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Posts posted by Siphonophore
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I'm skinning the mesh to do this. A bone is just a set of vertices with predefined amount of influence on their scale/rotation/position by the bone. For a capsule shaped inflatable, theres one bone for the center-core that stays unchanged, one for the middle canvas portion, which is beeing scaled for the animation, and one for the windows that is scaled only on one axis (so they retain at least their width/height). You can probably guess that this is quite time consuming and circumstantial to set up. For a centrfuge its a nightmare.
Unity's blendshapes, aka vertexmorphs, aka shapekeys or whatever different software calls them should be much easier to use for this, and I'll need to try to find out how to use that in KSP.
Amazing job Porkjet, CANNOT wait for those parts!
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Hey can you make a realplume config for the USI Alcubierre drive and KPBS?
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For those unsure where to find the new pictures, here.
Hot damn, they're sweet
2.5M CENTRIFUGE, YUSSSSSSS
I'm pumped for this!!!
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@AJTheMighty: an inflatable centrifuge wouldn't really work - it would require that nothing be radially attached to it, or the inflating module would clip through the radially attached parts; on a mk3 spaceplane that means players would have to make either huge vessels or design the wings around it. That, and I wouldn't know where to begin with configuring the thing for the inevitible aerobreaking/re-entry while deployed that someone is going to do.
That's okay, BUT, why not make the centrifuge internal? That way, it'd seem more realistic, and with a compatibility config for KeepFit, this would be an excellent concept, seeing as this is more reminiscent of the Discovery One's centrifuge.
Yes, definitely go with giving it a pair of windows and no bulge on top. It seems a lot more cooler and you can make more streamlined Skylon-esque SSTOs with that.
As for the Mk3 centrifuge, here are some suggestions for it. I think it should bulge in the center where the rotating part is situated, enabling it to easily house six kerbals, and there could be an arrow on the top and bottom to make it more Kerbal. As for the IVA, I'll leave that up to you. Sounds good?
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@AJTheMighty;
-dark matter drive: I might make an Alcubierre drive at some point, but beyond that, I'd prefer to stick to engines and tech that are within the realm of plausibility in regards to a contemporary understanding of physics and materials science.
-Mk3 triple-mode vaccuum engine: That would be a VASIMR engine. Possible.
-Mk3 airlock: I'm guessing you intend these to be similar to the mk2 airlock endcap?
@MelancholyFlapper; I'm not sure what form it would end up taking, but an inline Mk3 cockpit is something that will likely happen at some point.
I feel good to be a part of this mod; heres more suggestions: (I changed me mind)
Mk3 inflatable centrifuge
Mk3 docking nosecone (that opens to the left)
Mk3 cannae drive (like the one in real life, doesn't require any fuel of any type but requires loads of electricity)
Mk2 long-term habitation module (holds 2 kerbals)
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@AJTheMighty; Breaking orbit around Laythe:
http://i.imgur.com/gAj1CUJ.png
Not quite a nightshot - Kerbol is just beginning to peek around Laythe - but should still be sufficiently dark.
@CptRichardson; 4 kerbals will easily fit into the cockpit, assuming a single deck layout like the Falcon.
Awesome mothership there! I think it brings to mind the SEV! Think ya can include a craft like this one in the final release, but with a Mk3 ion engine - speaking of ion engine, @SuicidalInsanity, any progress on a Mk3 ion engine? We love seeing parts done!
Here are the last three suggestions from me for a while:
Mk2/Mk3 electrically-powered dark matter drive (bring a fission reactor with you when you add one of these puppies!)
Mk3 triple-mode vaccuum engine (three modes are a low thrust, high efficiency mode, a high-thrust, low efficiency mode, and an in-between moderate efficiency mode)
Mk3 airlocks (one with two doors on either side, and one with one big door on the front)
Hope you like these suggestions @SuicidalInsanity
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I vividly recall a part mod where there was a cockpit shaped like a Kerbal head, and I forgot the name of that mod. I needs help nao.
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@SuicidalInsanity, I imagine the IVA to be sort of like double-decker, sort of like a real submarine. Also, to make it a bit more realistic and fitting, decrease the heat tolerance by about 28%
And yes, definitely go with a capacity of 2.
Remember when @StarEagle suggested long-term habitation modules? Well those ones' IVAs could be that of a nice, 5-star hotel room! Could you show me an image of the cockpit's lights turned on at night?
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Lustrum Hawk cockpit ingame; it should work quire well for flying, in either a stack config or an inline one:
http://i.imgur.com/oNWHyWy.png
And some screenshots of stuff that i finally got around to texturing
http://i.imgur.com/qOS2Iy0.png
Mk2's finally getting that precooler requested way back when, and the much mroe recently requested adapter/airlock/endcap thing
http://i.imgur.com/NxW1EqK.png
And the much queried cyclops cupola, which wouldn't look out of place on a submarine, station, base or spacecrusier.
Fabulous work on all of those parts!
Oh...
THE CYCLOPS CUPOLA LOOKS MARVELOUS!!!! Thanks for making my idea a reality, so INFINITE KUDOS to YOU, SucidalInsanity! Are toggleable lights planned, as well as a capacity for 4 Kerbonauts?
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That looks absolutely epic. Btw, any progress on any WIP parts, and how is the Cyclops cockpit coming along?
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With this part pack, your rockets/planes/ racecars will look at least 20% cooler as they tumble into the ground!
