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JordanCox2

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Everything posted by JordanCox2

  1. I took a break for Christmas and New Year\'s, but I started to work on my to-do list yesterday. From that list, 3 of those things will be released in Version 1.5 (TBD) along with something new: [list type=decimal] [li]The newly redesigned and remodeled Orion Command/Service Module[/li] [li]A rebalanced Altair[/li] [li]Altair\'s parachute[/li] [li]Components for the 'crewed version' of the SLS Rocket[/li] I have no official release date for 1.5, so I\'ll just keep updating you guys as things start to progress...
  2. The CSM maneuverability will function the same as it does now. The command pod won\'t have any maneuvering abilities on its own, but the service module will.
  3. Hey guys! I hope you all had a great Christmas! As we\'re moving into 2012, I want to show all of you my to-do list for the new year. The items on the list aren\'t in any specific order, and I\'ll work on each project when I feel it\'s the right time. [li]Altair Rebalance Taking the info and data I\'ve obtained since its release, I\'ll be able to better fine-tune Altair.[/li] [li]Orion CSM Redesign This is a project I\'ve had my sights on for a while. It will be a complete redesign of the Orion CSM, including a new, custom command pod.[/li] [li]Altair Parachute/Docking System (planned) I\'ll build and release a parachute that 'goes with' Altair and looks like a docking system. Then, once we\'re able to dock, I\'ll swap it out for an official docking system.[/li] [li]Intrepid IV Rocket This rocket will be inspired by the Delta IV Rocket. When finished, the entire family will be available (Medium, Medium+, Heavy)[/li] [li]Aurora Spaceplane (Dream Chaser) This project is currently a work in progress. At the moment, I\'m gathering resources and data... Modeling will commence sometime in 2012.[/li] [li]Intrepid V Heavy The heavy variant of the Intrepid V was supposed to be released in version 1.3 with the rest of the rocket. However, due to issues during testing, I didn\'t want it to delay the release, so I put it on hold for a little bit.[/li] I may or may not have forgotten a few things, but as new projects come to mind, I\'ll add them to the list. Eventually, this list will be moved to the main post between the Changelog and my personal note... Nevertheless,
  4. I can help you test a few things, if you would like. Just let me know!
  5. Nope, I\'m still working on it. Slowly but surely! I haven\'t begun modeling just yet, since I\'m still gathering resources. I haven\'t heard anything from the email I sent to the Sierra Nevada Corporation, so I\'ll try a few more things over the next several weeks. However, I wouldn\'t expect any major news until mid to late January, since I\'m going to be taking it easy through the holidays... After working on several major projects in a row, I don\'t want to get burnt out, ya know?
  6. http://kerbalspaceprogram.com/forum/index.php?topic=3684.msg51598#msg51598 Read my posts, starting from this link. This idea has already been discussed.
  7. I don\'t have any in mind at the moment... I am, however, playing around with the idea of building a rover
  8. Why did I rebalance everything? [li]A lot of people thought my rockets were 'too easy' to fly. I agreed, and made them a little more challenging... But seriously, if you know what you\'re doing, they\'re still easy to fly.[/li] [li]Now that Altair has been released, there is no need to overpower the Orion CSM, since it\'s not being used as a Munar Lander anymore.[/li] [li]The Soteria, Odyssey and Centaur stages contained too much fuel and the Atlas IV engine was a little too powerful.[/li] [li]The 5 Segment SRB was still too powerful, but I only reduced the thrust by a little bit.[/li] If the rebalance is too much of an issue, just download version 1.3 again and overwrite the files. If more people think the rebalance is a problem, I\'ll fix it in the next release. Since we can\'t launch multiple vehicles, rendezvous, dock, etc., I had to make it possible for the Altair ascent stage to return back to Kerbin... I\'d be hearing a lot more complaints if people couldn\'t bring their kerbalnauts home after a successful Munar landing :\'( This is just a temporary solution until we are able to do those things. As for the submerged thing... Yeah, it happens. I\'m not concerned about it, since I always assumed missions ended when kerbalnauts land/splashdown. It was either that, or explosion upon impact : I\'ll work on a parachute for the ascent stage and make it look like a docking system. Then, when we\'re able to dock, I\'ll just change the module type in the Part.cfg file. I\'ll release it in the next update. See my reply to Bigred2989\'s post.
  9. I hope all of you like early Christmas presents Version 1.4 is now available! As always, if you find any bugs, please let me know and I will do my best to fix them. Enjoy!
