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EmbersArc

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Everything posted by EmbersArc

  1. Thanks for the suggestion, I'll see what I can do. Did you copy the "Kerbal Reusability Expansion" folder to Kerbal Space Program\GameData? Wrong installation is the only cause I could think of.. I'll have some more spare time in the next couple of weeks so I'll finally be able to finish the docking port.
  2. The docking port does the exact same thing as the stock shielded docking port while looking differently.
  3. That usually happens when the fins are facing the wrong direction. When they then want to correct the roll they steer in the wrong direction and the rocket starts to spin. Let me know if that works or if the problem lies somewhere else. The CoM doesn't move. I don't know whether it is even possible to do that. You can always rotate the docking port in the editor so that it doesn't block the hatch.
  4. The trunk should serve as an orbital service module and isn't originally meant to be landed. So it won't get a ladder. You're of course free to attach a ladder to it and land it on the Mun. That would be surreal and awesome. Kind of like launching a Shuttle with a Falcon Heavy as booster.
  5. It's compatible with the size1 docking port. I didn't want to use the stock docking port look because it doesn't look too interesting.
  6. I haven't had a lot of time recently because of some upcoming exams but here's the docking port I've been working on: Animation is done, model is about 90% finished. Will take some time to finish it though.
  7. Update 1.6 Added trunk and small fins. Changed heat shield shroud texture to match trunk Overhaul of landing leg texture Made grid fins more fragile Added WIP folder for early testing of parts that may or may not be added in the future Download link
  8. Thanks for the suggestions, will definitely look into making some of those. I'm really considering not doing the cargo bay variant of the fairing. Even though it looks cool you're right about it being impractical for reentry. Testing of the SpaceX-like fairing recovery with RCS and parachutes is going well though. Managed to get it to be stable in flight and touch down safely. Seriously thinking about adding that eventually. Next update with the trunk will probably be out tomorrow.
  9. The idea is based on this reddit thread. Doesn't seem to be feasible in reality, as I said it was just an experiment. Still doesn't work if I include all the parts. Some serious programming would have to be done for that. I'd rather not include all the parts anyway. It's kind of fun to develop your own fairing by trial and error. I've only had errors so far but a solution is likely.
  10. Can't. Resist. Must. Make. Fairing. So actually it's not that impossible to do. If the fairing doesn't have to be procedural there are two ways to do it: 1. In one part: The two halves separate, rotate back and close to protect the engine. I've done some testing and it works quite well. Looks like this: 2. Have multiple parts: A fairing base and the two halves as separate objects. RCS, batteries, probe core and parachutes can be attached to it. Not sure who has the patience to land two fairing parts but why not. Which one do you prefer? In other news I redid the texture for the legs (yes, again). Just didn't like it as it was. Looks better now I think.
  11. Thanks! You're right. Another problem with Vens is the offset CoM of the capsule. The only way is to only use two SuperDracos - which still is enough for a landing. The tanks rotation isn't a big problem though.
  12. Almost missed your comment there . I'm probably going to do a tutorial about how to build and fly Falcon and Dragon. Most likely in the form of an imgur album and not a commented video. My accent would probably make people throw up a bit. Just kidding. But seriously.
  13. Some more shots of the Dragon with trunk and fins. Pretty much finished now. I've added a "shroud" to the trunk too, just as an adapter (bottom left). The fins are configured for FAR (not that it was really necessary ). Let me know what you think. Now trying to tweak the variables on the grid fins.
  14. Very much intend to leave it till 1.2 is out Apart from that the legs work fine. The animation doesn't quite line up with the suspension but I've come to assume that this is also because of the broken wheel system. There just doesn't seem to be a way to make it line up. @nli2work and I have tried for many hours.
  15. Haven't found a way to do that unfortunately. IsOneShot only exists in ModuleAnimateGeneric and doesn't work in the new wheel system. I've checked the variables in the API documentation and there doesn't seem to be an equivalent for IsOneShot.
  16. Yes I'm aware of that. Although I've sworn to myself to not touch the wheel system anymore till it's fixed in 1.2. So many hours have been wasted already trying to get the legs to work correctly. As soon as the retraction problem is fixed another problem pops us somewhere else. As much as I'd like to fix it, I can't.
  17. Quick WIP of the trunk: Still needs some more adjustments and detailing. The fins are currently stock but I'll make some more SpaceX-y ones soon. Also I've redesigned the heat shield shroud so that it matches the trunk. @Deimos Rast thanks for pointing that out. The fins definitely need some adjustments. I'll have another look at the variables soon. Also not sure what the difference between none and default is but as long as it works I'm fine with it.
  18. I've been experimenting with a reusable fairing that essentially works like a cargo bay. Not sure how reentry is going to work with this thing though. The problem is that it moves the center of drag to the front so that the second stage has to reenter engine first. The model for the trunk is finished and I'm now trying to give it a stockalike texture.
  19. Probably not to the fuel tank. I might do a trunk soon so that containers can be placed there. Thanks for pointing that out, it's now mentioned in OP. @tygoo7 and I will make sure the parts work nicely together. Looking forward to the revamped parts.
  20. Update 1.5 Version change to 1.5 because CKAN (it's finally listed now) Added SuperDraco variant with RCS thrusters Improved Fuel Tank mesh and made collider hollow Heat shield now acts as decoupler (lower node) Fixed black edges on Grid Fins texture Slight change to Landing Leg texture
  21. You might have noticed that the mod isn't up to date on CKAN yet. Apparently it's because of the version change from 1.4 to 1.0. So that means that a version 1.5 needs to be out soon which gave me a reason to quickly make some changes: Changed the number of small tanks to fill out the empty space in the fuel tank Made it hollow so that a bunch of small parts can be placed inside (not on the inner surface though, don't know why) SuperDraco with integrated RCS thrusters for docking. (Should it replace the normal one or should it be a heavier and more expensive variant of the normal SuperDraco? not sure yet..)
  22. So much going on - I like it. That was unexpected I just discovered you last week and silently hoped that you would one day stumble across this mod. Wasn't disappointed at all. Didn't know about the grid fin bug, they are normally not deployed before launch so that problem has never come up before. @DerpyFirework it's probably for the same reason they stop working after reloading (if that helps and you haven't yet given up on it ). @Stone Blue @CobaltWolf I'll try that. Wasn't sure if having that many colliders would be an issue but it looks like it does indeed work, thanks! @panarchist I do it by first attaching the batteries to the pod and then attaching the fuel tank. If the colliders work then it will be possible to attach it to the inside of the tank. @trooperMNG Glad you like it. I'd like to keep it focused on reusability so a full Falcon rocket most likely won't happen. It's supposed to be an extension to the stock game to add that reusability and not a complete SpaceX mod.
  23. I thought about adding a service bay to the fuel tank but somehow colliders now have to be convex, meaning they can't be hollow which makes it more tricky to do. Not impossible though, will try it eventually. Currently you can do it like that: Having Dracos with integrated RCS is a really good idea I'll probably add that in the next update. Thanks for the suggestions!
  24. Update! Kerbal Reusability Expansion 1.0 Had to re-upload the mod to SpaceDock to change the name. The new mod should be on CKAN soon. (SpaceX Landing Legs will not be updated any more) Let me know if something doesn't work the way it should. EDIT: The CKAN reference should get changed automatically so that it's possible to update seamlessly.
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