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JordanCox2

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Everything posted by JordanCox2

  1. Don\'t worry. Everything I didn\'t list before was included in 'etc.' When it\'s finished, it will include everything you need to have a fully functioning spaceplane. And yes, the wings will have their own control surfaces, too.
  2. If all goes according to plan, it will be composed of several parts... A command module, RCS fuel tanks and blocks for thrust, wings for lift during re-entry, etc. This is going to be my biggest project yet, and I hope to get started after the Intrepid V is finished.
  3. I haven\'t decided just yet, but I\'ve narrowed my choices down to Boeing\'s X-37 or SpaceDev\'s Dream Chaser.
  4. Alright. It\'s time for another progress update! As of this post, the Intrepid V is 66% complete and the 1st stage textures have been finished. I\'ve also added the official Intrepid V screenshot to the rocket catalog in my main post. The only time-consuming part I have left is modeling and texturing the second stage. After that\'s done, I just need to do some last minute part configurations before I can release it. I\'m shooting for a release sometime next week, but I can\'t make any guarantees.
  5. The rockets released by Industrial Flames & Explosions, Inc. use modified S.A.S. modules. They are strong enough to prevent your rocket from spinning as well as keep it on a straight path, yet weak enough to still allow movement of your ship. This is an unorthodox way of doing things around here, but it\'s what gives the Intrepid rockets their incredible control. When using an IFE, Inc. rocket, make sure S.A.S. is enabled the entire time for maximum control.
  6. Is S.A.S. enabled the entire time? If not, it should be. For more info about that, see the F.A.Q.\'s in the main post.
  7. When I first released the SLS, it was too easy to get it into orbit. I had to make it a little more difficult, but it\'s still manageable. If you add extra stages, you\'ll have to tweak the staging on the right side of the screen in the VAB. As for the Intrepid V, I don\'t have a specific date planned for its release, but you can keep track of my progress at the bottom of my main post on the first page.
  8. Yes it is, but it doesn\'t always have 4 SRB\'s. As seen in the picture below, the Atlas V can be configured to have anywhere between 0 and 5 SRB\'s (depending on the payload).
  9. It\'s actually quite small... a couple of meters shorter than the Intrepid II, to be exact.
  10. I made a lot of progress on the Intrepid V last night. As of right now, it\'s 50% complete. There\'s still quite a bit to go, but I\'m very pleased at how things are going! Here\'s the first WIP screenshot. It doesn\'t have any textures yet, but this will give all of you an idea of what it will look like (model-wise). Following the Atlas V\'s 3-digit designation, the rocket in this particular screenshot would be labeled: Intrepid V 521.
  11. As I\'ve stated in a previous post, the N1 is on my to do list. When will I build it? I have no idea. No... Several people have asked me to convert my S.A.S. modules into Advanced S.A.S. modules. I have tried, but they do not want to cooperate with my rockets and how they are configured to operate. Until I can fully devote my time to test an all Advanced S.A.S. system, I\'m abandoning this concept completely. I\'ll eventually get to it, but I don\'t see it as a big priority. My rockets work just fine using regular S.A.S. modules (if you use them correctly). For more info, check out the Frequently Asked Questions at the bottom of my main post.
  12. I\'m absolutely speechless! Your models and textures are gorgeous! And the bar has been raised once again!
  13. Howson wanted the Ares IV interstage, so he could make the Ares IV. I\'ll eventually make the crew SLS interstage... probably sometime next week. I tested v1.2 on my MacBook before the release, and I didn\'t get any errors... Did you delete all of my previous parts before installing the new ones? The current .craft files are not backwards compatible with the original Intrepid II releases... only versions 1.0 and up of the IFE re-release.
  14. Awesome! Thanks for your patience while I sorted everything out Nope. It was released in version 1.1, but I\'m glad you\'re enjoying it!
