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Zorg

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Everything posted by Zorg

  1. Dammit. The IVA mesh rotation in blender is opposite what it will be in game. I had this in mind when designing it initially nearly a year ago but forgot at some point (it was lined up with the exterior model in blender). I'll fix it sometime soon. It shouldn't be too much trouble.
  2. Personally I would not recommend using Magpie at all in any circumstance. Its one of those things I mentioned that just applies config only based PBR indiscriminately. If you want TU with BDB for more than what we provide I would only recommend Bellas configs although there's no guarantee they are fully up to date.
  3. It is weird yes. But also worth noting at least some of the rest of the SII volume is utilized by extending platforms from the station core into the rest of the LH2 tank. Anyway as almost literally a back of a napkin sketch, Im not inclined to overthink it which is why im not interested in trying to provide official parts to build out the full thing exactly as described.
  4. its not an S4B from what I can tell. Just a structural shell in the shape of one with an SLA and Apollo above. (And no Im not making one hence the new fairing option with hollow base. I expect Apollo to be launched on Saturn IB or similar or if people really want the SLA they can kit-bash something together below)
  5. I'm only seeing a single launch described above. The equipment is in an S4B shaped shell. Once in orbit the shell is gotten rid of and the equipment module slides into the SII tank.
  6. nope not planning to do this. My idea here is just to provide the workshop and let users figure out everything else.
  7. You can set the tank to Lab before launching. In fact its the default. But there is no point to a separate part.
  8. Wots this? Yup SII wet workshop now on github. (both master and dev despite being shown here with the power tower)
  9. Added a mesh switch to the S4B and SII fairing bases to toggle the inner truss off (and its collider too) for a hollow ring. Because some people asked. For stuff like this I guess?
  10. It will definitely get PBR textures for KSP2 But more seriously not officially. Certain parts that stood out particularly like the CM and the bare Skylab workshop got custom PBR textures with TU configs. The metal on the SM is fairly matte unlike the CM. A total conversion is not part of our plans for KSP1. Some third party attempts might do so. Note that our official TU "configs" for the parts we did were more than just configs, they include custom textures as well. Trying to convert just using configs rarely looks good.
  11. Thanks to kind contributor Viper, we now have a set of custom Conformal Decals for the Saturn V for realistic recreations. They appear as a new BDB decal part which should come up when you search for "BDB" and "Decal". The colours have been adjusted to fit the KSP re-stockalike palette BDB uses. We might get a few more for Saturn I too.
  12. Perhaps . Invaderchaos made this variation of the monitor originally made by Beale. They've been used in the MOL IVAs for a while. Uh maybe? Its something I would like to do in theory but time, motivation and priorities all come into play. Let's see how things go.
  13. Initial upload of Skylab IVA now on github. This version will be released in a patch update quite soon and small improvements will be be made on over time in 1.11 dev later on. There are some small issues with lighting that still needs to be looked at (though Im not sure if its actually solvable). Available in both master and 1.11 dev now. And on all 3 workshop models although the number of seats will be limited on the wet workshops. The interiors will be identical and the other seats will just remain empty. In game.
  14. This is still quite WIP. A few experiment props still need to be made (bike, LBNP etc) and lots of prop placement. Also keep in mind the layout (esp the lower deck) is slightly simplified due to the scale of kerbals and frankly my sanity.
  15. Yes. Keep in mind that this is just the shell with no props (including seats) yet. edit: Those snacks cabinets are props actually, they were in the scene but will be done as props for the final version.
  16. Its planned but not sure when. It was optional by the time of the later designs for the PT and I dont think it was to be used on skylab. But anyway yeah I will make one eventually. I did try to add a cheeky collider to the left side of the shield but apparently for this kind of object self collisions dont happen during deploy. Oh well. You need to find another solution as suggested above.
  17. these exact details dont really matter to me so long as there isnt payload induced drag anymore. Ive pushed a new commit just now with a less silly drag cube for the H03 SLA and also the same fix for the regular jettison SLA and 4.25m straight SLA panels. The fix ultimately was to put a cargobay module on the panels themselves as the one on the base somehow wasnt working as intended.
  18. I should probably get rid of the custom drag cube or at least increase the area back to closer to the default values since that wasnt the cause in the end Could you see if removing x-science and launching a fresh craft works?
  19. I've had reports of this not working for some people, but in my test install this is working fine so i suspect there's some mod that interferes. Could you provide a mod list?
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