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sumghai

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Everything posted by sumghai

  1. Interesting. I'm not too fond of the spiked overlapping leaves, though. Besides, what would be more useful for me would be how to model the individual leaves and rigging them for animation.
  2. It's a stand-in, as per my TODO list. Seriously, there's no need to keep ribbing me about being "anal" toward requests or WIP textures.
  3. I read up about Reaction Engines TROY just now - I'm personally quite fond of the fact that it involves orbital construction of crew transfer / cargo craft, which consequently means a significant portion of the craft could be reused. That Skylon replica is waay too cool - DR / FAR compatibility is just icing on the cake Now wait until you see this... Progress Report, 18 July 2013 Added ring of EVA handles at the apex of the Kupola greenhouse, and implemented the side sliding segmented blast shutters (as devised by gracae). Fig 25 - (WIP) FusTek Kupola Observation Module (3) In the VAB/SPH, the part preview will show the Kupola with open viewports, but the actual part in the building area will have the blast shutters closed by default - I figured it was sensible to keep the viewports protected from launch to final deployment. The shutter controls will be accessible from both the in-game context menu GUI and via Action Group key assignments. The inclusion of toggleable shutters meant that I needed a way to handle multiple, independent and persistent animations per part, so I replaced the stock ModuleLight and ModuleAnimateGeneric with the FS_animateGeneric from Snjo's Firespitter parts/plugin pack. I'll need to get permission from Snjo to include his plugin in future releases of my station parts pack, though. At the moment, I'm temporarily using the stock Cupola IVA, but already we can see that the (toggleable) shutters work to block out the windows, as intended. Kupola TODO: - Figure out how to do iris shutter animation - Finalize shutter textures - Obtain permission from Snjo to distribute his plugin with my pack R0.03a TODO: - Final cleanup/checking of meshes/CFGs - Update release notes - Revamp brochure images in main announcement thread, most likely as an Imgur slideshow R0.03a ETA: - When it's done.
  4. I picked up Blender in around 30~40 minutes as well, although that was due to prior experience poking in other 3D graphics and CAD software with similar workflows. YMMV otherwise applies for everyone else.
  5. Blender certainly has a steep learning curve, but once you've mastered some basic keystrokes and workflows, you'll be able to do just about anything.
  6. Airlocks are supposed to be separate from other modules, so yes there is no non-tapered version. Aha! I thought about something like that as well, and while I was initially concerned about where to put the tracks for the individual sliding segments, I then realised that said tracks could actually run right down the middle of the segments. You're a legend, gracae
  7. One way I got around the limitations of the "direct ascent" method was to instead go for a Kerbin Orbit Rendezvous (KOR), as per my first and successful Munshot. In short: - Design a lander to have just enough fuel to land on the Mun and launch itself into a stable orbit around the Mun - Launch the lander with no crew into Kerbin orbit - Design a Crew Return Vehicle (CRV) and a Munar Transfer stage with enough fuel to push both the CRV and the Lander to the Mun - Launch the CRV and transfer stage into Kerbin orbit - Dock the Lander to the CRV/transfer stage combo - Transfer to the Mun - Move crew from the CRV to the lander (Kerbal Crew Manifest mod) - Land the lander - AfterMunar EVA, fly the lander back up to meet the CRV - Transfer the crew back to the CRV - Use CRV to get back to Kerbin - ???? - PROFIT
  8. DamnedRobotics (and its successor, InfernalRobotics) has turntables and hinges.
  9. Truth be told, I myself don't plan on putting docking ports on my own cupolas. The main reasons for doing so in these WIPs, however were: - to ensure as much flexibility as possible, for user cases like BFGfreak - more importantly, to optimally position the top attachment node for lifter rocket decouplers* * Similar to how I dock the Kuest Airlock to my space stations while keeping the outer EVA hatch free of any obstructions, I would do the following: - Insert the Kupola upside down in the VAB - Install a docking port on the designated hatch end of the Kupola - Attach a decoupler to the greenhouse end of the Kupola - Build the rest of my lifter underneath - Launch into orbit - Dock with space station - Fire decoupler to free the top greenhouse window The obligatory EVA hatch will be placed at the bottom of the module, where it would then be covered up by a docking port. Strictly speaking, as the Kupola is strictly for station observation (and not a lander cockpit), it shouldn't have any EVA hatches. But in the rare event that your space station undergoes rapid unplanned disassembly with one or more Kerbals trapped inside, they would be able to get out and await for rescue. Earth's Alpha Gate point-of-origin glyph. Yep, I definitely going for the iris at the top of the Kupola greeenhouse, although I'm still trying to figure out how to make the side sliding panels work.
  10. Progress Report, 16 July 2013 Widened the top of the Kupola, and added textures. Fig 25 - (WIP) FusTek Kupola Observation Module (2) I'm a little iffy with the somewhat brighter looking upper half, which I suspect that's something to do with lighting at odd angles. The transition between the two halves are a bit awkward as well, but I think I can dress it up with some more EVA handrails. I've also begin studying sfr's Command Pod, which apparently has the desired see-through design. A quick peek at his parts pack reveals that he wrote a custom plugin to basically cut out the window areas and expose the IVA internals. I'll probably poke around a bit more on that in R0.04a. Thoughts?
