Jump to content

trekkie_

Members
  • Posts

    475
  • Joined

  • Last visited

Everything posted by trekkie_

  1. nah they're not stretched at all. windows don't have to be square imagine each window, being the window to an entire classroom or suite in an office building for example. also....how this for a simple bridge? can be used pretty much anywhere, at any length. I'm just showcasing my stuff so if it's wanted in the mod, I'm not sure when or if it would be put in there. I'm not sure what stage its at as I've only just started following it. I could probably even make some splitters so the road can fork, and some L curves. with just a few parts, a lot of different configurations can be made. I also have a idea for a sky tram system that could put a rail throughout the city allowing someone to dock with it and follow its predetermined path with a small vehicle, bioshock infinite style.
  2. office building? community college? 160 polys. might even go great next to this...
  3. got room for some aquitecture? aquitecture is basically art in the form of sound engineering principles. many cool looking modern buildings are based on it. only 142 faces. It's basically something you would see in the center of a park, on its own on a hill, or in a square near the lobby of a building. almost stonehenge-esque. kerbins answer to the mun arch perhaps
  4. you people are soo spoiled, everythings gotta be animated I always like to keep parts as simple as possible. I remember a long time ago on KSP twitch, they were talking about parts and how the simplest are always best to allow people to play around (this was about when they cam out with i-beams and such), and that's stuck with me. to me, retractable legs seems like useless extra work, because otherwise you could just use a regular tank and landing legs without even worrying about the look. I could see if I was creating a whole encased LEM stack with the works, then it might be worthwhile to go in that direction. Plus, I'm just really not an animator. I model, I texture...that's about it. I've got mods I've been working on and off with for over a year, they're soo complex. at some point, complexities just aren't worth the time. Some mod makers are literally burdened by the complexity of their own mods which constantly need changes or tweaks or updates, and some of them are only doing it so all the previous work they've put in doesn't become all for nothing. I don't think I'd enjoy modding if it became a chore like that. I will say however, there is something helpful about the design in that in some configurations, it's self-righting even when it's top heavy due to the weight balance and engine placement. I didn't even have to hold the controls, I just let the engine burn without any sas and it kept the engine facing toward the ground, hovering around on its own. even flipping it on purpose, it would still self right. I think there's gotta be a mod out there with an LEM with all the works though. As I said before, this is essentially just a Rockomax X200-8 fuel tank with free landing legs.
  5. how do you expect the legs to move with that design? there are no folding mechanics lol. it's not really made to have engines surface attach along the ventral surface, otherwise they're going to be longer than the legs. keep in mind, it's an LEM based design. there's also a good potential for radial engines. I'm seeing possibilities available to you to overcome the design issue. the actual landers were actually used like this... It's just a barebones part, it's up to you to figure out how to make it work for you, I'm not sure what changes you would expect to see. when it comes to it, most parts are about aesthetics, because you can attach stock landing legs to a stock fuel tank and have basically the same design. this is essentially a Rockomax X200-8 fuel tank with free landing legs. sometimes rocket design isn't about being able to do whatever you want, but rather about designing around limitations.
  6. it's not ported models or textures (nor a plugin). I might get dimensions from sources (which are given credit), but it's not a cut and paste or import job. it is more yellow in-game. UV mapping is in 'box' form, so you could probably easily replace it with any solid-ish texture and it would look ok, as long as there aren't any steep gradient changes. but yellow/gold is an accurate color for the part.
  7. Note: weight was off in config, fixed now
  8. 4.5 tons 360 units fuel Ventral shaft designed to accommodate and shroud most 1.25m engines, and some 2.5m engines. Includes several bottom attachment nodes. Download: http://kerbalspaceprogram.com/sv-lem-tank/
  9. this has been done already with another mod that has been around for quite a while. it consists of a few parts: an endpoint part you put somewhere else, and an engine part that allows your vessel to travel between the start and endpoint, allowing you to choose between various endpoints. I used to use it to make seed vessels that seeded end point in orbit all over.
