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Orionkermin

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Everything posted by Orionkermin

  1. It sort of depends on what's going on. Ideally I would work on whatever was most behind. I have a hard time doing this sometimes, for example RPM recently got updated, which pushes me into updating my support for it. That in turn moved forward when I had planned to overhaul the IVAs. Often times If I keep running into a situation when I'm playing and I keep going "man I wish I had ___ part," I'll end up wanting to make it sooner rather than later. This is sort of what happened with the recent RCS blocks. So basically, I try to plan and organize whatever I'm going to work on but have a hard time sticking to that plan...
  2. @rwazar: Now my dreams are crushed! *insert forever alone meme* But seriously, the main release is way, way outdated and nobody should use it. I'm not sure which version you had rwazar, but it does sound like the old one that used auto shrouds. While I'm here I might as well let everyone know that I've been working on IVA stuff lately. Especially remaking a lot of the props. I have a bunch remodeled, best of all being a seat that actually fits kerbals and has control sticks for them. Then new props still need texturing and then I'll be going through and updating all the IVAs including updating RPM support as well as finding a way to make the IVAs still look good for those that don't use RPM. The Onion's IVA is in the early texturing stages, however I put it on hold until I update the old props a bit, as it saves me from having to redo the layout.
  3. I wonder how many have gone Apollo style. That was the first thing I started trying to do as soon as I had done a couple successful direct ascents. Took me many attempts and redesigns back then, but that's how I ended up learning about rendezvousing and docking. For the record, my first successful Apollo style mission was also my first Minmus landing.
  4. Unless he's talking about the verniers on the soyuz, which aid in steering.
  5. Got some low profile RCS blocks made. They all use a small shared texture so they're nice and low impact. One has it's horizontal thrusters at a 45 degree angle so it works best on non cardinal mount points. The other two are meant to be used in pairs similarly to those you'd use on a spaceplane. Good if you don't want them to thrust strait at solar panels.
  6. Oh not sure. I've known RPM was going to be updating for a while but wasn't sure of the exact date. It'll take me a little time to update all the IVAs with the new version. With the spud I just added in the old ones that were missing.
  7. Newest update is up. Check out the OP for the DL link. It's mostly just improved textures but also includes functionality updates such as: -Updated landertron (Soy-juice GUI not so cluttered) -Service module works properly with BahamutoD's animation plug-in. (Plug-in now included) -Docking port should have an easier time connecting now -fixed the Spud's missing RPMs. (thanks HawkW) I also added a texture reduction pack to the download. Right now it only includes the textures that have been updated. Check the readme for installation instructions.
  8. Check out the comparison shot in the OP, the stock parts are wider at the ends. Maybe to a slightly less degree than mine, but I was still just imitating this style when I made them and decided that I would be a bit silly and add screws that bolt the tanks together. Seemed like a kerbal enough thing to do. I'm a fan of the idea that kerbals build their stuff from junk, (My theory is they're a benevolent subspecies of 40k ork) so my work reflects this. To me they build rockets out of trash and somehow it works. Sort of like box trolls too, hmm.
  9. Looks good, did you make the panel lines black/ near black? It's hard to tell until you can rotate the model in real-time.
  10. I was able to fix the issue with the service module's animation and BahamutoD's engine animation plug-in. It's an easy fix and I still won't be updating for a couple days, so here it is: Just delete the following line from the service module's cfg file and it should function properly. MODULE { name = BDEngineCase //this relies on a stock ModuleAnimateGeneric. It activates any directly stacked child engines when ModuleAnimateGeneric is deployed } Moving on to updating the Landertron functionality and taking a second look at the realchutes cfg now. Edit: Thanks XanderTek the new version of Landertron is great, it's nice to have the GUI cleaned up!
  11. One day. My sort of plan is that when I feel that HGR is completely done, I'll remake the Radish from scratch to incorporate everything I've learned and sort of bring things full circle. Edit: Komodo what's on top of the lander? Also, I think the PMK just needs some more polish, I'll get back to it at some point. Does anybody else find the docking scope useful? I really enjoy using it, although I still need to add some indicators.
