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Orbital_phoenix

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Posts posted by Orbital_phoenix

  1. 56RarIb.png

    KERBAL KRISTMAS PACK

    Provided by Santa Gift Industries, a subsidiary of Integrated Phoenix Industries.

     

    DOWNLOAD:

    https://spacedock.info/mod/2034/Kerbal Kristmas Pack - Lights and presents

     

     

    DESCRIPTION:

    Just a fun little silly festive mod which adds attachable lights and a KIS container present.

    Requires Kerbal Inventory System (KIS) to function.

    You can get KIS here:

     

    NOTES:

    - I haven't figured out how to do colour changes on one part, so the lights are separate parts for each colour.

     

    CHANGELOG:

    v1.0 -First Release

     

     

     

  2. 21 hours ago, Pappystein said:

    True but I mention it because someone might want to power it by TWR-201s or something else not to design.

    For my purposes I was looking for a 2x with a docking port in the middle.... I haven't fired up KSP since Battletech Flashpoint came out so I can't be certain, but I think your 2 engine mount has the engines close coupled with no space for a docking port.

    And I am glad to help wherever I can, if you wish you can include the Tweakscale or B9 Fuel conversions right into your mod if you wish.  

    I also have a SSTU tank conversion but my tester hasn't gotten back to me on it's functionality!  :D:sticktongue: 

    Ah okay, yeah that makes sense, the 2x doesn't have space.for the rear docking port.

     

    Awesome, I'll let you know when I tackle them.

    Thanks for the help, I appreciate it :D

     

    Phoning Home

    5vq5gQv.png

  3. On 11/13/2018 at 10:01 PM, Pappystein said:

    I am working on a BDB compatible fuel switching MM file right now... I can post it for inclusion in the mod if @Orbital_phoenix chooses to do so.   My File WILL require BDB and it's dependencies since this mod is basically "BDB-Alike" and BDB-Meshing.

     

    I am also working up Tweakscale settings for the non Crew modules.

     

    The only question is Orbital_Phoenix, do you want fuel support for the Hypergolic Fuels (BDB does NOT support them)   I use AZ50,UDMH,NTO, and IRFNA-IV for the various Hypergolic BDB parts.   Eg Delta-P / aka the LEM Decent Motor uses AZ-50/NTO.... But Agena-A/B uses UDMH/IRFNA-IV.

     

    Also would it be an issue if I convert the 4x Engine mount to 2x symmetry?   I have not tested it yet but the drawings for the 2x engine mount do not have the docking port and Big-G needs a Tweak-Scale, Rear Docking port with 2x Burried engines to have a proper SM. :)

     

     

    Sorry for the late reply.

    I think the space tug was cryogenic so I probably won't support hypergolic, but I could be wrong on that.

    I don't mind, but I do have a 2x engine mount part in the latest version, unless you mean a part where the engines are inset like the 4x?

     

    On 11/15/2018 at 12:22 AM, Pappystein said:

    So I made Tweakscale MM for the Phoenix tug parts.   It does NOT include crewed command part (or a few others.)

    Also please note in the settings below I am changing the Symetry for the 4x engine mount to 2x engine placement... means you have to place engines twice to fill all 4 spots.  The settings below ASSUME you have BlueDog_DB installed.  If you don't they won't work right.

      Reveal hidden contents

    @PART[ipi_spaceTug_2xEngineMount]:NEEDS[TweakScale,Bluedog_DB]
    {
        %MODULE[TweakScale]
        {
            type = BluedogStack
            defaultScale = 2.5
        }
    }

    @PART[ipi_spaceTug_4xEngineMount]:NEEDS[TweakScale,Bluedog_DB]
    {
        @stackSymmetry = 1
        %MODULE[TweakScale]
        {
            type = BluedogStack
            defaultScale = 2.5
        }
    }

    @PART[ipi_spaceTug_intelligenceModule]:NEEDS[TweakScale,Bluedog_DB]
    {
        %MODULE[TweakScale]
        {
            type = BluedogStack
            defaultScale = 2.5
        }
    }

    @PART[ipi_spaceTug_largePropellantTank]:NEEDS[TweakScale,Bluedog_DB]
    {
        %MODULE[TweakScale]
        {
            type = BluedogStack
            defaultScale = 2.5
        }
    }

    @PART[ipi_spaceTug_mediumPropellantTank]:NEEDS[TweakScale,Bluedog_DB]
    {
        %MODULE[TweakScale]
        {
            type = BluedogStack
            defaultScale = 2.5
        }
    }

    I am still working on the fuel switching (testing) due to some weird issues I am having with other mods parts.

