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Sin_Phi

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Everything posted by Sin_Phi

  1. @Kobymaru would you have any interest in developing a glide cardioid display? Useful for shuttle like gliding re-entries. I could help you with the algorithm. See page 62 of pdf (38 in document) http://www.sinphi.com/aerospace/thesis.html page 35 of the pdf (11 in document) for derivation. Basically you would get something like:
  2. I have refined my animation and it is time to throw a quick texture on this and test it in game. I am going to go with a habitat and green house version to start. The habitat module will have the center windows a solid panels, but the green house will use them for growing. Once I get the three sizes done, which I am thinking now will be 50, 30 and 20m, I will try my hand at some IVAs. Life support capability will be added as I play with them. @Titan 3000 it should be apparent from here where the mounting shroud is attached. That will remain as a part of the lifter like engine shrouds assuming I figure that out.
  3. I noticed a couple of pages back you were talking about a lot of work to change paths to get everything in a unified folder structure. A tool I have used to do this for work that does it nicely is Agent Ransack by Mythicsoft. Totally free, way way faster than windows file search, and much more convenient than opening everything in Notepad++ and doing a find and replace on all files.
  4. Thanks for the suggestions! Still digging through all the SSTU and Mother information on their implementations. I will probably make USI-LS my focus (I am learning it in my own career mode) and then translate from that. Also made a quick video of my test animation for the 50m habitat. It will actually be spinning a bit faster to generate 1g, noticed after I filmed at 24 fps. Does look pretty fast and maybe a slower speed for the sake of aesthetics would work. In the video you can see the launch adapter at the back is jettisoned; I was going to leave it on as a counter weight, but then both of the access ducts would be on the same side. Going to Probably up the size of the intermediate one to be 20 or 25m as well as give it a unique opening sequence. Should I be moving this thing into the WIP forum?
  5. I have finally started to mod my KSP and decided I I like the enhancements so much I should try my own. A picture is worth a 1000 words, so you can see where I am going from the attached. I tried out DarkSideTechnology mod and was generally pleased with it, but wanted to get a complete ring. The inflatable ones just don't look impressive to my taste. What you see in the image is: a folded/deployed 10m ring w/ 2.5m core (will fit in a 3.75m fairing), a folded/deployed 15m ring w/ 3.75m core, a folded/deployed 50m ring w/ 5m core (should fit in 5m fairing). The 4 sectional ones would deploy in a single rotation with the bottom section fully deployed in a half turn and then the top section hinging down to form a complete ring. I am going to rework the 15m ring to not just be a scale up of the 10m. The 50m ring would deploy by rotating counter clock wise while the segments push out and joint the ring from outer to inner most. There is a large counter weight (probably too large) opposite the transfer arm, this has a 5m attachment for launch integration. Could use some feedback on in game function. It would be nice to have them do more than hold kerbals. Could do something like what is done with the USI stuff where you can select the different functions for different sections. Not sure if switching textures by segment is possible, but would be cool to change appearance a bit based on function (I know it is for full model). Some module options I am thinking of are mobile lab, crew quarters, green house, inventory/container and maybe command bridge and cryo. Still thinking through the balance on stats. I would like the 10m one to be fairly reasonable to lift in a mostly stock game, maybe something like a 4x mobile science lab. Thinking about 12 kerbals for the 10m and something like 72 for the 50m (that is an insane number!). May go for fewer as conceptually these are long term habitats that would require more living space like 8 and 48. I am still gathering all the information that you need for modding in Kerbal. I have Unity and have made little games in it in the past, so no issues there. I am pretty set on modeling and texturing, you can see my previous work on Star Sonata 2. Need to learn all the mod integration with things like Connected Living Space and USI-LS. Animation is my weak spot, but if I can figure out how to export Blender to Kerbal that will probably be easier for me than Unity animation.
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