  12. So from left to right: -First implementation of the umbilical. The wires are a little brighter than I wanted so a little bit of fiddling is required to get them the way I want 'em. I like that they add some color though. -New texturing on the heatshield. I like how the bottom came out, but the top still needs some more detail. -A look at the engine side of the service module. Just generally looking better than before. Been a little busier and lazier IRL than I'd like but I'm moving from part to part. I want to move up to the OM soon and finish it inside and out. I want to come out with an update this week, but I need to find some time to do bug fixing type stuff before I can. Overall I've got to say that I'm really happy with the way things are going even if it is slow. To think that just a little over six months ago my work looked like this:
  13. The umbilical is on the soy-juice's decoupler though. Which is sort of a specialized part to begin with. It's also set up as an engine fairing so it can be jettisoned. It would be nice if engine shrouds became a tweakable at some point...
  14. Are planning to make it Shiny? (Specular) If so I suggest setting up a high contrast spec map that way you can really make the panels pop.
  15. Hey just wanted to say thanks, Porkjet. Another great mod from you and it's finally gotten me to start dabbling in space planes. I've started working on a Star Clipper inspired number. Still needs a lot of work though...
  16. Been Developing a Star Clipper inspired space plane. It can make it into orbit but the actual plane part needs work. (Not a lot of experience with aircraft)
  17. Nice! Did you mean to use solid fuel+ox though? Also, I thought that staging icon was gone! I think I'll switch the default over to that as well.
  18. Unfortunately there's no way for me to make the extra node disappear, is it causing parts that you want to connect to the decoupler to instead attach to the engine? The slight offset on the decoupler's node was actually intentional, Squad's do this as well. If it's causing problems I may have to axe the second node on the G47b, sadly. @Cydonian Monk: I'm not sure about the radial decouplers. They'd be nice, but it's also one more part that increases the size of the mod and only for minor aesthetic reasons. It's something to consider though and I'll keep it in mind/open to discussion. @Those asking for the D2 OM: It's not out of the question in the long term, but I'd like to get the shenzhou stuff out of the way first.
  19. RCS tank and proper nose cones are also missing. As well as more standard fairings for generic payloads. (I prefer Pfairings but many ppl won't use them so they need to be made for completeness sake.) The issue with the edamame has to do with the Buhamuto engine animation module. I haven't gotten to fix the party's cfg yet but if it's giving you problems I suggest deleting the animateEngine modules in the cfg file.
  20. @EpicDragon7 and Bloodbunny: One thing to check is whether or not Module manager and/ or realchutes is up to date. While realchutes isn't required it does need to be the most recent version to work. Module manager OTOH should be the most recent version, in order to load (or not load) the realchute cfg correctly.
  21. Hmm, could possibly be a part ID conflict with goodspeed. Missing parts is often a symptom of this. I'll look into it as soon as I am able.
  22. May not be an ISS replica, but it's the biggest space station I've ever built.
  23. Yea that'd be great, I can even add the link you put up on the OP so others can find it easier. I need to link to Hades' RT2 cfg as well come to think of it...
  24. Not only that, but some command pod styles just don't fit into the stock size categories well. I think that for instance 1.25 is too small for a soyuz and 2.5 is too large. Sure, I could of just used some adapter, but it doesn't look the same. Beale's work is great, but he prefers to work small and fit things into the stock size catagories. I feel like the command pod of a ship is what defines it most and ended up needing to make a whole system to support my crazy, unusually sized pods. It means my mod has developed very slowly, but I think it's been worth it. When I started working on a soyuz-alike, I never dreamed that I would end up making an entire R-7 to go with it, but look at where we are now. RE. other textures/colors: Unfortunately I just don't have the time at the moment. There's so many parts that need improvement and texture work to be done that I just don't have the time. Here's a glimpse of what I'm currently doing though. The service module still has a bit more texture work, but I think it's already looking much better. I basically completely remade the capsule's texture in order to upres it to 1024x1024. Looks even better in game with all the specularity and bumpmapping.
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