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quadro7f

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Everything posted by quadro7f

  1. Woah, this is awesome. In fact - this is brilliant idea and this is exactly what was needed as hell, for this game. Btw, this cargo pods also could be helpfull on planet's surfaces. it's just need to develop some kinda transports for them, but this is not problem, after all Also, very great models and textures quality, sir. =)
  2. Thanx for support =) The whole cabin part and hatch uses 1 texture (2048x2048). The other, smaller parts, uses 1024x1024 textures. But of course i gonna release several packs, like 2048, 1024, 512 packs for all details, so people could tweak their performance/quality. And i making all models very low-poly, so performance shouldn't be issue even with full HD textures. There also bump and specular maps for every part (not in use yet). UPD:
  3. Sure, if you hit something on medium speed - then parts could just rip off without exploding (especially parts like wings, tail, cargobay doors and other fuselage ones, which doesn't contains any fuel). So you could launch as much rescue missions as you need, especially with passenger cabin part (instead of cargobay section), i planning to add. P. S. I am back to work on shuttle, but with 30-50% efficiency, because i have to work on other mods for other games at the same time. P.S.S. Hatch's opening and closing animations successfully tested in game. Same principle gonna be used for cargohold doors and other cool stuff. Thanks Kreuzung for awesome plugin =) Here is work in progress on hatch's detalization:
  4. Yeah, i made some fuselage stress tests already - everything is fine. Parts acts like one structure, without wobble or something. But of course, if you hit the ground hard - they will just detach and explode, hehe.
  5. Nice! Sounds are very important - they adds so much immersion. BTW i have crazy idea - i gonna try to animate the hatch. And about the scale. I making all models in 3dmax, based on real blueprints and dimensions. And, I just showed a convertion scale system standart. Main goal is to make USTS shuttle the same proportions and size for kerbanaut, as real shuttle for humans in real world. And this works not only for shuttle but for any real vehicle, like Ares, Saturn, Orion, Buran, Soyuz and others futuristic - Valkyria, Venture Star, X-71, Rt01. For any vessel or vehicle from human world =) The scaling procedures, i shown in previous post, will allow you to get this result with 98% precision. And it will be by default without any rescaling parameter needed in cfg file. And this is very important, because of interior's proper size and other depended parts, like ISS modules (they must fit perfectly in cargobay). And mass, fuel, and other parameters depends on this too. In fact - all depends on this, this is primary parameter But most important is, what size of the spacecraft must be perfect in many ways (not too small, or big, or whatever), so this standart does, i believe.
  6. We have new scale corporation standart system. This scale standart will be the same for all spacecrafts, modules and vehiles from Mansur Industries, so all parts from different projects could fit each other perfectly. Here is how it looks: As everybody knows - kerbals are 1m height, and average male human is 1.8m height. To get rescale coefficient, we must calculate like this: C=(100x100)/180=55,55%. This means, what if we need to make real world vessel, lets say Apollo (3.9m) and scale it down to kerbals world scale with same kerbals proportions to space craft as human relative in real world, then we will get: 3.9m*55,55% = 2.16m And if its right, then we will get a scale coefficient table for different human heights: 1.8m = 55,55% 1.75m = 57,14% 1.7m = 58,82% 1.65m = 60,60% 1.6m = 62,5% 1,55m = 64,51% <--- this one matches with Mk1-2 Command Pod: 2.5m ( 3.9m*64,51%=2.51m - very close) and with Command Pod Mk1: 1.25m (1.9m*64,51%=1.22m - pretty close) So, vanilla parts are pretty close to 64%. Of course, 1.55m is pretty small for humans, but kerbals are not humans - they have different body proportions (for example - the size of head), so its sounds reasonable to use that coefficient. Plus this means what parts gonna be a little bigger (which is good in many ways). And since KSP uses 125% standart scale, so we need recalculate convertion as well. Lets say, we have real world scale model in meters, for example - Shuttle (38 meters long). So if we gonna set 0.64 scale factor to it - we will get wrong result: As you may see in picture above - the kerbanaut on the right side is much smaller, than he should be compare to 3 guys on the left side - the correct ones. This means what we must make following cals: 125% = 100% 100% = 80% so 80% = 100 % 51,2% = 64% So we have 0.51 scale factor for our models conversion. And here is result: Perfect hit p.s. If i made mistake somewhere, please tell me.
