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Everything posted by sumghai
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My apologies - allow me to clarify my statements and go into a little more detail: - The proposed FusTek Kupola [sic] should be able to be used as both a simple observation module (no instruments) and as a lander/ground surface vehicle cockpit (instruments). My original plan for the Kupola would be to make the two versions as separate parts (one with an observation module IVA, and one with a lander IVA plus instruments). However, if there is the way to make toggleable animated IVAs (i.e. click a button to transform between different interior modes), that would mean I only have to make one Kupola part. - When I get around to making IVAs for all the parts, the Kuest Airlock would be designed such that the station-facing half is a corridor with storage for two spacesuits, and the EVA-facing half is a separate lockout chamber with decontamination capabilities. - Now, looking at the capabilities of the LSAM, I found that it is supposed to support four astronauts (complete with bunks, toilet and food heater) and have a separate dorsal docking port, as well as having an airlock. As a stickler for functionality, none of that can be adequately fulfilled by the Kuest Airlock IVA (not to mention that the radial attachment point part won't give a corresponding interior hatch in the IVA.) And so my plan is: - v2 FusTek Kuest Airlock will come with a proper IVA - v1 FusTek Kupola will start out as an external-only part - v2 FusTek Kupola will have animated blast shutters - v3 FusTek Kupola will (if possible) have a toggleable IVA that would allow in-game switching between a observation deck mode with no instruments, and a lander/ground surface vehicle cockpit mode with instruments - v4 FusTek Kupola will (if possible) have the interior viewable from outside, and that any Kerbals seated inside will be viewable. Furthermore, the number, seating position and appearance of each Kerbal will correspond to the actual crew assigned to the capsule. - a hypothetical Kuest-derived module would be a separate part with its own proper IVA, proper interior hatch location and other features.
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I presume you mean the inner ring of the adapter is larger than the docking ports themselves? I see what you mean, however, those were the actual dimensions I reverse-engineered from fusty's original Karmony Mk IIs'. I suspect that they were part of the design. As this is my first experience modding, I'd like to get as many of part exteriors done as quickly as possible, so that people would have more parts to play with. Then, I can slowly add IVAs as my skills improve. For now, I'm temporarily using the generic UniKarmony interiors. I mentioned my proposal to him a few times, and it seems that he has gradually warmed to my ideas. He intends to give my parts a whirl sometime this week, so a possible collaboration is definitely possible. I personally use B9's lights as well - they're subtle and fit very nicely with the FusTek aesthetic, so I won't reinvent the wheel there What the-WOW! I'm very tempted to duplicate my airlock design and make it into a proper LSAM/Altair fuselage (complete with upper docking port) and such. Now, some of you may recall Nibb31's observation earlier in this thread: Here's how I tackled said problem:
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fusty, just a quick heads-up that I've uploaded to Dropbox an alpha version of my (early batch of) module variants based on your MkII Karmony series: http://forum.kerbalspaceprogram.com/showthread.php/30803-WIP-FusTek-inspired-station-module-variants?p=423391&viewfull=1#post423391 One or two user are in the process of testing my parts, and my intention is to officially announce them by the end of the week. Since I would like folks to know that I'm basing my work off your original designs, how would you feel about a hypothetical FusTek Aerospace logo alongside its Sum Dum Heavy Industries Co., Ltd countpart on various publicity images?
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Hmmm... I decided to try udk_lethal_d0se's corridor parts myself, and I knew exactly what the problem was - he didn't make a proper collider mesh (with the convex setting), so that's why Kerbals coming out of the Karmony Node are popping right through his parts. This fact became more evident when I loaded one of his corridors alone onto the launchpad - his part immediately fell through the pad surface and started spinning erratically around its origin. EDIT: For shenanigans, I rigged up a Rube Goldberg contraption to drop one of his corridors onto another - both corridors went through each other, further proving he didn't use proper convex colliders. Fusty and mine's Karmony parts, on the other hand, bounced off each other in a more realistic manner.