  10. Try adjusting the symmetry. The Intrepid V fairings need to have 2x symmetry, and the Intrepid SLS fairings need 4x symmetry. [list type=decimal] [li]It\'s on my to-do list... I ran some tests with the heavy configuration before the Intrepid V was released, but it had a lot of issues that needed to be worked out. I didn\'t want those issues to postpone the release, so I just put the Intrepid V Heavy on hold for a little bit.[/li] [li]Dual engine Centaurs have never been used before, so I naturally went with the single engine version for the Intrepid V. However, I can add it to my to-do list.[/li] [li]It\'s impossible...[/li]
  11. Progress Update! Hey everyone! I\'m happy to report that Altair is almost finished! I had a lot of free time today, so I was able to finish the textures. The only thing left on my to-do list is to configure the parts. Getting the textures finished is a huge relief, since it\'s the most time-consuming process. Anyways, here\'s the latest WIP picture... fully textured Version 1.4 including Altair will definitely be released sometime this week
  12. Until I finish the exploded views, this will have to do: Intrepid V (400 Series) Stage 0 [li]Command Pod[/li] [li]Parachute[/li] Stage 1 [li]Intrepid V S2 Decoupler[/li] Stage 2 [li]Intrepid V Centaur S.A.S. Module[/li] [li]Intrepid V Centaur[/li] [li]Intrepid V RL-10 Engine[/li] Stage 3 [li]Intrepid V S1 Interstage A[/li] Stage 4 [li]Intrepid V Payload Fairing (1.50m) (Symmetry 2)[/li] Stage 5 [li]Intrepid V SRB Decoupler (Symmetry 2)[/li] Stage 6 [li]Intrepid V Common Core Booster S.A.S. Module[/li] [li]Intrepid V Common Core Booster[/li] [li]Intrepid V RD-180 Engine[/li] [li]EAS-4 Strut Connector (Symmetry 4)[/li] [li]Intrepid V SRB[/li] [li]Intrepid V SRB Nosecone with S.A.S.[/li] Intrepid V (500 Series) Everything is identical to the Intrepid V 400 Series except stages 3 & 4. Replace the Intrepid V S1 Interstage A and the Intrepid V Payload Fairing (1.50m) with the Intrepid V S1 Interstage B and the Intrepid V Payload Fairing (2.00m) respectively.
  13. Great job, you guys! Looking forward to 2012! 8)
  14. The polygon count isn\'t too bad. Almost all of parts are well below 1,000. The only parts above 1,000 are the Ascent Module RCS (2,964), and the Main Fuel Tank (7,282). Optimizing the Fuel Tank down to 7,282 polys was a HUGE improvement from where it was originally... 170,500+ Yeah, I got a little carried away with the details... To be honest, unless you zoom in as close as you can get to the lander, you won\'t even notice! Also, I\'m running my tests in version 0.13x2, and I\'m happy to report that the game loads in under 30 seconds with my entire pack (including Altair) installed! HarvesteR did one helluva job with the performance optimization! If I remember correctly, KSP loaded in a little over a minute and a half in version 0.12, so the optimization shaved off over a minute of load time! Of course, it will take a little bit longer when the game first loads the parts, but subsequent load times will be under 30 seconds (or more, if you have other mod packs installed).
  15. Another progress update! I\'m almost finished with the modeling! I just have a few things to tweak, but here\'s a screenshot of my progress so far. I\'m hoping to begin texturing this weekend.
  16. Ok guys, here\'s a little update. I figured out how to assemble the ascent stage over the weekend, and I\'m pretty satisfied with how it will all come together. I started modeling the parts yesterday, and I continued to work on them today. If things go smoothly, you can expect to see more WIP screenshots sometime soon. Thanks for your patience!
  17. I\'m sure it will be just as epic as the engines you\'ve already built! EnvyEnvyEnvyEnvyEnvy
  18. Thanks! I\'m glad you love it! I don\'t have any plans to build a deep space engine, but I don\'t see why not. I\'m just trying to finish Altair before I move on to anything else.
  19. Sorry I haven\'t posted in a few days. I\'ve been slammed with work ever since I got home from vacation... And because of that, I haven\'t been able to work on Altair as much as I would have liked. However, if things continue to go smoothly, I should be caught up with my work by tomorrow night, so I can resume my work on Altair over the weekend. Right now, my biggest hurdle with Altair is trying to figure out how to assemble the ascent stage. Once that\'s solved, modeling shouldn\'t take too much time. After modeling, I just have textures and part configuration left before it can be released. I don\'t have an official release date for 1.4 just yet, but it should be out before Christmas.
  20. Man! I drive home from a nice vacation, and all hell breaks loose... Haha! No worries! By the way, I\'m truly impressed with the craftsmanship of your Failcan9 rocket! Especially the engines. They\'re absolutely gorgeous! As for Altair, it\'s definitely modular. When fully assembled, it will consist of about 10 separate parts. As a freelance web & graphic designer, I receive a lot of positive and negative criticism on a daily basis... It doesn\'t bother me at all. I actually welcome it. It pushes me to do better. And since I\'ve only been modeling for only 3 months, I\'m incredibly grateful for the positive feedback all of you have already given me!
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