  7. Here, i made some measurements using 64% as its vanilla's scale factor. I think, i gonna use this one for all my projects, since its pretty close to real world's spacecrafts dimensions, relative to humans =)
  8. Now, this is intresting. So if kerbals are 1m height, and average male human is 1.8m height, then to get rescale coefficient we must calculate like this: C=(100x100)/180=55,55%. This means, what if we need to make real world vessel, lets say Apollo (3.9m) and scale it down to kerbals world scale with same kerbals proportions to space craft as human relative in real world, then we will get: 3.9m*55,55% = 2.16m And if its right, then we will get a scale coefficient table for different human heights: 1.8m = 55,55% 1.75m = 57,14% 1.7m = 58,82% 1.65m = 60,60% 1.6m = 62,5% 1,55m = 64,51% <--- this one matches with Mk1-2 Command Pod: 2.5m ( 3.9m*64,51%=2.51m - very close) and with Command Pod Mk1: 1.25m (1.9m*64,51%=1.22m - pretty close) But we cant use 1.55m as standart marker, because this is very short height, even for chineese people (avg 1.7m). According this document, Nasa's astronauts candidate must have a standing height between 62 and 75 inches. 1 inch = 2.54cm wich means 1.57m-1.92m. Avg will be = 1.74m So, i think final standart scale factor must be C=(100x100)/174 = 57,47% And Apollo, for example, will be 3.9m*57,47% = 2.24m in kerbal world. And all this crazy stuff means what i need to increase my shuttle size from 45% to 57,47% - so it will become a little bigger, hehe =) P.S. Or maybe its better to use 1,55m, as its matchs the vanilla parts? In this case shuttle will become even more bigger - up to 64,51%!
  9. Thanks, mate. Your help will be priceless =) Btw, can i ask something - is it possible to set audio event during animation process? I want to add some electric engine sound noises while opening and closing cargo doors, and maybe for landing gears as well.
  10. Wow, nice interior. Will you add some inner light sources to it? (if its possible, of course =) )
  11. Ok, i added some additional expansions to the list. Most of them related to USTS. Also i wanna try to make cargobay doors using Kreuzung's electrical plugin. The idea is what you could just right click on doors and then press on contex-menu button to perform open or close action. And it is possible to use it for APU (power units) to rechange on board batteries. The APU's will be in rear section of the shuttle (under the tail). During space flight, solar panels will be on inner side of cargobay doors (wich must be open and faced to sun during all flight, like in real shuttle). They provide energy for shuttle systems, but, unlike APU's, they are not consume fuel, during process. Thats the plan, so far =)
  12. Awesome idea! As a little help, i can suggest you to check out how this done for Na'vi language, for example: http://eanaeltu.learnnavi.org/dicts/DictionaryNavi.pdf Plus i like it's language book's cover design: But of course, book cover need to be different for Kerbal languages, i just showing an examples =)
  13. Nope, USTS shuttle project not ready yet, and on hold atm.
  14. Technically, its almost impossible to make whole fully-functional spacecraft as one single part. And even if it possible - i dont see the reasons for doing that. Isn't it much better to assemble the ship by yourself and modify as you like/need?
  15. Well, i guess this project is dead, but i dont know for sure. If so, then i will take it for my corp. I just need confirmation.
  16. This is because i cant work on shuttle these days. Usually it takes 3-4 hours for regular part and 1 day per complex part, like cabin or nose you've seen, especially then producing technology is on the rails. But sadly, i have to solve tons of problems in RL before i be able to back to KSP parts Development. I really want to back to production, but i can't
  17. Intresting idea. Anyway, Valkyria shuttle will have hover options by default. I think its good idea to use servo plugin for this feature. UPD: Added new possible project: Voyager Shuttle by Jason Hazelroth:
  18. You can check out my posts about that - it could help a little : http://kerbalspaceprogram.com/forum/showthread.php/21900-Get-Vector-script-gives-me-bad-co-ordinates http://kerbalspaceprogram.com/forum/showthread.php/20143-Help-on-making-first-part-%281-node_collider-problem-2-how-to-make-it-snap-to-obj-%29
  19. Wow, nice plan and project, mate. Can't wait to see first results!
  20. You mean Venture Star - interstellar ship? Even so, it's too big to build it even in hangar. There should be some sort of docking technology to assemble it in orbit into proper working space ship. Simple engine alone as same size as entire Kerbal Space Center. Sure. X-71 Shuttle is perfect for deep space missions on other planets. I gonna make some additional hover engines for better landing opportunities (You could use them with regular shuttles as well, of course).
  21. I guess, Armadillo would be helpful for Kethane mining operations But first i gonna make RT-01 vehicle with different payloads and modules.
  22. Great work, BobCat! Btw, how do you create all this amazing context-menu animations? Do you use some kinda plugin or its can be done by default game and unity tools?
  23. Thanks, man =) This definitely will be helpful.
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