielding you may explode. It's also a bit simplified compared to how I tend to make aerospikes, but also more kerbally than my prior versions. More like...
  2. Well, that was unexpected. The UI is fixed. Right clicking on the engine has the start and kill options for pulse unit types. I have never actually seen that function. :-) But the engine still doesn't actually do anything. If it's OK with you, I'll grab your source and work from there. I was getting completely no-where before.
  3. Twitch has a way of saving the video as well I think, so kinda the best of both worlds. Except for hammering your PC and internet link. I'm generally maxing out my asynchronous internet link watching a twitch stream, so I'm guessing I couldn't come close to streaming one. Yay for ADSL in semi-rural Australia.
  4. I was going to do an engine until I noticed the poodle works quite nicely. It's by no means an integrated heatshield though. I'm personally a bit dubious about heat shields with engines in them unless there's a door or engine cover type arrangement. And re-entry heatshields work best as a single blunt surface. I'll consider. If you check out the NAR MEM, there's one solution, but the re-entry atmo effects from Mars are significantly less than an Earth type body. And, it requires building a craft around that capability. I'll check how they did it in KSPX or RLA SA. And, a truncated aerospike makes perfect sense. But, I'd just like to take a moment to wonder why I always end up modding truncated aerospike engines.
  5. Well, just updated the downloadable file with the current progress. I've gone with Podular Mechaniks.
  6. Yeah, the good from this is it fairly benignly highlighted the lack of throttling, and VITAS has used that new knowledge. And now spacedock has throttling. Worrying about "how could this have happened" is less important than how it's responded to. And everyone's responded very nicely. :-) The how it happened is now a technical issue with whatever script went loony. And not anything to do with spacedock. But will now be assisted because wiki.kerbalspaceprogram.fr should be able to tell if they're script is being daft earlier, based on hitting VITAS's throttling.
  7. Podular Orbital Design (POD). Which makes me also think Podular Industrial System Solutions
  8. . . Podular Mechanics would also have a really easy logo. :-D
  9. Podular Mechanics sounds pretty good. :-) OK, gotta do that going to work thing again, so progress update. Cargo podular is now functional, but not complete. Every time I do a cargo pod I forget and have to experiment again on certain questions; can I duplicate animated parts in Unity (no), do I need colliders on doors (yes), etc. So, anyway, the doors open and close, but because they have no colliders, all they do is conceal. So next step is adding colliders, verifying function, then unwrapping and texturing. Can't quite fit a rover in the height though. :-( So, I'll definitely need some double story cargo holds.
  10. I was starting to wonder if anyone was going to mention that. ;-)
  11. 0.3 is being released slowly via Spacedock. Spacedock has been having some fairly serious speed issues recently since they lost some servers. You should be able to download (really slowly). Current status: I've updated a few UV maps, and matched the textures to them. None are actually done, but they're more done than before. I was going to link images, but imgur appears down. So, spacedock > imgur and guess who has a bigger budget. :-) I added a manufacturer, Podular Systems (thanks @Nothalogh) which might assist in picking out the parts. Config files are still very much incomplete, and mostly still copies of the donor configs. I'm not completely sold on the unwrapping of the fuel module. It's basically me messing with extreme re-use of texture areas. But it limits options for detail, as it would be copied around the part too much. So I'll probably change that at some stage. Which is why it's mostly just blocked in colours for now. Imgur album of parts; imgur.com/a/hDTQS I've started work on a cargo unit. It'll basically be like the stock inline short mini cargo things, but conical. And I'm thinking about how I'll do deviations for the Science lab (from the crew quarters) and the monopropellant tank (from the dual fuel tank). Because I would like those to look different eventually.
  12. The stock Mk1-2 Pod is a 1.25 to 2.5m "adapter". You can stack a Mk1 pod on top. And, there's an existing mod for extending the Mk1 pod, M.O.L.E.
