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Orionkermin

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Everything posted by Orionkermin

  1. I'm glad you're enjoying it. I'm a bit sad that the whole double node thing is what's causing the incompatibility issues with FAR. O.K. Best of luck to you, I'm sorry I haven't had time to set up an install with the same mods you use in order to test it out on my end. At least after the next time I update the shrouds will be their own parts, so this will be a non issue. (Of course that doesn't help with this flight)
  2. BTSM also does a bunch of other stuff I'm not interested in though. For instance I prefer to start with manned flights and don't really want an altered tech tree ATM. I did start this career game though and it's been a lot of fun. Things got good after getting gimbaling engines. I only lost 1 kerbal early on and haven't lost any others yet. I now have RCS unlocked, so it's just making sure I build with monopropellant needs in mind. Here's some pics of my early rockets.
  3. Not really. I actually like the scaled down universe, heck I still haven't made it to Moho or Eelloo or manned missions to Jool. To be honest I'm not entirely sure of the extent of the Realism Overhaul mod, I think it has to do with more realist weights doesn't it? Either way I do like the stylistic approach that the stock game takes, I just found this sort of a fun extra engineering and piloting challenge.
  4. Well I'm hoping that the early gimbaling engines will help me out. I just need to get high enough and survive long enough to get the science I'll need. I have to make sure not to get into orbit either.
  5. Hello, I have been thinking about starting a career save where I disable all reaction wheels before launch, to simulate more realistic control of spacecraft. I'll also be using several mods including TAC life support, DRE, FAR, and RLA stock alike. (the extra RCS options seem like they could be a huge help) I'm sure others have done this sort of thing, so my questions for you is how doable was it and was it fun? I know using early sub-orbital flights to pick up control (for the winglets) and fuel for RCS thrusters will be pretty much essential. I did one flight in sandbox recently disallowing myself the use of reaction wheels and that was pretty fun. Managing my monopropellant as I landed on the moon and making sure I had enough for my return was interesting. Does that sort of thing get old/overly difficult on larger scale missions though? Anyway just thought I'd share and see what some of my peers think about the matter, thanks.
  6. My plan is for the majority to be off white for the OM and capsule. The Service module I'm planning to do in a sort of two tone off white/black similar to how the radish is. I haven't decided on all my accent colors yet, I tend to continually check how the texture looks on the model as I paint it, so if I'm not liking something I can change it. This image is one I'm taking a lot of inspiration from, at least when it comes to the patterns and such. The palette will of course match the stock stuff in game. http://en.wikipedia.org/wiki/File:ASTP_Soyuz_Spacecraft.jpg
  7. Starting to come along! I still have to finish up UV mapping on these and modeling the two IVAs. Then I get to work texturing everything. The baseplate of the service module is 2.5m and the top is 1.875m. The bars under the capsule are part of its autoshroud, which is fitted to 1.875m as well. The top and bottom of the OM is 1.25m. Edit: Oh, I also wanted to mention that I updated the OP and test download. I if anybody wants to help with testing the updates to the radish.
  8. Ahh the iron giant, truly vin diesel's greatest role.
  9. Oh, I've been working on improving the pod's stability with FAR and that means having to replace the auto-shrouds with actual parts i.e. service module. Still undergoing testing though.
  10. Doing some testing and playing around with the service module version. Reentered facing prograde, turned off SAS and the pod righted itself. Unfortunately I'll have to make the small shroud into it's own part because I had to bring the node in closer to get the pod stabilized. Once I get that up and working I'll put it up on the R&D thread for testing. Figured it was a long shot, oh well. Thanks, I admire your work greatly, so it means a lot. Edit: OK I've added a download link for the test version to the OP of the R&D thread http://forum.kerbalspaceprogram.com/threads/67164-HGR-R-D-Thread?p=927510#post927510
  11. I don't think they're something that are tweakable by default, maybe with tweakable everything mod. I wouldn't want to rely on another mod for basic functionality though. I think that the people who use both nodes at the same time, do it to simulate a service module anyways, so they'll still be happy I think. I might just remove the 0.625m node from the spud, but also provide code/an alternate .cfg for those that still want to use it.
