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Deusoverkill

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Everything posted by Deusoverkill

  1. Any suggestion on how to get to the Mun with enough fuel left. to save fuel, the transfer between kerbin and the mun is key. also try to use the atmosphere of kerbin to slow you down when back, like 33000 m.
  2. Awesome!, thanks so much for the comments and support! When they get the bugs ironed out will you release a 'compatible' version? Sirscott, yes; it would be great to have this parts working properly with standard measures, but must important; with everybody elses parts. and eventually (i hope) the developers wil balance the entire weight scale. What do you think about payload fairings like the ones 'Soyuz-2' has? payload fairings + satellites or telescope, in the next release =) I know Kliper is on the way (will it be a lifting body / have wings?) hope so, i have to solve some things about it first, but the idea is to make it work as close as the real thing would do. are there any plans for a \'real\' soyuz capsule? nope as far as i know, i saw other people making a soyuz capsule, and it looked quite good, so it seemed pointless. would it be possible to use the same tanks / core, and add new (maybe higher efficiency / stronger) Soyuz-3 single-bell engines? of course Molo, i was actually thinking about this engines at first, but decided to go with the clasical soyuz engines; but yes, in a future release. way to go man =Dmixing it up with nova\'s edition? do they match? keep me posted Comradephil, please! =)
  3. Thanks So much for your comments! loved your pics on the mun! my brother and i are so glad you people liked this pack, its been a lot of work. =) Out of curiousity, what prevented you from using normal values? Feanor, Sirscott; the problem is that, with normal values, the rocket started to shake and bank so hard due to the weight of the fuel tanks, the maxthrust of the engines and the gimballing feature, so i scaled down everything and it worked. i think i will be using this again for the big rockets. how long did the textures take, and how did you do them? well it took almost a week of modelling, another for UVs and texturing, and another for testing. and how.. practice, but i always use almost the same details and stuff for my textures so, the best advise i can give is to have a personal file, a .PNG built of the details you most like, like bolts, warning signs, seams, etc. this would make the texture process a bit more easy; always do an ambient oclussion pass, this add a lot of volume to the part; and of course cgtextures.com or a good camera. thats it, =) Nova: dont worry man, all-purpose parts are too much parts to work with, and from the begining you have been making those, so those are yours =)
  4. RocktCo Industries & The Munar Institute of Technology are proud to present!. The Soyuz ship and munar kerbabl lander V1.2 for 0.16+ RELEASE NOTES: It`s recomended to use this parts only with themselves due to a config downscaling to 10% of the all the standard values (weight, maxthrust, fuelconsumption), to improve stability. CHANGELOG V1.2: -Fixed a bug in the parachute, now it deploys properly. -Changed the 5th stage tank for a one with less fuel (orange 150). -tweaked the decoupler values to work properly in v 0.16. -Changed crew capacity to 1 seat. -Added EVA capabilities (functional Capsule Hatch and Ladder) DOWNLOAD v1.2 .RAR http://www./?1j3omlvu1hl16v1 .ZIP http://www./?ob469hvjg8wquoa MANUAL INCLUDED. Please report any problem, Comments are most than wellcome! Happy Flights! <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-nc-nd/3.0/88x31.png" /></a><br /><span xmlns:dct="http://purl.org/dc/terms/" property="dct:title">RocktCo Soyuz and Munar.I.T kerbabl lander V1.2 </span> by <span xmlns:cc="http://creativecommons.org/ns#" property="cc:attributionName">Deusoverkill</span> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-nc-nd/3.0/">Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Unported License</a>.
  5. it took a bit more time than expected and the cliper is not yet finished (since we dont have a docking system ingame yet, its a bit dull to play), but, intead of it we have a new lunar lander with all its parts and fully functional; the only thing is that we downscaled all the part values to 10% to make the entire ship more stable, but sadly, uncompatible with the rest of the standard vanilla parts. it will be released tomorrow night. that said heres a pic. enjoy
  6. looking good man! for parts of 1m diameter i use 20 faces, and always use smooth groups in max; that will do. =)
  7. balancing. How are you balancing your engine and fuel tanks, are you using the 1:11 kerbal : RL ratio or blancing against stock parts? Derhp, well im still testing some stuff, but what i found so far is that the gimbal engines, with maxthrust and high weight make the entire rocket to vibrate and bend so hard, so maybe the best way is to scale down all the values (like to 10%), cause i want to keep them into proportion against the stock parts (not over or under powered); that way i think it will 'feel' right and without strange movement issues; i still have to test all the parts together and see how they work, but i would love to have some advice in this matter. if there is something i miss about your question please tell me =) update: i was testing the engines with a big gimbal value and that was the source of the problem. set the gimbaling to 1, and everything is working properly, i guess i will not need downscaling the values after all =) Any chance of an ETA on the release? Red, november 20 if everything goes well. Are you going to redo the textures to be a bit cleaner? Nova, in this pack i want to use a very 'realistic' palette in terms of colors, to match the real soyuz as close as i can, and it will not include the already released 'RocktCo orbital parts set', cause there will be plenity of parts maded specialy for this release, and the 'RocktCo orbital parts set' dont match with this new release in terms of colors or design. the only thing i may be using is the parachute. Sirscott, yourmom, Thank you all for your comments and support!
