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Orionkermin

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Everything posted by Orionkermin

  1. Welcome! Since you mentioned youtubers let me recommend KurtJmac (hope I spelled that right) and of course scott manley. Both have many good KSP videos. Btw I'm also at work right now waiting for the time to pass...
  2. Gotta go with the "Gusmobile." Something about it just gives me that buddy cop, we can do anything feeling.
  3. I don't think he's announcing it until tomorrow. Likely, just getting the thread started and the details worked out ahead of time to make it easier on himself. At least that's my guess.
  4. I voted mk 1 lander can. Mostly because I like how it looks. The mk 1 pod and mk1-2 are close second places for me as far as stock pods go of course.
  5. Hmm the engines use the MODEL {} definition in the cfg. Maybe check to see if the pathing is correct. As soon as I can Ill check things on my end to make sure I didn't screw anything up when I uploaded. Are the engines showing up for everyone else? @TerLoki: cool, can't wait to get a better look at the pictures on my computer.
  6. Awesome! Looks like you found some solar panels that are a perfect fit as well. I think the new service module has really helped this thing's silhouette.
  7. It has two decouplers technically, one on the "normal" node for the radish and one on the node that's used for the mk1 pod. Maybe 500 on the heatshield would be a fair compromise.
  8. Looks fine to me, very kerbal. Might look good with boosters coming right up to the taper as well.
  9. OK, newest update is up. There's been a TON of changes so I can't stress enough, end all flights in progress using this test version. A lot of geometry and node positions have changed so there's a HIGH chance that if you don't land before updating that your craft may get deleted. The soy-Juice now needs a heatshield for reentry. To get that working the decoupler had to change a bit. I also dropped its expanded node. This was to make it less wonky, and lets face it, at this point the Soy-juice is a 1.875m pod for all intents and purposes. The service module is back and now includes a small engine and an animated engine cover. I've seen a plugin that would allow the cover to toggle depending on engine activation, but it isn't fully released yet. Once that plugin is finished and stable I'll likely add it. The large inline chute is completely remade, with a lower profile and better canopy. Pretty much all the non Soy-juice stuff got an art pass. (mostly adding ambient occlusion to everything:rolleyes:) A lot of the new stuff is unpolished, but that will come with time. I think on the whole everything is taking a much better shape and this starting to really come together. I did a LKO reentry test, but haven't done much other testing yet, so feedback on how well the heatshield works would be appreciated. Edit: I also added my entry for the Open Part Mod as well. However since this only a test version of HGR, I didn't include NathenKell's crossfeed Enabler. It will allow the fuel to flow from that tank into whatever it's radially attached to. True, for me it's just a bit too digital. I prefer analog controls and 1960's designs.
  10. Oh, I understood what you meant. It essentially has to be designed to go on top of the stack, so it can "pull" the capsule clear in an abort. I'm just trying to decide the best way to go about achieving that end, using the least memory possible for the best results. It's a balancing act haha. How funny, that you both built such similar ships. Is that lab from KSO?
  11. The only problem with that is the fairing base ends up below the service module. So when you abort, there's no way to not bring it(the service module) with you.
  12. Actually having the fairings attach to the LES is a good idea. Maybe even just go ahead and make it all one piece. That'd keep the part count down and while a normal jettison would be a bit inaccurate, it'd still function well enough.
  13. The main thing for me is trying to figure out where to have the attach points for the fairings. Not sure how I'm going to go about it, yet. Maybe they should attach directly to the capsule in a manner similar to kw's fairings. Although, then in an abort the capsule wont fall out the bottom, so much as explode out like the hulk.
  14. Durring a non-emergency situation does the Soyuz's shroud get pulled off by the escape tower or does it open in a clamshell style?
  15. MaverickSawyer managed to do it using other existing mods early on in this one's development. Here's a video of it: I'm not sure what parts he used exactly but his video description mentions novapunch for the Escape tower. As far as getting really specific on kerbalizing entire lift stages, I'm not sure that's something I really want to do. At least not at the moment. I do have several ideas for new pods however, but I want to finish the soy-juice system before I start them. On that note, I've been working hard on it. I think people will be happy with the changes, I've got the day off however, so I'm waiting to update until I get as much done as possible.
  16. I think so too, it's something I might do in the future. Although most people just go with asset alcore.
  17. No sorry, maybe at some point in the future. It's not a high priority for me at the moment however.
  18. Mine has the wrong dl link here and on the other threads OP. should be this mediafire one. Download link:http://www./download/ucqbtl6w8kbrm1a/HGR_Open_Part_Mod.zip
  19. I'm sure it'll get fixed. I think Frizzank has just been busy IRL lately. Mine has been listed twice on the front page for a while as well. For now maybe people should write in their votes for curiousepic.
  20. Yea he asked my permission first, I'll put an asterisk on mine next time I'm on my comp. (my phone can't handle editing those big OPs)
  21. Hmm maybe I should change the gimbal on mine to be 0.001. Just in case.
  22. No don't worry about it, I'm just relieved it was only that.
  23. Hmm hard to say without more information. Sounds a little like the "spaces" folder might not have been installed correctly. Have you tried deleting the mod and re-installing? Make sure the HGR folder is in gamedata. Inside HGR there should be folders for the pods as well as one marked spaces. If that doesn't fix it, I'm not entirely sure what's causing it.
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