  13. I am still trying to come up with a manufacturer name for this stuff. That is now the leading contender
  14. And now that I uploaded a new version I have the normals mostly worked out. There's a couple of edge lines I might just toss or rearrange to avoid some edges. And I made the ladder texture layer too faint.
  15. Updated. The crew unit now looks like; Although, I think I forgot to link the normal map (which is horribly incomplete anyway).
  16. I'm not sold on the Pipeline logo, but it was always meant to go under the logo. It does peek out from the logos with transparency though. So it should (if it makes it back to the revised unwrap) be a lot fainter/less obvious. I should have made it clearer that A: I knew full well what you were talking about, and B: It was intentional, but very much under review. Might have saved one small upload to imgur, which I guess is a small price for misunderstanding. :-) Regarding the weathering "enthusiasm". That was always going to get redone. But somewhere in the middle of doing it, I managed to get a section onto the wrong layer, so I couldn't fade it out as effectively without stuffing up other parts. I was going to duplicate that layer, and erase bits on each to properly segregate components, but considering I'm re-unwrapping, I'm just redoing from scratch anyway. The colours (well, the mostly grey) were stolen directly off an export of the Mk1-2pod, but due to that weathering it never matched. On that door. For (probably OCD reasons) I kinda hate the offset door on the stock pod. I really wanted to get this door rotated around to directly opposite the "front" windows. But, I'd also like to have kerbals able to progress down a ladder path from the stock pod. Which leads to a quandary. At the moment I'm working with two ladders, which if fine when you have the two pods stacked sitting flat on the launch pad for testing parts. Not so good if you needed to move a kerbal via EVA between (not sure if this is even a thing). Current plan is looking like; One thing I totally agree on, is the door design needs to get more stockish. I think I'll keep the larger size door. Where possible, crew parts with airlocks always have small portholes to check for obstructions. Hatches not as much. They're usually opened from the outside by ground crew after all. But we won't talk about KSP's use of hatches. :-D But, the window needs to be smaller (damn, that's cut through the door), and the look should change so the inset turning handle sits in the middle with the reinforcing cross shape out to the corners. I've only just noticed that the lines through the diagonal warning on the stock pod are actually grab handles. Which will be why it looks so different in game than flattened out. Anyway, at this point I think I'm going to actually remove my door features in Blender. The edge is inset, the window is cut and the handle space is inset as well. The window needs to be redone, and the rest are probably polygons the game didn't need.
  17. Yay! Damn straight. People should be finding bugs in the release version now.
  18. Now you're thinking. :-) Maybe a version with an inset for an engine
  19. And some quick messin about making a service module;
  20. Probably. It just seems lazy. :-) It's not all stock parts that use that, there's plenty of ladder rungs on other parts. But, yeah, to match the pod that will be inset, would be the way to go I think.
  21. I will be adding a ladder matching the stock ladder. I won't be moving my hatch, but I'll add a second ladder in line with the stock. I'm still trying to decide if I should add rungs or just texture markings like the pod has. :-) It's a pity it's so pixelated, it's KSP's "No Warranty" and "Limited Damages" section of T&C. I'm hoping with the revised unwrapping that there'll be at least some hints of the words showing. No such luck. Quick cut n paste into Gimp, rotate, shear, cut, shear, cut shear, etc shows it'll still be pretty unreadable. I made the sub headings slightly larger, so you can almost make out guesses of what they might be. Also, new ladder rungs
  22. Quick check for re-unwrapping. I took some lessons from looking at the unwrapping by Squad, and I've taken a step further. So there's an extra large portion of the total texture space devoted to the main surfaces. There's very little pixelation on the text or the line. I'll need to redo the texture of course. But I was going to have to to A: change the shape, B: correct issues where I had shading for some panels on the wrong layer in GIMP. Shown is two parts joined to Mk1-2pods at the new stack node (top) and at the old node (bottom).
  23. Now fits somewhat better. Texturing no longer much fits. A bit surprised some of the adjustments haven't ended with sections that aren't unwrapped.
  24. Yep. Doing a quick and dirt edition right now. As I said, quick and dirty. :-)
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