  10. I think it's important to consider that an antimatter fueled vessel would still be very much lighter than a NERVA, while providing far more power. One of the options includes a material that either deflects gamma rays or is ablated by the gamma rays from the antimatter reaction and used as propulsion. This thing is designed to reach mars fairly quick, but given its potential reduction in weight, even a lower than conventional thrust would produce greater speeds, and with ISP's as high as 9000 predicted, you can reach even greater speeds from longer burns. Even inefficiencies in bell design, can be negated by overall efficiency. Even simple cone shapes were inefficient -- but we used them for some time, and they worked. When people think antimatter, they think tapping enormous amounts of power, when really all we need to tap is just a fraction of that power to create greater efficiency than previous rockets. Therefore, we can still use antimatter inefficiently and see gains. antimatter is not an 'extract all power or it's not worth it' proposition. Just think, if we get to the point where we can create an entire mars mission's worth of antimatter fuel in just an hour, we could create abundant energy on earth. we could create vessels that can produce their own antimatter and replenish their own propellants, if external propellants are even needed at all. Positrons are especially of interest because they give off far less deadly radiation, making it more practical to use on earth as a fuel source. Perhaps they realized that creating larger bells to cool, was simply impractical. If you look at the pictures in the article, the exhaust on this thing is showed to be a wide jet. There could be tons of factors why they've made certain design decisions. Then again, if NASA ever builds a vessel it could look entirely different, after all it's just a concept design.
  11. I think you misunderstand the purpose of a teaser.
  12. modding can often take months. In a business setting, 3d design is split among a large group of people, all doing only a little bit of this or that before it's passed on to the next worker in the chain. when you're a single person, it's you doing all of that work. modeling is not necessarily difficult, but very tedious. these programs don't always work the way you want them to either. needless to say, it's a complex process with a lot of steps to take. you're the whole production line, from the drawing board to the factory floor. design decision choices can often take a lot of time to mull over. sometimes you can work for hours and get very little done, and projects can take dozens upon dozens of hours, which you might be able to work on only an hour a day or less. many of us modelers make models in our free time at our own leisure. sometimes we need a break, sometimes we hit brick walls that we don't want to deal with at the moment. we're not being paid to do this, yet we devote countless man hours to it. there's a point where something stops being fun and seems more like a chore, because too much of anything is a bad thing....so we take breaks. the one main advantage though, is as a sole creator of a mod, you have complete quality control over every aspect of the process. no bureaucracy to steer you except... I find commentators often do more harm than good. they try to change the nature of your project with suggestions, piling more work on. then they push and push and whine when a project isn't ready soon after they hear of it. but when it comes down to it, KSP is a game that most modders, don't play as much as non modders. we're often veterans that have done everything there is to do in the game that like to give people something new to play with, but at our leisure. fortunate for me, that while I do listen to suggestions -- I also know when to tune them out. people also should keep in mind that even if you see a complete looking model, there's still plenty of work to be done.
  13. The article was pretty convincing. If you read the details, it can propel itself in a number of ways. for 250 million, the fuel costs of this antimatter ship would be a bargain. technically, such a ship in real life could use various types of propellants, albeit with differing efficiencies. of course this thing doesn't exist yet -- but it could. in real life it would most likely act under the same principles as a nuclear rocket. of course, it all relies on a refined and increased production of positrons. that's only underdeveloped because the lack of development in production. but the reduction of tons upon tons of weight into just mere grams, is where most of the gains are. It's not like it's intended to reach anywhere near the speed of light.
  14. I don't import pre-made models, all of my mods models are made from scratch. But I did copy the dimensions from a google sketchup model (easy to find yourself), although the geometry is made from scratch. It would seem easier to just port the model, but the geometry was simply inefficient, what you see here is a unique geometry configuration that could have only been generated by making the model from scratch, not to mention custom texturing. However, I can still give the author of the original model credit for the measurements on release. This is a real NASA concept. I don't see how it would be any more of an issue than someone making a model of the space shuttle or apollo. I think you're being overly dramatic but if you find evidence to the contrary, let me know. The intent is its real world intent, a mars mission....in our case, duna. so its intent is to be an all in one ship with enough fuel and RCS for a LKO to duna and back mission based on its final weight. obviously this can be used in other places if towed there by other parts. It will still require you to get into orbit with other parts before you would want to travel anywhere else. The static dish, may have some science transmission potential. It's actually a pretty nice dish part on its own, and I think I can make it just as transparent in game. I haven't decided whether