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YANFRET

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Everything posted by YANFRET

  1. Everything you said there is correct. Also arent those B9 lights magnificent on the Orion SM? That might be my favourite combo. Definately FusTek modules with Nothke skin pack textures trimmed around and fitted to purpose. But unless you were already working in .75 scale I dont think my rescale values would help you much without all the pieces that I have sized to go with them. Higher number is bigger = P
  2. Original new textures for Bobcat's Orion capsule and .75 scale flight system Sourced from photos of the space shuttle in orbit and fitted to the model one pixel at a time in many places. Also shown; KW Rocketry, NovaPunch and SDHI based launch vehicle and service module. New textures for Nova Punch LFT used as service module, and for SDHI fairings. Service module engine by Kosmos, solar panels by Lionhead Aerospace. It was a true struggle to get the black tile texture to match up along all sides of those windows. Bobcat clearly did not intend for those panels to be textured in that way. Also it took a long time to get a subtle darker border around window glass edges because the texture area is not really defined, so it was a trial and error approach until it looked right. Optional white tile dock port also created (shown on page 1) Oh and the back sides of the solar panel are textured from a photo of a real ATV in orbit taken from ISS
  3. I messed around with some subtle texturing for the SRB units and I think it turned out pretty good!
  4. You can see in some of the pictures the habitats have the default fustek texture with like a circuit board pattern and SpaceX written on them, I did that to the original module textures at first but then when I found Nothke's texture pack I was so impressed with it I had to try it out on everything and there it is.
  5. No those are Nothke's textures with a little trimming here and there. I need to get with him to add proper credit for that, those are really fantastic what he made there.
  6. I just want everyone to have time to get back to me on their own schedule.
  7. Your enthusiasm is very complimentary but please, let that process unfold according to it's own inertia okay?
  8. No that's an excellent point in fact that I was thinking about doing exactly what you said. I think that would be a fantastic way to show credit to the creators of thos models and would identify which pieces they made. The logos you see in the pictures are for fun during development.
  9. Page two I explained that we need to have more communication with the creators of these mods before discussing the existance of a release date, however assuming we get to that point, lets lay down a new rule right now; "One Kerbal week will be added to afore qualified, assumed and hypothetical release date for each time that question is asked" Fair?
  10. You are correct that 0.64 scale is the agreed upon convention for historical packs. These systems are in 0.75 scale not just visually but in terms of mass, fuel density, and structural properties as well. It was the only way to solve certain problems. The basic formula is that KW Rocketry's super cool SC1-LFT part = 5 meters at 0.75 scale, everything else is adjusted to fit that. For example, Bobcat's Orion capsule in this format is at x 1.12 and fits neatly on top of the SC1-LFT part. The concept makes it easier to use 3.75 meter parts as 5 meter parts and also happens to be about as big as you can make it and still fit an SLS Block II style vehicle in the VAB... just. Actually Jeb had to clear out some cob cobwebs up there first. So, Bobcat's mega Ares V first stage model would measure 6.3 meters kerbal ( 8.4 x 0.75 )
  11. Much of the work on this project went into the MTV "Monkey Transfer Vehicle"... establishing how to make it modular to be "assembled in orbit" ... making it controllable and structurally sound, getting the lander at the front end not wiggle while under thrust for 10 minutes, and texturing it to look as good as it works. 474 metric tons 10,871 m/s total â–²V of stage 1, 2 and the lander. (Nuclear thermal 1st and 2nd stage) - 27 minute combined burn time 80 mt of habitat and cargo mass (including lander fuel) The fist stage engine is the excellent FTMN unit, which obviously leaves no engine out capability, but the 2nd stage has two smaller units so the theory is in the event of first stage failure you could return early with the upper stage even if one of those two failed also. The white panels are supposed to be radiators like on ISS, and the texture on them is from a photo of the inside payload bay door radiators on Shuttle. The orange tanks are supposed to be ET insulation but maybe we need to work on that.
  12. If every author says "go for it" and this becomes a pack, yes, there is a chosen part for each one. This system is built to use as few different parts as possible, you see a lot of modular or re used components all around. A great example of that is Tiberion's NovaPunch tanks and stack decouplers, which are all over this in six or seven sizes. But there's only four different textures for the tanks and one for the stack decouplers, so a few cfg's here and there are all that's needed. I would be able to condense it all down to a certain minimum mass, it wouldnt be rediculous, but I cant give you an exact parts count right this moment. And we would certainly make a file structure that doesn't mess up if you have one or more of these mods already, you would just get the additional version, that's easy. [edit: I hope that's easy] What I said about a stand alone install was kinda directed at the eager beta test volunteer scenario, I was describing it's current state without thinking about how to optimize it, which makes me realize I'm glad you asked. If the root of your question is would I take responsibility for making this work on your computer and fielding the inevitable Q&A tsunami regarding it without placing additional burden on the original authors, the answer is yes absolutely I would do that, in other words I would provide the support for it which I think would only improve the quality of this system which I believe in as a worthwhile adaptation of these mods.
  13. That's a great question. I took a set of mods and re textured them, resized them, re configured the CFG's and assembled them together into a functional NASA style mars programme that works really well and looks nice too. Before we go any further than just showing you guys that, a lot needs to be discussed in terms of what is a mod, what can be released and what shouldnt be. You're question is the center of this, and the answer is I don't know. Did I do a lot of work on this and would really just like to show it around? yes. Do I think this should be it's own downloadable set of mods some day, hmmmm yeah I do actually, you guys would get a kick out of these systems because they WORK and more importantly they work the way NASA intends them to I think. But since what I've done is based on the excellent progress and effort of others, that's only partially up to me.
  14. Actually all for fuel we are using Heineken Light exclusively. NO I mean yes everything is LFT and monopropellant, wait let me save time read this http://www.nasa.gov/pdf/373665main_NASA-SP-2009-566.pdf ... more or less that's the baseline. When you get to page 25 we're using option A: NTR. That doesnt mean we didnt try out the chemical option, just that the chemical option sucks. Before all this takes it's first small step off the local box here even for beta testing I'd like to have a little more communication with some of the content authors because there is a lot of modification here of work they did. Blessings aside I can't see any reason why this won't make it to market in the end. The todo list includes some balancing, maybe adding a few systems here and there, and for gods sake aligning the file structure and cfg's with something that would make sense to a 3rd party. But let's be clear we're talking about a stand alone KSP install for this most likely unless you have 20gb of ram or no mods already. Also, since we started work on this in .21, it's kinda stayed there, not because it cant work in versions beyond, just that it's so complicated and works so well presently I cant prioritize moving it up a version yet until I understand more things about structural rigidity, ASAS, Mech Jeb, etc etc in higher versions.
  15. Have we crashed anyone's browser yet because we'l just keep posting pics until you tell us to stop or sleep happens. Ideally you guys could fill up this page with some Q&A and then more pictures can be on page two or something.
  16. Real as in... can you have it? or real as in do I have it? Yes it's real.
  17. I downloaded the alpha and immediately strapped those nifty new solids to my LEO capsule system and the models look new to me. I am eager to help texture them as well because they work great and fit a nice spot between the smaller and larger KW solids and they look fantastic.
  18. I am very interested in this project. Please let me know if you wish to solicit input on textures. I've been quietly working on a variety of photo real textures for various mods, a focus of that has been LFT systems and exterior insulation ... but I need to contact their creators individually before sharing any results from that. I would like nothing more than to see this develop into a beautifully textured and dynamic Atlas model...oof... it's exciting just typing that. Hey then maybe we could get to work on a Boeing capsule to put on top of it.
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