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Ledenko

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Everything posted by Ledenko

  1. Hope everyone had a nice new year's Ok, so I'm thinking I'll create a separate decoupler part (all the model stuff is in there, just needs the config) and put it up as an alternative download - one for the CM with integrated decoupler and one without. There's of course the option to not use the integrated decoupler and just use it's automated shroud if you edit the config. Starting with this model, I had NO idea how many complications would crop up
  2. No hurry, I'm leaving until next year in about five minutes and my computer is already off
  3. Chris, can you send me the relevant stuff to put in configs? I'll trust you on what's right
  4. I ran into a peculiar issue - on reload, the 2m compartment seemingly shrinks, it's as if it goes from 2.5m to 2m. Any idea what causes this?
  5. Alright, so this is mostly a config edit, but there's also some detail added to the fairing: https://dl.dropboxusercontent.com/u/27552313/kp0110_a5.zip So, the module now has a built-in decoupler (mass increased by 200kg) that's triggered by right clicking the module, a wonky jettison stage that does nothing and nothing else changed. I did try to darken the window texture but I feel the light windows fit with the shiny, bright look of the module. Either that or I've become too attached.
  6. That's what it was already set to, I was just trying to use it for something it wasn't designed to do No matter, I think it'll work just fine this way as well.
  7. I'm actually fiddling around with the built-in decoupler before leaving and looks like a collider for it is useless for the purpose of attaching anything to it - parts will just stay connected to the crew module once it separates and the detached fairing seemingly won't even collide any more, as if the collider is gone. This is how it looks: So I'll be taking the collider out if there isn't a workaround, it's apt to cause confusion and not much else. Also, I can't seem to get the staging to be right click only, any idea why that could be happening? Edit: Looks like it's the jettison action mucking up the works.
  8. I'm going away for a few days and I just want to note down what I need to do decoupler-wise (this is a note to myself, so I don't forget): fill it out with some detail and add a collision mesh so stuff can be attached on bottom/sides (I like 6S) e: Happy new year, folks!
  9. O holidays, o holidays! To be honest, I hardly care about the chutes, they seem to work and that's good enough for me. Still, if anyone else wants to do them, let me know what I need to do and I'll see what can be done. Kebab - I think those come across as really flat now, the highlights add to them in my opinion, but I'll admit i overdid it.
  10. Mihara - the fairing is already automatic, all this does is add decoupling to the part, right? So it's still two parts total, module and parachute. Plus, removing the decoupling module is as simple as removing the relevant lines from the config. Joe - thanks, I'll keep you in mind
  11. That's... that's brilliant! I have to admit I don't know what you mean by non-staged decoupler (means you have to right click the module to decouple?), but I did just try adding a basic decoupling module to the part and it works like a charm so if there are no objections, I'll go and turn the built in fairing/shroud into a decoupler. Would it also be a good idea to add a collider for the fairing? And please do share, either here or PM me
  12. Glad you guys like it I did a quick test for the IVA - I tried fitting three stock IVA chairs inside the module to see how cramped it is. Well, turns out there's enough space in there for an extra pool table or something. Looks like the IVA kerbals are smaller for gameplay purposes.
  13. Then it wouldn't be very apollo like any more The shape of the module+parachute part is a pretty close match to the real apollo and I'm personally happy with how it looks. And I am using the Mk1-2 IVA already, it works well enough except there's something blocking the forward view, probably the parachute part.
  14. What's MFS? Also, any opinions on the balance? Apart from IVA and LES, this thing is done as long as the cfg is ok and could potentially be moved to add-on releases/spaceport...
  15. Banana: Boo! 007: No, I only wanted a crew module, the only other thing I'm making is a LES tower. I did consider it briefly, but decided I only want an additional CM because I'm happy with the SMs you can make with a combination of stock and mod parts.
  16. Ok, fairing texture remade. I had to create a new texture, but I kept its size down to 256x256. Since I (again) wasn't planning on adding parts to the module, I ran out of UV real estate. Link in first post.
  17. It's ok, I don't like the way it looks so I'm remaking the fairing anyway
  18. Small update: I've added an automatic shroud and moved the bottom node to the actual bottom of the module, so it doesn't clip into parts below it. Download link: https://dl.dropboxusercontent.com/u/27552313/kp0110_a3.zip
  19. Banana, by all means post those configs I haven't even begun the concept stage of IVA, so glass cockpit is a yes, specifics are a hurr durr
  20. They defy physics because they can, dammit! Personally I'd also prefer it to be a two kerbal lander but it's the author's call. Incidentally, wouldn't the realism config balance talk be better suited in the realism mod thread? I'm not sure it's conducive to balancing this module for the stock universe.
  21. Heh. Explain this: Then get back to us on realism. Obviously kerbals and their suits expand when outside their habitats.
  22. I'm going to try tackling engine fairings myself and I'm looking for info as well. I think I understand the gist of it, but I'm curious, do these usually have a collision object?
  23. You've just reminded me I wanted to put in an automatic shroud because you're right, it only works well visually with the stock large decoupler. I'll see if I can solve it that way
  24. Thanks, I'll test and see how it works! Since I have a model ready, it's not much of a problem to make a version that's completely flush with the model. Technical stuff: Both modules use one 1024x1024 texture (plus one normal map for the main module), I *think* I configured it to reference the texture and load it into memory only once, but I'm not sure. Can anyone confirm?
  25. Alright, so I've uploaded the updated version with reworked textures and fixed parachute animation. Is probably not balanced with the current science system, for now I've put it with the mk1-2 module (and I hope it's working because I don't have a save in career to check), but I'm open to suggestions. Link: https://dl.dropboxusercontent.com/u/27552313/kp0110_a2.zip
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