to break it up into individual parts, or contain it whole as one or two single parts. judging by the concept of NASA's design, this vessel has 3 stages at most, and most likely only 2 stages. My guess is the whole vessel is propelled to mars and and back in a single stage, while the upper stage detaches from the bottom stage to travel to the planet and return, where it would re-dock and continue back to earth. But with the plethora of alternative command modules, it may be prudent to allow people to use their own, however things like that would break the design scheme and the ship would have to be split up into several different parts with their own function in order to do that. basically, assembly of the entire stack would be required in game and that's a bit of work, not to mention having to look for each part. so it would seem simpler to either split it up into less parts or keep it as a single whole part wherever possible. I don't think people need another plain fuel tank or a simple all black decoupler sitting in their parts folder. at the very least, the engine will be separate from the rest of the vessel, and possibly the command pod too. But you've got to consider the design, for example the long humps along the front, would have to come apart from the command pod is that was its own part. that means you'd have to add them manually. I'm not sure of what their actual function would be in the concept version as it's not explained. I could imagine someone slapping some wings and radial tanks on this thing, making a decent looking space plane. I haven't really given any details because it's not like you should expect it in the game tomorrow.
  15. http://www.nasa.gov/exploration/home/antimatter_spaceship.html
  16. I want to see atmospheric and weather effects. I want to see kerbin sized storms on jool, 200 knot sandstorms on duna......try landing in that basically, realistic environmental factors a craft might face, and the ability to overcome them or plan to avoid them. it'd also be cool if they added a new animation for kerbals where you can make them pick up some soil from the local area, throw it up and see how it interacts based on the planets gravity.
  17. right click and view the full one, it's super sized aww now people might miss it cause we're on the next page
  18. first day in KSP = doing everything wrong, for everyone. I'm willing to bet that almost everyone crashed almost immediately after their first launch
  19. Asparagus rocketry is basically why the Russians failed to beat the US to the moon. Pogo oscillation is a potentially dangerous type of self-excited combustion oscillation in liquid fuel rocket engines. This oscillation results in variations of thrust from the engines, causing variations of acceleration on the rocket's structure, giving variations in fuel pressure and flow rate. That's why the N1 rocket wasn't successful. It had over 30 engines. It would literally bounce up and down like a pogo stick in a runaway effect until it matched the vibration frequency and shaked itself apart and exploded in what is still the biggest non nuclear explosion in history I think. of course these engines weren't meant to detach in an asparagus manner, but the principle is the same. A rocket can literally have a million different parts. The more engines, the more parts. In comparison the US only used 5 larger engines for the first stage launch. Reliability is sometimes more important than using the least amount of fuel in the real world. Better to spend a little more in fuel than to potentially lose the whole ship at launch and waste untold amounts of money.
  20. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  21. it's hard because it's all been done before. virtually every actual rocket ever made in the real world (and even future ones) is out there somewhere for the game. virtually every shape and configuration of shapes and parts have been done. the only thing you can really do is make something more detailed and slightly different. and some of these things can be soo detailed that even being efficient with modeling, you're still looking at 10's of thousands of polygons. making engines in KSP is pretty difficult these days with the plethora of ones available, couple that with things like procedural fuel tanks and other stuff, and it's hard to even make other parts. that's why most newer mod releases are plugin based to add some new functionality. ksp has been around for years, and has had a pretty active modding community during all that time. in fact, it's probably one of the most active modding communities I've ever seen in most games. I'm always happy to take feedback and let people participate in the modding process. I think it's nice for people to see their suggestions heard and even put into effect, which has always been a typical practice when I release mods. virtually every mod I've ever released, has had suggestions implemented. if you've got something in mind for something more accurate you'd like to see, let me know. show me some pictures, etc.
  22. if you notice, the rockomax 48-7s looks very similar, with far less detail. that was unintended as I hadn't updated to the latest version including it until after I already came up with this. so the stock part should annoy you even more you have to consider though, that unlike many mods, this isn't based off of any actual engines in existence. it's much easier to find a picture of something someone already R&D'd then copy it. I was just going for a simple stock-alike
×
×
  • Create New...