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Thanks for the feedback so far! Hmm... I'll give it a go myself later this week, but my understanding is that I retained the top attachment node on the Kuest (which incidentally corresponds to the red airlock hatch) so that folks could fly the airlock "backwards" towards their space station, dock from the standard yellow end, before jettisoning their lifter rockets. I suspect that your problems have something to do with the way I made the collider for the C-ring EVA handle, but I can't say for sure since I don't use CBMs. A screenshot would be nice. The LSAM would probably be better as a separate mod - I already have some ideas as to how to make it as versatile as possible. My reasoning for including both is that: - The Adapter versions are for people who prefer standard-sized single-function modules and (relatively) low station part counts. - The Flat-ended modules and the end rings are for people who want to make extra-long modules by wedging other compartments in between. The rings can also be used to make any other 2.5m diameter parts visually-compatible with the rest of the FusTek series. For instance, for one of the space stations I'm planning on building, I'm thinking of sandwiching 20+ RTGs between two end rings to make an ejectable "reactor" module. Also, nothke (the modder developing the KASPAR payload attachment system) has expressed interest in using some of my end caps too. Yeah, most likely a node alignment issue. However, if I altered the node positions, the other FusTek parts might not fit properly - instead, I might make a specialized coupler as part of a separate compatibility pack. Anyways, a screenshot here as well would be useful. Deliberate design decision on my part, at the outset.
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I've uploaded R0.01 Alpha to dropbox (https://www.dropbox.com/s/a0wsqlrk7m13420/ksp_fustek_station_parts_expansion_r0_01a.zip), so that you guys have something to crash-test with while I continue to work on other variants / features. If most people are happy, I can then stick this on Spaceport. I'll make an official announcement post by the end of the week. R0.01a 8 June 2013 --------------------------- Features: - Initial release - New parts - Karmony Node Mk III (4 recessed nodes + 2.5m flat ends) - Karmony Node Mk III Adapter (6 recess nodes + 1.25m tapered ends) - Karmony Logistics Module (4 recessed nodes + 2.5m flat ends) - Karmony Logistics Module Adapter (6 recess nodes + 1.25m tapered ends) - Karmony End Ring (2.5 to 1.25m cosmetic adapter ring) - Kuest Airlock - Karmony Nodes and Logistic modules come with MechJeb2 support - Kuest Airlock features C-shaped EVA handle loop, which Kerbals can fully traverse around Bugs/Known Issues - All crew-capable modules currently use the default generic "UniKarmony" internal model - Module-specific unique internals will come at a later date
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Progress Report, 3 June 2013 The first mission-specific variant, the Karmony Logistics Module, has been completed (both flat and tapered end versions). Its model will form the basis of practically all future variants: Fig 12 - FusTek Karmony Logistics Module - Final Testing Because each of these "straight" modules would be virtually indistinguishable from each other (aside from viewport placement), I'm devising various identification symbols for them. Said symbols are only found on one side of the module, and they double as orientation markers for where the IVA ceilings will be - orientation is not so important in space, but for planetary bases, it helps if your Kerbals aren't trying to walk upside down . The Kuest Airlock has also been finished, and has been put through its paces by Jeb, passing with flying colors: Fig 13 - FusTek Kuest Airlock - Final Testing The airlock has been defined as simply a "part" - although it can fit a maximum of one Kerbal inside (presumably getting ready for EVA), it is not a Command Pod, and so will be uncontrollable unless docked or flown on a lifter rocket with the latter's own guidance system. As per my remarks from the 30th of May, I deliberately deviated from the original ISS Quest airlock's half-diameter sized lockout chamber and instead went for a full 2.5 m diameter design. I'd imagine that the extra room could be used for decontamination or quarantine procedures. My favourite part of the Kuest is the C-shaped railing at the EVA airlock end - yes, Kerbals can climb all the way around and grab onto any other connected railing. The bottom part where the railing has been cut out allows players to add ladders for when they use the Kuest on planetary surfaces. I think it's quite safe to say that I'll be able to release an alpha version of the pack, with this first batch of parts, by the end of the week. Once you folks have finished crash-testing them, I can then re-upload them officially to Spaceport, and move on to other parts.
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[WIP] THSS - Tri-Hexagonal Structural Strut
sumghai replied to Semni's topic in KSP1 Mod Development
A most excellent set of struts, Semni. I've been looking for something like this for building the truss backbone of my space station for quite some time. One issue I've run into is the inability to build closed loops of trusses - the segments and the node adapters snap into place in the VAB, but when loaded onto the launchpad (with adequate supports) or hyperedited into orbit (for structural testing), certain connections would fail. I do suspect it's something to do with KSP's "tree" method of determining part hierarchy in a craft (which also prevents multi-node docking), but I thought you should know anyway. I'll post a screenshot later today. -
How would I use lights effectively?
sumghai replied to Telyon's topic in KSP1 Gameplay Questions and Tutorials
I have a habit of adding numerous lights from B9 Aerospace Pack (especially the small red and white ones) to my space station modules - I arrange them around nodes so that they act as reference markers for docking. -
Nibb31's original request was for an inflatable airlock, as per the reference images he has posted. Whilst this in theory sidesteps issues with docking and collisions, in practice I feel that more "solid" designs are better suited for long-term stations and planetary bases. The other reason, of course, is that I want to avoid feature creep. I am quite new to modding, after all, and it's rather rich for people to expect me to duplicate at short notice what every other modder has accomplished. Besides, it's better if I kept to my original, simple goals and open the source files for others to make variants as they see fit.