  12. Yea, I've been experimenting with a roughly implemented service module version that seems to be working so far. I think I'm going to leave the small auto-shroud on, as it doesn't seem to be having problems existing inside the service module. I think I should probably do the same for the spud as well, to avoid any issues. This definitely explains the super slow terminal velocity I've been seeing on both pods as well. Also means that my soyuz won't be using a double node. @Read have Read: That could work as a temporary solution and is just about the same as using the two .cfgs I posted further up. The issue though is that it will load both pods and take double the memory usage, so I don't think it would be best for the mod in the long run. I'm going to try to get a test version up sometime tomorrow I think, as other people tend to be a lot better at spotting bugs than I am and that way I can see how people feel about the way the service module should act.
  13. Here you go S4qFBxkFFg if you replace the .cfg files with these it should give you two versions, each using a different node. PART { // --- general parameters --- name = RadishLG module = Part author = Orion // --- asset parameters --- mesh = Model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 node_stack_bottom2 = 0.0, -1.7, 0.0, 0.0, 1.0, 0.0, 1 // --- editor parameters --- TechRequired = advRocketry entryCost = 0 cost = 2000 category = Pods subcategory = 0 title = HGR-57 "Radish" Command Pod MK2LG manufacturer = Home Grown Rocket parts. description = Designed to aleviate long lines at the launchpad, this pod has seen success as an upgrade to the MK1 command pod. It is also great for romantic dates and improvised rescue missions. Veterans apreciate having a hand to hold when things look grim. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 21 maxTemp = 3400 CoMOffset = 0, -0.55, 0 vesselType = Ship // --- internal setup --- CrewCapacity = 2 INTERNAL { name = Radish } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 7 YawTorque = 7 RollTorque = 7 RESOURCE { name = ElectricCharge rate = 0.36 } } RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleJettison jettisonName = RadShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = RadShroudLG bottomNodeName = bottom2 isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } } PART { // --- general parameters --- name = Radish module = Part author = Orion // --- asset parameters --- mesh = Model.mu scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -0.95, 0.0, 0.0, 1.0, 0.0, 1 node_stack_top = 0.0, 0.75, 0.0, 0.0, 1.0, 0.0, 0 // --- editor parameters --- TechRequired = advRocketry entryCost = 0 cost = 2000 category = Pods subcategory = 0 title = HGR-57 "Radish" Command Pod MK2 manufacturer = Home Grown Rocket parts. description = Designed to aleviate long lines at the launchpad, this pod has seen success as an upgrade to the MK1 command pod. It is also great for romantic dates and improvised rescue missions. Veterans apreciate having a hand to hold when things look grim. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 1.3 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.15 angularDrag = 2 crashTolerance = 21 maxTemp = 3400 CoMOffset = 0, -0.55, 0 vesselType = Ship // --- internal setup --- CrewCapacity = 2 INTERNAL { name = Radish } MODULE { name = ModuleCommand minimumCrew = 1 } RESOURCE { name = ElectricCharge amount = 100 maxAmount = 100 } MODULE { name = ModuleSAS } MODULE { name = ModuleReactionWheel PitchTorque = 7 YawTorque = 7 RollTorque = 7 RESOURCE { name = ElectricCharge rate = 0.36 } } RESOURCE { name = MonoPropellant amount = 20 maxAmount = 20 } MODULE { name = ModuleScienceExperiment experimentID = crewReport experimentActionName = Crew Report resetActionName = Discard Crew Report reviewActionName = Review Report useStaging = False useActionGroups = True hideUIwhenUnavailable = True rerunnable = True xmitDataScalar = 1.0 } MODULE { name = ModuleScienceContainer reviewActionName = Review Stored Data storeActionName = Store Experiments evaOnlyStorage = True storageRange = 1.3 } MODULE { name = ModuleJettison jettisonName = RadShroud bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } MODULE { name = ModuleJettison jettisonName = RadShroudLG bottomNodeName = bottom2 isFairing = True jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } }
  14. I had been thinking about asking Ferram, but felt kinda bad as I see he's constantly got a mountain of questions bombarding him. Thanks for finding out though, now I can design with this information in mind. It should be pretty easy to copy and alter the .cfg, when I get home I'll provide you better details. Well I had been thinking about changing the large shroud into a service module after I got done with my soyuz style pod, not sure what I'm going to about the smaller one yet though. Not sure exactly how I'm going to handle e sry thing yet, but we'll see. I had been thinking about developing a 1.875m parts pack in the future and the radish seemed like a perfect fit. I'd also be slightly bothered by the service module(s) being only useable by the radish. Oh well I'm sure I'll get things straitened out eventually. Has anybody had similar trouble w the spud? I wonder if having tiny sized nodes could help the problem in the interim, until I figure out a more permanent solution.