  15. Hey everyone! I just released Version 1.2. I worked through the night to get my parts fully optimized for all of you, since you guys definitely need them! I can happily report that reducing the polygon count drastically decreased the load time, and improved game performance as well! With only the stock parts and my parts installed, KSP would take around 3 minutes and 28 seconds to load... With several mods installed, that time could easily be doubled or tripled! I am terribly sorry for not considering that to begin with. :-[ However, after part optimization and polygon count reduction, KSP only takes around 1 minute and 32 seconds to load the same parts! That is a load time improvement of 56%! 8) I\'ve also retextured the Orion CSM RCS Fuel Tank to avoid confusion with the Orion CSM Fuel Tank, so people like i0nicx and kizza42 won\'t reach the Mun only to discover they brought an extra RCS Fuel Tank These adjustments were definitely necessary before moving on to my next project. If you experience any other issues, please let me know.
  16. Hey guys, Throughout the day today, I\'ve been working to better optimize my parts for the game. The first part (the textures) have already been optimized and released in the 1.1 update. Right now, I\'m working on the second half of optimization (the polygon count). I\'m not sure exactly when I\'ll be releasing the next update, since I need to re-export each part and Thanksgiving is coming up, but I\'m hoping it will be soon. Until then, I can report some very exciting news! As of Version 1.1, the 5 Segment SRB has a load time of 52.3 seconds. WAY too long, and I\'m sorry for that... :-[ However, after significantly dropping the polygon count (while keeping the part looking nice), the new load times are reporting around 14.8 seconds! That\'s a 72 percent improvement! Reducing the polygon count will dramatically improve gameplay (on my part), so I\'m working extra hard to finish this as soon as I can. Thanks for your patience!
  17. I know. Some of my parts take terribly too long to load. I\'m constantly working to improve them as I go.
  18. I just released version 1.1. Changes are noted in the changelog. I\'ll also keep working on the Advanced S.A.S. issue. Hopefully, I\'ll be able to figure something out for a future update.
  19. But that\'s the thing... I don\'t use the RCS until I land on the Mun. It stays off during ascent, transmunar injection, etc. However, I do use regular SAS for spin control and to dampen the movement of the ship. It stays on the entire time... It\'s just that whenever SAS is activated, ASAS is also activated, and it totally screws over my entire ship.
  20. Is there a way to disable the ASAS on the lander until we need it on the Mun? So, it doesn\'t interfere with any of the regular SAS\'s during liftoff, etc? Just out of curiosity (and laziness), I tested the Ultraflex Solar Array as an ASAS, but it still threw the entire rocket off...
  21. I\'m really having a tough time working with the Advanced S.A.S. Modules... Whenever I make them for my rockets (even now, when I tried converting all of them from SASModule to AdvSASModule), the control gauge goes crazy, and I have zero control over my rocket. It just goes straight up. Pitch, roll and yaw controls are useless > If I\'m not understanding how to use these things correctly, please let me know, so I can make this better for everyone.
  22. I tested a few new thrust and burn time configurations for the 5 Segment Solid Rocket Booster this morning, and I\'m pretty satisfied with the new configuration. I kept the burn time at 100 seconds, but weakened the thrust by 33%. As a result, it\'s not as pointlessly easy to launch your rocket into orbit anymore, however it still maintains a relatively high ease of use. Just so all of you are aware, here is my to-do list for version 1.1: [list type=decimal] [li]Adjust the thrust and burn time configuration for 5 Segment SRB[/li] [li]Fix a few minor Part.cfg errors that I managed to overlook[/li] [li]Begin part optimization process by reducing the texture sizes for basic textures[/li] [li]Build a 2.50m to 1.25m interstage for the SLS (Ares IV style, as requested)[/li] Also, the Orion Command/Service Module isn\'t my official lander. It\'s a Command/Service Module, so I\'m not going to build an Advanced S.A.S. for it. I just threw a pair of lander legs on it, because I wasn\'t patient enough at the time to build an actual lander... and it surprisingly worked After the Atlas V, my plan is to build an official Munar Lander that\'s modeled after Altair, so you can look forward to that as well.
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