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Progress Report, 31 May 2013 I've updated the CFG of the Mk III Node so that it is now a CommandPod with MechJeb and zero minimum crew - this allows the Node (and future crewed modules) to be remotely controlled prior to the arrival of the first crew. Fig 10 - FusTek Karmony Node Mk III - Final Testing I also cobbled together an end ring "adapter" of sorts using the FusTek aesthetic - this will allow people to stack modules with flat 2.5m ends together to make longer monolithic station modules / habitats / etc. They are simply cosmetic structural parts, and thus have no other functionality / resources within them. The mesh colliders for the end rings are a series of wedges set to convex, which allows other parts (or Kerbals EVAing from the end hatch of the 2.5m modules with flat end) to pass through them freely: Fig 11 - FusTek Karmony Node End Ring - Final Testing These end rings are also compatible with the older Mk II Nodes fusty originally made. Next up - a standalone "adapter" version of the Mk III node, with the tapers built-in to minimise part counts.
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Whilst I am familiar with inflatable space station modules (NASA's TransHab, Bigelow's BEAM), I'm not sure if an inflatable airlock would be structurally sound. Perhaps one day I'll give it a go. fusty's current Mk II nodes have IVAs as well, which function as lander pods. Actually, I'm thinking of giving all the station modules probe functionality, and removing the minimum crew requirement. This would give people the choice of remotely constructing and testing stations/outposts before sending their first Kerbals to crew them. I've noticed this as well - this issue will definitely be remedied in this parts pack.
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The MechJeb mod has the Rendezvous Guidance and Docking Autopilot features that can (mostly) automate the docking process.
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That's another option - although I have to admit, I'm liking the KAS-style attach/detach system more and more. Progress Report, 30 May 2013 Fig 9 - (WIP) FusTek Karmony Node Mk III (3) Hatches have been added, and the ends have been re-textured to match the side nodes (as well as preparation for the upcoming cosmetic end taper rings). This pretty much finalizes the Mark III Node for now. Although the Mark III node was intended strictly as an interconnect between other modules, I've designated the top hatch as the airlock simply as a matter of convenience for any Kerbals accidentally trapped inside. Meanwhile, I've also decided to prioritize the dedicated Kuest airlock to the first Alpha release. This is because all of the other modules I'm developing will have the airlocks hidden away on hatches, which may be obstructed by docking port parts and trap Kerbals inside. The intention would then be for players to use the Kerbal Crew Manifest mod (or Squad's future IVA internal navigation) to move Kerbals to any connected Kuest airlocks, before they egress the space station / outpost directly from there. Finally, the final Kuest model will have the smaller 1.25 m lockout compartment replaced with another 2.5 m segment, as the original ISS Quest-inspired design could not also be used for planetary bases.
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Progress Report, 29 May 2013 EVA handrails now implemented in my re-creation, which puts me at around 95% of the way to finishing my first module: Fig 8 - (WIP) FusTek Karmony Node Mk III (2) I guess Jeb and Bob didn't get the memo prohibiting personnel from using structural test specimens as climbing frames.
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That's definitely news to me - the example with the stock solar panels is quite impressive. A possible usage scenario could thus be: - Launch a Karmony Node Mk III with one or more of the side recesses covered with the cap piece. - Node Mk III is used to construct first iteration of space station - (Arbitrary length of time later) - Kerbal on EVA can replace one or more of the cap pieces with a Clamp-o-tron or CBM - New modules could be docked I'll probably relegate this new feature to later releases, at least until I've accomplished my original goals.
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I'm using the latest version of Part Tools (0.18) with Unity 4.1.2f1 on a Win7 x64 machine. I've been able to write simple parts to model.mu and load them into the game without difficulty. However, when I decided to add Ladders and Airlocks to my model as per the tutorial on the wiki, it seems that the corresponding tags are missing: I've also attempted to start a new Unity project and reload Part Tools, to no avail. What other steps might I have missed?
