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Everything posted by MrMeeb
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Sure, I can add a node for the Canadarm! I realised last night that I didn't make the radiators functional. I'll look into it This is one of the layouts I'd expect people to use if they want docking hardware and the Spacelab: I don't see a problem with it? Pak added a node on the airlock in the latest update, so attaching it shouldn't be a problem at all, and you can just right click and transfer crew.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Sorry, missed this. I'm not entirely sure what's going to be there, but I don't want it to be a docking port. If you want docking hardware, there is space for the CA Airlock along with all the other stuff in that picture (in the CRG 150). This is basically the config used in one of the Shuttle Mir missions Diagrams actually say it was an airlock, bizarrely enough- 2,351 replies
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good to hear
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Yeah, realised you probably hadn't seen that after reading your reply no worries
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I made this part around 3 days ago...I doubt it Can I have a look at a .blend file?
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When exporting as a .fbx, in the animation tab (bottom left), try unticking everything other than 'Baked Animation' and 'Force Start/End Keying'. I did that, I think
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Each part had a selection of LocRot keyframes, and I manually positioned the parts using the move tool. I didn't do any form of rigging or use armatures or anything complicated
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Not to worry. I flailed around in Unity for a while too. My part had 7 models in it, and 6 of those had animations
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Strange. If it's possible, could you upload your .blend file somewhere? I'm far from experienced (with only one part under my belt!), but it may help to have another set of eyes look at it and try
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When I made my part in Blender, I exported the model as a .fbx. Then I imported it into blender and set the animation to 'Legacy' and it all worked out fine. I didn't even go near the animation tab or anything. What was your workflow?
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
I decided I wanted the accurate, asymmetric animation, so this is just a problem you're gonna get. Also, as Shutesie said, thats how low the shuttle doors opened, so that's what I went with For FAR, I don't use it, so I know nothing about it. Sorry.- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Uh, to be placed where exactly? I haven't tried either. In terms of d/V, it will work - the mass hasn't changed. It's just scale. I want to know if the lengthened bay makes the ET look too short or anything. I'll look for myself when I have the time, but other opinions are always helpful- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Thanks for the pictures and comparison of capacity, and I'm glad you think the wings look okay. When I was scaling up the parts, I did increase the amount of lift they generate, so that might affect flight performance, especially on reentry. When I looked at the craft I built (which is included in the DL actually...forgot to mention that), the CM and CoL were on top of each other, so that's not too bad. I've yet to actually fly it though- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Possibly. I suppose it was an early plan of US/USSR cooperation, seeing as the Shuttle was running for 5 years before the Mir Core Module was launched. If you can find any more information on it, can you PM it to me please? Also, I added the supports!- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Turns out I derped and missed the release that brought compatibility with my part a few days ago, but that's alright. I'm gonna release the CRG-150 now, so I hope people enjoy it! Included in the DL are the cargo bay and some scaled up versions of the BIG S Control Surfaces and Pak's edited wings to better suit the longer bay. This does mean that Comorant Aeronology is a requirement, but I think that's okay, seeing as it would be slightly odd to not use this mod, but be looking for shuttle parts. I'd also appreciate it if people were to take a look at how it scales with the DIRECT LV parts, seeing as @trooperMNG made a good point that it might be slightly off, and I haven't had time to look into it. I'm going to continue to camp in this thread for now, but I will eventually move my stuff into its own thread when I have enough of it. Shuttle Payload Technologies v0.1 Download Also, in terms of what I've done with Spacelab, it's getting there. In this picture you can see SpaceLab and a collection of tunnel sections, along with the Inline Airlock that accompanied this module. The modularity of the tunnel should hopefully allow various configurations to be possible, including ones where you'd fit one of Pak's Spacelab-esque pallets behind it. Currently unsure of course, as I don't know the exact sizes. We will see.- 2,351 replies
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Ah, bevelling! I learnt about that earlier yesterday thanks for the help peeps
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wat? I'm very new to this part of town My way of modeling at the moment is that if I need a new shape, I add it (in edit mode) and line it up. I don't do some fancy thing where I make the whole model out of one original mesh. That just sounds terrifyingly daunting
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Hey, I made an OPSEK-alike station a while back! (+ TKS...idek what that's doing there) I think they were Curt's craft files, but all the same
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Looking for some guidance/suggestions on how to model the Z shape joint from the crew tunnel to the Spacelab. I'm not entirely sure on the best way to do it, so I thought I'd ask some more experienced people. Here's an orthographic and actual photo. Judging by the real photo, the vertical part is actually wider than the rest of the tunnel, to add a slight curve-ball to the situation. Thanks for any help
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Thanks! I'm not quite sure yet, so I'll definitely look into it. I've already found the the DIRECT SRBs are better scaled up by around 18% anyway, but I expect the extra length will mean it needs a bit of tweaking to look right. However, in terms of d/V, it won't have an effect - the bay is the same weight as a CRG-100. Pak said a few posts back that it requires dragging because node position can't be changed on the fly, or something. Looking at the model, the default state is the extended one, so if you want to make a seperate extended piece, duplicate the Airlock.cfg, give the part a new name, and disable/remove the FSmeshSwitch module. You'll have to reposition the node (use Node Helper to give you coordinates), but it should work fine- 2,351 replies
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[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
MrMeeb replied to Pak's topic in KSP1 Mod Releases
Began working on Spacelab today. I seem to have a bad habit of choosing things with either no orthographic drawings, or unusably low-res ones, so I just have to go off actual images, which there are also fairly few of. But hey, I'm trying. It's 2.5m in diameter, and the end points are 0.9375m If anyone has any schematic-like drawings of Spacelab, please please please send them my way- 2,351 replies
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And as another point, can someone give me a run down on creating a Github to store my parts? I have no idea what I'm doing there