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Orionkermin

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Everything posted by Orionkermin

  1. Re-live my childhood playing solar jetman.
  2. Thanks! The service module will be disappearing (at least temporarily) on the next update in favor of adding parts to build your own. The reason for low electric charge on the OM is mostly to balance it vs other drone pods. It used to be up before I updated to the soyjuice. I can add it again in the next update.
  3. Oh no, I was using shroud and fairing interchangeably in that case, a poor choice of wording on my part. I haven't made up my mind on what's going to happen with the radish yet. I'm pretty torn both ways and working on the soy juice is still my main priority with so much still needing to be done there. As far as actual fairing go, I typically use procedural fairings myself, but have dabbled with KW's as well. Does the large shroud fit inside their 2.5m fairing? I can't remember if I've tested this. With two .cfg files you end up with duplicate parts in the VAB which can be annoying for many people. I'm sure that some solution will be found, it'll just take time.
  4. Was it the one in my sig? If so it's a link.
  5. Oh ok so you're basically using both nodes at the same time right? If I make the service module then the pod would only have one node so I'm not sure that would still be possible. However I've been debating whether or not dedicated service modules are really in the spirit of the game to begin with. I might very well end up just doing a custom drag model for it. What do you guys think? Is the all in one nature of dedicated service modules a bad thing? I'm working on a few 1.875m parts for the next update so that I can try the soy juice without it's service module.
  6. I must admit, I'm a little confused about what you mean. Wouldn't the service module itself be used for that same purpose? Maybe a picture would help if it's not too much trouble. I took this back when I was testing the Radish's SM. It had ok Delta V even using a poodle. I made a Gemini style moon lander with it too, but sadly have no pics. @Sippyfrog hmm well that's why this in alpha I'll have to play around with the custom drag model some more and see if I can figure out what all the curves mean. Should add the second node even without the model so I can get this thing falling correctly. (Also if anybody wants to explain what everything in the customdragmodel Module does I'd be happy to hear it)
  7. Thanks, I actually made it as a project for my class. MWAHAHA No it doesn't have a custom drag model. And that's because, I'm making the larger fairing into a service module. (It was up for download before I update the OP to the soy-juice) I haven't updated the official release because I decided I wanted to add a second node to the top of it in order to allow it to fit standard 1.25m parts like the mk1 command pod as well.
  8. Thanks! Cool to see it used with other parts, I haven't gotten to do a lot of testing with it. What decoupler is that if I may ask. Interesting bug, thanks for letting me know. I'll have to check and see if it's effecting the radish's service module too. Awesome, I didn't even know the Soyuz pooped out the back like that. (I had to look it up:D) Thanks Sippyfrog (I always read your name as Slippyfrog, too much star fox i guess.) I think it's pretty obvious that the service module hasn't gotten the same amount of attention as the rest of the parts, so you're complaints are justified. To be honest I'm debating on just dropping the service module all together. Now that I know about setting up a custom drag model in FAR I should be able to get this baby to fall just fine even with a double node on the bottom, meaning I can just give it a second shroud that goes to 2.5m. And I want to work on a 1.875m parts pack after these are done anyway. (The current shrouds size and 1.5x the "normal" sized parts.) With those people could build any style of service module they wanted and we wouldn't have a part that only really works for the soy-juice. The capsule actually already has a custom drag model set up for FAR, so if anybody is playing with it could you let me know how your reentrys go. Also (apart from the asset's art) what do you guys think of the parachute? How's its animation?
  9. I hope this helps, the models look nice.
  10. Thanks TerLoki, I'm glad you like them. I'm working on a soyuz/shenzhou inspired design you might like. If you haven't seen it already check out my R&D Thread.
  11. That's from outlaw star isn't it? So is your ship going to have two grappler arms as well?
  12. Note that if it's blocking the little pictures when you are in the external view putting it on the "internal spaces" layer (20) will make it appear inside the IVA view but not in those portraits. I'm pretty sure squad's are on this layer.
  13. Lets see, it's been a little while since I made my props so I hope I don't leave anything out. I think you just creat the prop like you would a normal part, say like a fuel tank or whatever. Make sure it's set to be in either the kerbal or interior spaces layer so it shows up in the IVA view. Export it to the game using part tools but put it in a props folder and set up a .cfg file like the one's in squads props folder. That should do it I think.
  14. Yup, that's the idea. Don't get me wrong, while I'm not wholly against specialized utility parts; they aren't high on my priority list. There's also a lot of other mods out there you can find at least similar parts. For instance I know the real chutes mod has some inline parachutes you could just put a decoupler or docking port on those as well. There's a few mods around with solar panels you can use for now, that might look nicer than the stock ones. Basically what I'm trying to say is, while it is a possibility for me to make such parts, it wouldn't be until a few other projects of mine are finished and I haven't decided if I want to do them or not yet.
  15. Ok, I've begun to implement the pod into the game so that I could do some early testing and comparisons and well I wanted to see it in game. This is still a long way off from even public testing with lots more work to do to the textures, adding at least preliminary IVA, and all around testing and such. But, we're continuing to move forwards at a good pace! Anyways, I'll keep on working and updating until this baby is ready to go!
  16. Aww man that's horrible! What about the save you sent me, no way to revert from that?
  17. Correct me if I'm wrong because I've never played it but isn't shadow run sort of like this? Fallout is quite fantasized as well if you look the way an actual atomic holocaust would be like.
  18. That was one of the reasons I went with the shenzhou style OM over the traditional spherical one actually. I want to have it unlock at the same level as the Lab does. (Space exploration I think) It will hopefully make a nice docking tunnel on space stations as well. In fact I think the actual Shenzhou OM is designed to be able to detach and become a part of a space station, is it not?
  19. My guess is more than half the forum users make it to Mun and Minmus. However, Duna and beyond you will likely see a large drop-off.
  20. It's two parts, so I'm not sure what you mean. The top of the capsule and the ends of the OM are 1.25m. You're still going to need to add a decoupler or stack separator in between them to separate them.
  21. Yup, it'l have a probe core built in. I'm also planning to give it a decent storage capacity for TAC life support.
  22. I've been starting on the textures for the exteriors and thought I'd post up what I have so far. These are obviously still not complete, but hopefully It'll give an indication for the style I'm going for. Still more to do, but I think I've found a good stride so hopefully it will keep me going and finally get this thing into the game.
  23. Thanks, I'll look into this more! I might still change the 2.5m fairing into a service module though, as it is kind of fun and allows for some more interesting construction. Maybe I can give it it's own auto-shroud on top so it'll work with the mk1 pod too... hmm.
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