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Seeing as you're doing the MINERVA probe, a simplified model could be made as follows: - Model a simple, plain cylinder of the correct proportions in Blender - Texture it using a PNG image - Import into Unity with PartTools - Add a bump map image to depict all the little details - Write the completed asset to model.mu - Write the part.cfg file and install it, the model.mu, textures and bump maps into the game.
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Interesting idea - I presume you want to use those caps to make T or right-angle junctions? Caps would be easy and quick to make, but my personal philosophy with space station modules is that they should, in theory, be as versatile as possible once launched. If a node had one or more of these cap pieces, you would essentially be sacrificing a potential docking location should you decide to one day reconfigure your station in orbit. Cap parts would also lead to funny situations IVA wise, such as opening an internal hatch...to a bulkhead. I'll address the inline cupola in a moment. I myself prefer to use the stock Clamp-o-tron docking ports, but I see what you mean. Since I'd prefer to keep the geometry as close to fusty's Mk II design as possible, I probably won't make ones with shallower recesses. However, fusty or myself could probably make a "shim" ring that could go between the Karmony modules and the CBM to push the latter out a bit more. I just had a look at some more reference pictures, and I see what you mean. However, as per Figure 4 of my previous post, I noted that a 1.25 m diameter fuselage would barely fit the average Kerbal, and so if we scale the real ISS Cupola accordingly with the right proportions, what would effectively happen in KSP is that only the head and upper torso of a Kerbal would fit inside the Kupola, leaving the feet dangling into another module. Since we have no idea how Squad plans to implement IVAs (rendering all interconnected modules as one big interior? or just the current active one with hatches closed?), I'm tempted to play things safe and enlarge the Kupola so that at least one Kerbal can be fully contained inside it - a larger design also allows it to be potentially used as a lander cockpit or a conning tower for a space station / planetary outpost. As for the matter of the stock 2.5 m Panopticon by ClariaLyrae, I'm simply making a similar-sized version that better fits the FusTek aesthetics. The fusty has spoken. All hail fusty. Possibly in a future release, since I'm still exceptionally new to modding for KSP. Indeed. I might have fusty review my parts and let him decide whether to package them into his existing Station Parts Pack. Progress Report, 28 May 2013 Apologies for taking a bit longer than usual - I spent a good part of the weekend installing 0.20 and reloading all the mods I use. One full weekend of Blender and Unity, I'm about 90% of the way to completing the first of many modules to come: Fig 7 - (WIP) FusTek Karmony Node Mk III One of the nice things about the 0.20 release is that, once I had established my workflow in Blender and Unity, one could very quickly modify parts and reload them in-game without restarting the whole program. Through numerous iterations, I was finally able completely and painstakingly recreate fusty's original Karmony Mk II geometry - from scratch. Other than the deliberate omission of the fuselage-mounted hatches and lander canopy, my recreation is practically a dead ringer for fusty's fine work - down to the textures and normal maps. The remaining 10% required to complete this one part would involve: Tagging the yellow EVA handholds as ladders in KSP PartTools - at the moment, they're just another mesh Creating the six access hatches for the Mk III node, for compatibility with future IVAs Future parts would, needless to say, have much shorter development cycles due to the reuse of assets. My next part would be the end taper rings, like the tapers on the Mk II Adapter. It'll be interesting to see whether attachment nodes superimposed on hatches would cause obstructions, as the nodes would be used to position these tapers. Hypothetical Milestones / Release Schedule (no promises) R0.1a Karmony Node Mk III (ladders + hatches) Karmony 2.5 m to 1.25 m adapter ring Karmony Node Mk III Adapter (i.e. with integral end tapers) Storage Module Storage Module, with Adapter ends R0.2b Habitat Module Habitat Module, with Adapter ends Science Module Science Module, with Adapter ends Utilities Module Utilities Module, with Adapter ends R0.3b Kuest Airlock Kupola Kupola, with Adapter end R0.4b Karmony Node Mk III IVA Storage Module IVA R0.5b Habitat Module IVA Science Module IVA Utilities Module IVA R0.6b Kuest Airlock IVA (may require Kerbal space suit props) R0.7b Kupola IVA Kupolas to have working blast shutters Kerbals to be viewable from outside the Kupola R0.8b Light up windows on Habitat, Science, Utilities and Kupola R0.9 Final release, barring bug fixes / additional functionality Possibly integrated into fusty's existing parts pack