    Thanks for the tweakscale config, I'm still working on the compatibilities so I've linked your config on the front page to help people find it. 

  4. 4 hours ago, BRAAAP_STUTUTU said:

    Yo @Orbital_phoenix, are you still working on this or are you currently too busy with work/studies/life?

    Sorry I haven't been replying, still working on everything, but swamped with stuff to do.

    I'm currently working on a super secret project which I will announce just after Christmas, but Space tug is definitely still being worked on as well, I'm currently getting everything finished for the next update which I will post about soon.

     

    Sneak peak at the antenna module while texturing.

    Re5OirY.png

     

    On 11/21/2018 at 10:53 AM, sslaptnhablhat said:

    Sorry for being stupid, but I need some clarification. So I paste that in notepad, save it as [something].cfg (in what folder?), and it allows me to switch fuel types for the main tanks, right?

    EDIT: @Orbital_phoenix Another feature I'd find immensely useful would be a second node clipped in to the docking port node of the engine mounts to allow me to attach it to an interstage, this is something Cobaltwolf has done with all of his multi-engine stages.

    Can do!

    14 minutes ago, tater said:

    Yeah, now if I see relevant posts elsewhere to this mod I'll throw them in here in case they might be new to you (unlikely, this stuff has been out there for decades, but I still find surprises).

    Please do :), I find them very helpful and I'm sure plenty of people here will find them fascinating as well. 

  5. 4 hours ago, Pappystein said:

    So Just saw this and wanted to say...  One thing to consider is the BDB tanks are designed to work with Centaur... Which is an Insulated Balloon tank design.  Your tank is a Structural truss with tanks inside it and thus will have less volume.   BUT because there are multiple BDB tanks for each of your singular tanks I think the numbers that the BDB Centaur-T/G tanks provide will be just SLIGHTLY too high.   Maybe drop those numbers by 5%?  If it was a singular BDB balloon tank vs your tank I would say the number would need to be cut by 20% or more.

    Also good idea, I like to think that because they would not be dedicated fuel tanks as they are part of the vehicle, they wouldn't completely consist of fuel tanks, have to make room for electronics and piping. So I agree with the percentage differences. I think it would be closer to the Apollo service module levels but with a higher fuel content.

     

    I've now finished the navigational lights for the space tug, and with KS3P, does look nice.

    eQjoiUe.png

    nynj5Nl.png

    yOm13HD.png

    LxWHKCb.png

     

    Work is also progressing on the claw

    Jg6iuKJ.png

  6. (Obligatory not dead post hehe)

    Work progresses ever onwards. Sorry it's taking so long, I've been improving my modeling workflow as well, so I hope I can start improving the quality of my models, but this has the unfortunate side effect of doubling the amount of time to UV and texture, but oh well. 

    Here's a snap of all the new parts that are coming in the next planned update. 

    B2X9sIh.png

    These are, going clockwise from the middle top: Payload Mount, RCS Module, Radiator Kit, Navigation Light, Antenna Kit, and Manipulator Module for all your claw related needs.

    The manipulator module for now is going to work like the stock claw, so you can use it to clamp on any vessel.

     

    On 9/23/2018 at 3:59 AM, Jay The Amazing Toaster said:

    dang you right, I mean I knew that I just mean it works well with it in combination.
     

    @Orbital_phoenix IMO instead of balancing for that, it should be balanced against BDB (since this mod is sort of meant to be used with it) (Which btw is balanced for 2.5x scale))

    In that case, I think your tanks need a lot more LH2 as BDB's Centaur tanks greatly outperform.

    The large propellant tank: Note the delta V difference.

    (snip)

    BDB's tanks at roughly the same size

    (snip)

    The BDB's tanks in this image hold about 2625 units of LH2 each, which with 5 tanks hold about 13125 units whereas your large tank holds only about 8066.

    So going by these numbers the large tank should hold ~13125, and the medium tank (which is about 3 of the centaur tanks) should have ~7875 units of LH2. I have no idea about the 4x mount though as it seems kinda weird for it to be compared to any normal cylindrical tank.

