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Sudragon

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Posts posted by Sudragon

  1. On 2/28/2017 at 8:17 AM, Shadowmage said:

     

    Yeah, still a little ways out (month or two before I can start working on it), but it is the next planned 'big thing' to do. 

    Probably safe to start the discussions and planning on it.  Going to be two main lines of 'landers'.  Vertical (the stuff that is available now, with some minor reworking), and Horizontal (all new stuff).

    The first is the classic vertical lander setup, much as is available now.  Will include the current LC pods (perhaps updated a bit), and a new set of octagonal MFT fuel tanks.  The new tanks will -not- include solar, rtg, legs, etc; the old system for those was a giant collection of hacks, and I have no desire to go down that road again.  Instead I am working on a system of 'pre-built' leg sets that will ship with KF.  The new tanks will likely also be less of a 'bare tank' look and more of an enclosed fuel tank segment; makes it far easier to allow for the length/model adjustments used by the MFT module (still undecided on this, might be able to get bare tanks working).  When the tanks are created I'll also work on creating some octagonal mounts and adapters for them.  One final bit that I'm going to investigate is allowing for standard rigid/animated landing leg setups to be included in the tanks (probably as one of the adapter/end-cap types); these legs, if included, would feature no suspension functions and would be driven to deployment by a standard animation  (WIP support for this kind of a setups is in place for the cargo-bay modules, can likely back-port it to be usable on the MFT modules -- which would also allow for MFT nosecones/adapters that had built in service bays and the like, and possibly other uses not yet considered).

     

    The second line of lander parts will be designed for horizontal lander creation.  It will likely be a bit of a mashup between several existing reference designs, and my old SC-C design:
    0110b.jpg338b4ff1c5e6a61ae8551a312cddc1d2.jpg

    Yqaupgv.pngPZsLOYw.png

    Horizontal lander, with either squashed octagonal or hexagonal main form factor.  Will include segments with built in legs and/or engines/rcs, cargo bay segments, frame-bays, fuel segments, etc.  These parts will likely not include any form of scaling/MFT support, and will be less of a generically usable system.  Still a bit undecided on these -- would like for them to have a wider range of compatibility with other mods, but I'm unaware of any other mods using similar form-factors for fuselage parts.

     

    @Angel-125 is also giving this idea some thought in the DSEV part of his empire. 

    7zlZ67a.png

  2. 5 hours ago, smotheredrun said:

    Which propulsion mod is that??!!!,

    That's engines, engine mounts and tankage from SSTU.

    2 hours ago, Angel-125 said:

    Looking good! I like how you made use of the centrifuges and saddle truss. It also looks good with the propulsion unit. :)

    I'm doing some work on MOLE and Buffalo right now, but plan to get back to DSEV- you won't see the long hiatus like before. I want to make some updated 2.5m lab and hab modules, and there's my take on the Mars Excursion Module, And of course the NAUTILUS-X...

    How hard would it be to alter some of the fit out options (for example; Blacksmith 3D print shop or the Workshop) to include an Extraplanetary Workshops multiplier? 

  3. 4 hours ago, davidy12 said:

    How'd you get that inflatable?

    FYI: @Tokamak has done a great job remaking @Porkjet's hab pack.

    The SSTU grouping of mods has a truly comprehensive array of parts and interlocks well with angel125's mod group. An example is the inflatable hab there. It's one part, solar array, docking ports and all. It's set up as the clockwoorks 3D printer, and holds 5 kerbals. 

     

    It doesn't however have an IVA.

  4. 1 hour ago, Angel-125 said:

    Yup, I got pretty fed up with all the pestering, removed the Copernicus from the lineup, then ran across this picture:

    1200px-Mars_design_reference_mission_3.j

    while thinking that DSEV's new hab/lab/greenhouse could be useful as planetary bases if I added a base unit for them (and yes, I know a certain other mod used this picture as the basis for its parts). That circled me back around to the Mars Design Reference Architecture 5.0 document, and the Bi-Modal NTR, and I found some old artwork that I did for Kopernicus. It didn't take long for me to clean it up into the pics I posted, so I decided to include them in the upcoming release. The expandable hab has to wait- I'm not delaying the release any further- but the cargo elements are there. You could always use the Homestead from Multipurpose Colony Modules (included in the Extras/MCM folder when you download Pathfinder) for the time being, but I'd rather see if I can make something like what @Porkjet did:

    tzJzDJS.jpg

    So sad these never saw the light of day, they look fabulous! Maybe I can get close, I've been practicing my skills. :)

     

    Would you accept sunside orbit as light of day?

     

    YDsDW5e.png

  5. Buffalo just got it's cockpit updated. Does the Bison need an equivalent update?  

    4 hours ago, Angel-125 said:

    I've actually considered that, and do have the ability to set up the parts. The downside is that craft out in the field will be adversely affected and need to be recovered. Doable but slightly inconvenient.

    Make the switchable parts optional for the next few updates, with different designations/file names (The HL-10M has a cloned and adjusted part, the HL-10M/MF). 

  6. 4 hours ago, Angel-125 said:

    That's an interesting idea... It might work, you'd have to connect to something like the trailer hitch, or a small underside docking port, but maybe it'll do the job. :)

    A docking node connected to a regular node in the VAB will decouple from it without issues. I don't know if this works with KAS. Give me an hour.

    Edit:
    Went with:

    It can be fiddly, but i managed to get a working rover out of a box of parts. A scene change (quicksave-quickload) is necessary to activate the docking port.

     

  7. Is there a way to link the workshop categories to the custom category areas that some mods generate? For example... MOLE has a custom tag for it's parts, but they also appear in their stock categories. The MKS constellation of mods has a collection of custom tags but doesn't also drop them in their stock categories, making them unavailable in workshops. Is it possible to generate a patch to match up the category lists? 

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