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M_Ouellette

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Everything posted by M_Ouellette

  1. The Index ship in that picture has what appears to be an oval shaped cross section at least for what's visible, maybe in this planned change for the K parts those dorsal and ventral "bulges" could be widened either by giving it a double backbone with a flattened surface between or by increasing the radius of the central spine, in either case making the part look like something more that merely an upscaled J as well as giving a better internal capacity than from going directly from the K to an enlarged J.
  2. Thanks haha And for AccidentalDisassembly and M_Ouellette i really give you guy's comment quite lot of thoughts because what you guys describes makes more sense than then current K fuselages. So instead of a single k-cockpit how about i add one more j-cockpit with more j to k adaptors? because that would be pretty equivalent to another k cockpit but it gives more versatility. Also the current K fuselage will probably make more sense to look more like a scaled up J fuselage rather than the current which are basically flying bricks. I created some mock up models (it doesnt look too good yet just an idea of how the K fuselage could be, they are roughly J fuselages scaled up by 1.25) http://i.imgur.com/xvlJZpj.png Note that the picture is from an anime called to-aru-majutsu-no-index, i found it when i was searching space plane images on googles and it's what i modelled the J cockpit after and main source of inspiration for the wing designs. Even though it's a anime i thought the ship is really well designed and it looked visually very convincing of it's function with it's atmospheric engines on the side and a pair of rocket engine at the rear. Apparently that scene only lasted few seconds as i couldn't find more reference images, im amazed how much thought the animators given it as a aircraft design. Its probably my second Favorited space plane design after the Valkyrie TAV. The new k fuselage design looks more like a extension of J parts with flatter bottom, also gives a much more smoother look overall. You could argue it looks very similar to the Mk4 fuselage with its bulge at the top and lobes on the sides but i would say its some kind of spaceplane fuselage design convergence haha. This new design remains unable to carry 3.5m cargos but compare to the J fuselage, its able to give the 2.5m cargos a much bigger clearance with flatter floor more suitable for rovers. So i think is a nice extension of the j fuselage. I do not plan to give it a cargo ramp because i find cargoramp in ksp is rather awkward so ill go for a elevator part instead. Also to mention i plan to create these little rectangular cargo modules thats designed to fit inside J and K parts. Because the K parts is huge so i plan to create as few parts as possible, mostly just hollow fuselage with a decent amount of fuel stored on the sides. I know this is going to be a huge change to the k fuselage, but i think im going ahead to make this change, im always open to more comment though when it comes to new designs! what do u guys think? Wow I was just thinking along the lines of maybe stretching the K cockpit to twice it's current length to give it a smoother transition and sleeker shape, but that design is gorgeous. I do hope though that you will be keeping the old parts available in a legacy pack, I'm archiving all these parts either way because I loved that Valkyrie design and the K cargo hold does have some advantages even though it seems suited for a much larger aircraft.
  3. I rather preferred the previous K cockpit, it seemed to have a much more aerodynamically credible shape, the new one seems a bit too short for the girth, and having it in two pieces leaves you an opening for different configuration options, different fuselage components, a passenger compartment, a science module, different cockpit front ends, etc. Just an opinion mind you, the new designs are beauties.
  4. I've noticed the same thing, for some reason right clicking on the science module breaks right clicking on anything else afterwards. The bug is present as early as when in the SPH or VAB, as soon as you right click on the Science module right clicking stops working.
  5. OPTs parts are designed to fit together into seamless aerodynamic shapes which should do quite well with NuFARs voxel shape mapping for the fuselage sections.
  6. That's very strange since it's working for me. Make sure that you merged OPTs Gamedata folder with the exiting Gamedata folder, if you just unzip into the Gamedata folder, things probably won't work. If you look in Kerbals Gamedata folder you should be seeing Opt, Firespitter and Squad folders as well as the Modulemanager.dll. Also if you have update the Firespitter and Modulemanager dlls make sure to get rid of the old ones.
  7. You'll need to hit ALT F12 to bring up the Debug menu and check the "Non-strict part attachment orientation check" box to get connection nodes to work right, you should also get the latest ModuleManager and Firespitter dlls because the ones packaged with this mod are way out of date.
  8. I too would prefer a ramp arrangement that doesn't eliminate every engine mount location, otherwise i don't think I'll be finding much use for the K ramp. I've been going through all of the config files changing the node setting's, basically parts need to have a -1.0 for the "Up Y" on the back of a part and a positive on the front for things to connect up. Ie, for the MK2 Ram Intake and the MK2 Turbo Ramjet Engine Or the K Cockpit I spent quite a while fiddling with it and got them all set then I found that all I had to do was hit Alt F12 to bring up the cheats menu and check the "Non-Strict Part Attachment Orientation Checks" box.(insert colorful expletive here) I'm still experimenting with the configs trying to get things to work with the new aerodynamics model.
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