    PS. take your time with the update lmao

    Good idea about the balancing, and thanks for the numbers. I'll sort out the tank amounts for the next update to reflect the BDB ones, as that makes a lot of sense.

     

    I also got some lovely screenshots from playing around with all the beauty mods:

    sfa4aTr.png

    tFEMCDe.png

    PkHzajY.png

    M4p7TQY.png

    3G8qFI3.png

  7. On 8/1/2018 at 6:49 AM, Jay The Amazing Toaster said:

    I am interested to see if there's been any progress to this so far in the past month, especially the nerva :D. But as always, no rush to these things since modding takes time and stuff.

    Unfortunately not much work has been done on the NERVA at the moment, as I want to get the last bits of the space tug done and ready before committing to the very large project of the RNS and NERVA. But it is the very next thing afterwards and most of the initial work is done for the NERVA. So, once the space tug is wrapped up, the nuclear stuff shouldn't be too far behind :P.

     

    22 hours ago, Phers said:

    happy to be a tester :)

    Awesome, any help is always appreciated.

    Everything is still very early in development but any feedback is welcome as well.

  8. Sorry about the lack of updates, just been swamped lately with work. But I have been able to put together a mini update of all the latest work with some much needed updates to the fuel. The target delta-V for the space tug with the large fuel tank and 4 engine mount is to be able to land and take off single stage from the Mun, so these new values try to represent this, but will still take a lot of testing to get right. 

     

    v0.0.2

    mu3Jd0H.png

     

    DOWNLOAD:

    https://github.com/OrbitalPhoenix/Integrated-Phoenix-Industries/releases/tag/v0.0.2 <

     

    CHANGELOG:

    - Added Medium Propellant Tank.
    - Added 2x Engine Mount.
    - Added Snacks! compatibility.
    - Changed all part stock fuel, mass, and cost amounts to (hopefully) improved values.
    - Changed crew module to hold 4 Kerbals.
    - Moved 4x Engine mount nodes to be slightly more centred.
    - Re-positioned crew module's IVA to be inline with the mesh.

     

  9. Bit late, but finally worked out the animations of antennas extending, which has stumped me for a few days. The texture is a temp one while I test the animation in Unity.

    giphy.gif

    9DbnmE8.png

    The antenna still needs a few more small tweaks to extend out a little bit more, but it is overdue for the texture work to begin. Once this is out of the way, the next step is to fix some of the meshes and textures with the existing parts, but these won't break any craft files. Then finally sort out the mass, costs, and fuel amounts in the cfg's to bring them up to quality and I think that will be the next update.

  10. 1 hour ago, Barzon Kerman said:

    Is everything OK with life @Orbital_phoenix because there hasn't been a post on this thread for about a month now?

    Everything all good :D, just been caught up with RL work and such, didn't even notice a month flying by.

    Work still progressing as usual, just juggling time. The new models are quite complex and using my new pipe tools have caused some errors with the meshes which needs a good cleanup before texturing. I'll be doing a few days of work on the mod to catch up, so I'll have some lovely dev pictures on the new work at the weekend.

  11. I thought I might just give a little status update as work is still progressing. I'm currently working on the Reusable Nuclear Shuttle parts, spending most of my time on the NERVA engine. All very WIP and still being modeled.

    A5K7vOW.png

    I'm also re-modeling the antenna kit into something a bit nicer, still WIP as well. (I think the pipes look too much like crutches :D)

    Qwj4sve.png

    The next update will have the antenna kit, medium and small fuel tanks, 2x engine mount. As well as fixes and other fun small things. I would imagine it might be another week or two before everything is finished though. The nuclear shuttle parts will then follow in the update after :).

  12. 13 hours ago, Barzon Kerman said:

    Hang on just a sec. I installed this and the Crew Module has 100 snacks. I would prefer for the tank to have some [snack storage]if possible. :D Also this is amazing!

    I believe Snacks! adds 100 automatically to crew modules, however I am going to be changing the crew module to house 6 Kerbals with a supply for 42 days, the crew amount can then be reduced for long duration missions. I'm not sure if the propellant tank would be appropriate for snack storage, but I am working on cargo containers which can be added to the craft, and there is a cargo hatch on the side of the Intelligence Module which I might made a cargo container for.

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