  8. Alephzorg, MC3craze,Red: thanks so much for the support!, i just finished all the modeling part, there is gonna be a lot of parts in this new pack to choose from; like cargo holds, a bunch of decouplers, gimbal engines , tanks, advSAS, a kliper, and a new mun lander with special parts that i just finished modeling. Cheers!
  9. this looks so nice man! congrats!
  10. Thotfinn: well i have one last thing to try for the parachute to deploy properly, in this next release will see if that works out, or at least one more skin for it Melfice: thanks for your comment, so glad you liked it so far.
  11. well this is the calculator i made for the engines and tanks, its a very simple one, for the engines just plug in the maxthrust and efficiency and it gives you the fuel consumption; in the tank part you plug the size (diameter and height), and it gives you the mass and fuel amount. the constant values where calculated from the vanilla parts. it also calculates the downscale of all the results in 75% 50% 25% and 10%, its an excel file, just put the blue box values in, and thats it. hope you find it usefull. cheers!
  12. well. i always take my time in the texturing process, and i want this one to looks and works awesome; and its a bunch of parts involved that require some testing and stuff, even a lunar lander, that i havent yet modeled; and i want this release to come with everything working for v12 so... i would say: sometime around the week of november 13 to 20 in the worst case. will worth the long wait
  13. me too! and it would be nice to see an insane decoupler made out of Highly explosive PlayDoooohh! keep em up man!
  14. Phoxtane: thanks for the support, glad you like the styling of the current parts Kairu: thanks for the high rez cg images, Very usefull stuff! :thumbup: 'Will Kliper consist of several separate parts?' 'its own RCS thrusters/thruster blocks, RCS tank and parachute?' YES, it will consist of several parts, splited as the real ones or as close as i can get thinking about functionality. can you make (somewhen) Zenit and Angara rocket families, which also were proposed as launch vehicles for Kliper? posibly yes, in future releases, but as Feanor said, first things first. Derhp: mun!, WORK ON WEEKEND!! thanks everyone for you comments and support!
  15. this is the way to go with the gimballing and the verniers. 8) Very usefull data; and the scalling image is the thing i just needed to land everything into proportion! thanks so much for the info Feanor! Epsilon, Kryten, Derhp: thanks for commenting
  16. -Will any of the engines, say stage 2 and stage 3 engines, be capable of gimballing? Usually yes and no, the first and second stage of the soyuz craft uses RD-107 and RD-108 engines, and this engines come with vernier thrusters instead of gimballing per se, as far as i know; so in a way, yes. because this verniers can change their angle to correct course. its a matter of making the verniers a single object and thats easy, when te option becomes available ingame will see. but i dare to say yes to the rotating verniers. -Will that sexy looking command pod be capable of any sort of glide? Re entry in it looks fun. I hope so, or at least face the ground and deploy the chute in a propper way. have to test it extensively. -What sort of payload can this thing deliver? not sure yet, cause all the stage parts need to be balanced first (fuel amount, weight, output) but i will say a satellite or two, have to test it extensively too. Thanks so much for the comment and questions Derhp!
  17. Holycrap youre right! i totally forgot to downscale the chutes texture, its 2048 and the rest of the set is 1024, i`ll fix this in the next release, sorry for the inconvenience and thanks for pointing that out man.
  18. that i didnt know. guess i need to be very carefull about the proportions of the tanks and thrust output in the core stage to match the timings then, awesomene stuff feanor, thanks so much! :thumbup:
  19. Feanor: well... this is the stage set i plan to use, as far as i researched its correct. all liquid, with RD-108 cluster with verniers or a single RD_120K in first and second (to save modeling =P ) and an RD-0146E in third. right? i splited the second stage in two tanks, to re-use the top one in the third stage, and save texture size. i think its more practical. thanks for your comment!
  20. yeah you`re right, i tend to use more oranges, blues and overall high contrast in my textures... but this is cause they are not real world rocket parts; and i may be wrong, but i see a colorfull game (the editor, icons, and the environment, they are all colorfull or at least, thats the way i see em), and thats what i try to match and try to make better in my parts. but yeah, the colors may be too shinny and contrasty. anyway im aware that real parts are way less colorfull, and this new set im working will be as acurate as i can be in colors and texture. Thanks for the headsup comment Nova, really apreciated man. :thumbup:
  21. Thanks so much Brigs! i really apreciate all the comments and suport. as for now, i give ya an sneakpeak of the new set im working on, based on a real one this time. still needs a lot of working, detailing, and texturing; but its taking shape. hope ya like em. upcoming in a week o two. Cheers! wip 1: wip 2: update on the model wip 3: engines + cargo hold wip 4: update on Kliper
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