  11. Progress Report, 15 July 2013 The main mesh and some of the colliders for the Kupola have been completed - EVA ladders and the bottom hatch have been successfully tested as well. Fig 24 - (WIP) FusTek Kupola Observation Module Overall dimensions are roughly the same as the stock Panopticon, although the Kupola will be slightly taller to more closely resemble the real-life ISS Cupola. Consequently, this makes the top circular viewport a bit smaller, but I'm considering widening the truncated hexagonal pyramid upper half to maximize interior volume. The crude spraypainted doodles mark the location of the viewports in my texture. In R0.03a, these will be opaque with a toggleable window lights, while in R0.04a these will (hopefully) be transparent and and show actual Kerbals working inside. I'm still tossing around the blast shield designs a bit more, but I seem to be strongly leaning towards the more space-saving iris/slider configuration - the former works just like the ones in still photography cameras / the eponymous wormhole portal generator from the Stargate franchise, whilst the latter would function more like upside-down rolling garage doors. This configuration could also potentially be used in a Lander version of the Kupola (but that'll be in a separate, hypothetical FusTek Modular Space Exploration Vehicle pack). ASIDE: According to in-game measurements with the Jeb's Big Stick mod by Greys, Kerbals seated in the EAS-1 External Command Seat occupy the same bounding box as Kerbals in the standing pose. I suspect that the seat props the Kerbals up by a height offset relative to the surface.
  12. You need to set CrewCapacity = 0 within the main PART {} definition.
  13. In the CFGs for the Node(s), there is the following line: attachRules = 1,0,1,1,0 Which basically means: - The Node can be stacked onto other parts - The Node cannot be placed onto a surface - Other parts can be stacked on to the Node - Other parts can be placed on the surface of the Node - The Node cannot be placed if it intersects another part Some combination of these configurations is what's causing the described effect - this is the same setup as used in fusty's original Mk II Nodes.
  14. I believe the word is attachment node.
  15. The bulkheads and the end taper rings simply make the ends of any 2.5m part aesthetically match the modules in this pack. It sounds like you're trying to build a craft that is pre-docked in the VAB. The correct and recommended usage for the Mk III Node is: - Add docking ports to the ends and side recesses - Launch the Node on its own into orbit - Launch, rendezvous and dock other modules to the Node Think of the Mk III Node as the FusTek version of the stock Rockomax Hubmax Multi-Point Connector. If you have done the above correctly, then you should be able to make a T junction by only using the two ends and one of the side recesses.
  16. Then there's nothing I can do to help you, other than deleting parts that you don't need. I have a PC less powerful than yours and have fewer mods, and (needless to say) these parts work well on my own setup.
  17. There's far too many mods in that list for me to consider what may be interfering with the station parts. Have you tried a separate KSP install with just stock parts and the station parts only? What specs are your PC? Anyone else still having the same performance issues? What I might do is model the main mesh first to get the overall proportions, and then make two variants in Blender to compare. Much appreciated
  18. Progress Report, 12 July 2013 Finishing off the Kuest Legacy Airlock took much, much longer than anticipated, because of some tricky ladder work required in order to allow Kerbals to climb along the shoulder transition between the two fuselage sizes. While not 100% perfect, with some nudging in EVA mode Kerbals will be able to crawl along that shoulder: Fig 23 - FusTek Kuest Legacy Airlock - Final Testing Now that I'm starting to think about the Kupola, here's what I have in mind: - 2.5 m diameter - Tapered end - Animated blast shutters - 2~3 crew capacity - Kerbals visible from outside as seen through windows (R0.04a) - IVA with no flight instruments but faux computer monitors (R0.04a) A question for you guys regarding the blast shutters - which would people prefer? - A iris shutter for the top round window and sliding panel shutters for the side windows (more Kerbal-y) - Thick hinged panels (more realistic, as used on the real ISS Cupola)
  19. I popped over to GitHub, and it seems that the userbase has, for the most part, warmed to my musings. What I'll do is that I'll start thinking about the psuedocode for the statistical portions this weekend, and once you're ready we can review them and figure out how to implement them properly.
  20. InfiniteDice, I'm definitely looking forwards to the CIWS, IFF and damage system. Just something to think about for the distant future - certain prolific KSP players (such as EnterElysium) may have Kerbal vessels from two or more opposing factions. Would it be possible to add to the IFF system adjustable frequencies or identifiers?
  21. I concur wholeheartedly. The plan from the outset for the FusTek Kupola was indeed to have the circular window at the apex of the module, and replace the flight instruments with dummy computer screens. I'm also planning on making a "sideways" Cupola cockpit for another Fustek-inspired pack, much lighter than the Panopticon and used as a three-man lander/rover cockpit. I'll focus on IVAs once I finish R0.03a.
  22. Progress Report, 11 July 2013 Added more EVA handgrips, tossed some "mystery meat" equipment boxes onto the Kirs mesh and decided to consider it done: Fig 21 - FusTek Kirs Docking Module - Final Testing Should they desire, players can use the remaining surfaces to mount their own bits and bobs, like KSPX Stratus-V Cylindrical fuel tanks and batteries. The main mesh for the Kuest Legacy Airlock is also done, just need to make the colliders and export it into Unity for final processing: Fig 22 - (WIP) FusTek Kuest Legacy Airlock Admittedly, this is more of a caricature than an accurate reproduction of the original ISS Quest design, but the proportions are such that the Legacy and main versions have the same overall lengths and diameters, making it easy for folks to change between either design without having to reconfigure their space station drastically. Consequently, the EVA hatch on the Legacy Airlock is 30% smaller, but I'm sure Kerbals can squeeze through just fine. The Legacy airlock will also have a lower mass and be cheaper, but is not rated for surface operations and will not have the decontamination systems found in the main Kuest design. I'll try getting this into my game tomorrow, so that I can (finally) start working on the Kupola Observation Module. ASIDE: R0.03a will probably be the last major parts release for this pack, as R0.04a will focus on IVAs. After that, it'll probably be just maintenance with the occasional new part.
  23. I see. One of these days, I might attempt to rework (a copy) of FSanimateGeneric to handle multiple solar panels (FSsolarPanel?).
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