...Are you a brony? I think you are, tbh
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Mk2 and Mk3 part suggestions;
1) Mk3 formfactor SRB
2) Mk3 VASIMR
3) Mk2 dark matter drive powered by Xenon
4) Mk3 inverter cockpit
5) Mk3 space cruiser cockpit with Discovery-esque windows
6) Mk3/Mk2 inflatable centrifuges (I know this has been suggested before, but see what you can do)
Also, can you show me another WIP model of the Cyclops cockpit and the IVA model?
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Ooh, heres moar suggestions!!!
1: A 2.5m inflatable habitat
2: A Fortuna docking nosecone that opens to the left
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Another request for configs:
Contares
KPBS (the landing engine)
and BD Armory
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Request for RealPlume configs:
Sounding Rockets
Mk4 Systems
Near Future Spacecraft Parts and NFP (you can do the latter later)
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The thing on the nose is meant to be a periscope, in the IVA there will be a port you can click on which will allow you to see out of it. The other windows don't provide much forwards view so this should help with docking.
Cheers, will see what I can do!
Managed to get quite a few 5m parts done today, tested them out using Nertea's Cryogenic Engines:
As expected it's relatively overpowered (though not as much as I had worried), but I think I can balance it out reasonably well. There are three different orange fuel tank parts and a fairing base. Not pictured are two other parts which allow the creating of a Shuttle-style external tank.
That looks super fabulous - I'm pumped to bursting for this mod's release.
For the IVAs of the long-term habitation modules, they could be like a mix of a private jet and a bar lounge like I mentioned, but I think they should be 3m or 5m (go for whatever you prefer) and they should have two decks, and there'd be a little library and a small pantry, half-open to make it a bit more Kerbal, and on one of the windows in the IVA, there'd be a sticky note saying "Please fix this crack" and lastly, there would be a bunk bed on the upper deck and a PS4 too!
As for the docking nosecone, it should open to the right
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Cheers guys! Was definitely trying to channel some interstellar with it. Futuristic but kinda plausible.
I'm currently intending to have the centrifuge be internal, that is to say, from the outside it will look just like a large spacecraft module (7m or 10m) but on the inside it will be spinning. This is a more realistic approach than the Hermes in The Martian since it doesn't require pressurised rotating joints which are exposed to the vacuum. I also want to stay away from an IR driven centrifuge if possible since it has a fair few problems and you need to start it back up again every time you come out of time warp.
As for other parts, I'll definitely consider them!
Progress on the crew vehicle which I've named Fortuna. Still has a bug where the decoupler gets stuck in the heat shield if you translate it too far up so I'm trying to sort out the colliders on the service module.
*considering it for a moment.....*
Oh oh, hey!
Remember that USS Armstrong spacecraft you posted on DeviantArt? Well the centrifuge could be exactly like those on that spacecraft! I think the Fortuna service module's engines could be vastly efficient in vaccuum and have its own built-in solar arrays which can be retractable when aerobraking, and is there a central engine?
A few more suggestions:
Long-term habitation modules (the IVA could be that of a bar lounge or a private jet)
More solar arrays, particularly circular solar arrays, Orion-like arrays and Hermes-like solar array wings.
Fortuna habitat module for long voyages, and also its own 2.5m telescopic docking port which doubles as a pointy nosecone when clossed!
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After watching a few episodes of Invader Zim, I remembered that one episode "Battle of the Planets," where the Martians turned their home planet into a giant spaceship, and I was curious if anyone could make a dedicated set of modules/parts (some require KAS & KIS) that would allow any player to make asteroids into spaceships.
If this mod isn't made yet, anyone can take a class-E asteroid and add some engines and a command module to it and take a screenshot of their creation - I don't mind
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That is fantastic!!!
By the way, remember the centrifuge you mentioned? I think it could look like that of the Hermes's, and it could be fully modular, and the spin hub could be compatible with IR, or stand-alone and use its own custom animation plugins. I suggest it would mandatorily require the wonderful Interstellar Fuel Switch mod to toggle the number of attachment points, and it could have CLS support too!
My suggestions for this mod:
1.875m NERVAS
Spherical fuel tanks
More radiator parts
Heavy-duty trusses
3m ion engine
and a VASIMR!
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Sorry about that
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@SuicidalInsanity: So is the Mk3 Cyclops cockpit done yet? If so, try and send another WIP image of it textured fully, alright?
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@SuicidalInsanity; This looks awesome and I agree with you 100%; glass bubble cockpits for mammoth MK3 spacecraft are a big no for Kerbal standards. That totally looks perfect for a rover, space tug, boat, etc.! And yes, go with enlarging the apertures. I think it should seat two kerbals.
Plus, the hatch should be on the bottom of the cockpit. and you could include this in the end of the part's description; "Warranty void if any of the windows are cracked." As for the triple-mode engine, it should definitely be a vacuum engine and the third mode would be an atmospheric mode
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That looks great!
Any progress on the Cyclops cockpit yet? Can you at least show an untextured model?
EDIT:
A few more part suggestions:
-Mk3 deployable wheels
-Mk3 solar array
-Mk3 massive fighter cockpit
-Mk3 chine/fuselage adapter to wing adapters
-Mk3 triple-mode engine
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A little request - 2 mods need RealPlume configs:
Sounding Rockets
and Mk2 expansion
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
in KSP1 Mod Releases
Posted · Edited by AJTheMighty
Link to mod
The 2.5m USI alcubierre drive has two engines on either side of the ring; these engines could have beautiful blue-green plumes. That'd be cool
There could be only one plume for KPBS; the landing engine
EDIT: here's the link to the mod: http://forum.kerbalspaceprogram.com/threads/100798-1-0-4-Alcubierre-Warp-Drive-(Stand-alone)-v0-3-0-0-2015-10-16