  15. I tried to reproduce this, following your steps but it didn't happen for me. Was this an isolated incident or have you been able to make it happen consistently? I'm not using any VAB/editor mods, so I wonder if it could be some conflict with one of those effecting the node or something. (If you're using one of them of course.) Since I'm having trouble reproducing this, I'm not sure how to fix it right away. If it's causing major problems for you though, you could delete the module for the large shroud in the Radish's .cfg file. It's listed as RadShroudLG under the modulejettison. It should be at the very bottom of the .cfg. I'll keep trying to figure this out and if anybody else has seen this sort of thing happening can you let me know please.
  16. I believe the 64-bit issue is a limitation of Unity, so there's really nothing squad can do about that at the moment.
  17. Have you tried RLA stock alike? They have some really good .675 parts including fuel tanks and several engines balanced better than the 48-7s. http://forum.kerbalspaceprogram.com/threads/24593-WIP-RLA-Stockalike-0-9-4-released-27th-November
  18. I'm wondering if there are any mods that feature stock like 1.875m parts and if people would be interested in such a mod. It's something I've been thinking about doing, but I'm unsure if anyone else already has. I haven't found anything by searching and I know KW, novapunch, RLA, and AIES don't have that size.
  19. I like to think of the tests done on kerbin as control groups for future studies in space. Things like surface samples could be considered astronaut training, even the Apollo astronauts had to be taught what to look for and the best way to collect samples. Sure they didn't fly rockets out to do their training, but I think most would agree KSP is more game than simulation. Just my two cents.
  20. Thanks for the help guys, but what I actually need are the dimensions of a sitting kerbal so I can use that as a box while I model to prevent clipping. Their helmets are the widest and deepest part of their model. It's an issue of fitting them without clipping or photo bombing eachother rather than getting realistic sizes.
  21. It's been a busy week for me outside of KSP. Unfortunately that means I haven't gotten much done on this yet. Hopefully I'll have more success this week. Anyways here's a screen of what I do have done. I haven't size tested it yet. (I need to be sure 3 kerbals will fit in the arrangement I like) Which, if anybody has a good idea of what to use as a referance I'd like to hear it, as I typically just import it into the game to check kerbal positioning in the IVA and little camera picture. I know they are 1m tall, but inside they're in a sitting position and I'm not sure how wide their helmets are. Once I know the sizing is ok, I'll be able to start really moving forward with everything else.
  22. Sad thing is, my last few career games, My first flight is just to crash the trio into the VAB to get rid of them...(permadeath) it just gets annoying using the big three all the time just because they're at the top of the list and I don't always want to micro manage my crew.
  23. managed to snap this while getting biome science around the Mun. Luckily I was in a polar orbit. Just wish Minmus was in the shot.
  24. Thanks, it seems a spherical pod is something a lot of people wanted and I didn't even realize it when I first started making it. I wish the LK would have gotten its chance at a moon landing. (And I'm American, the irony!) But really, I just want to know if it would have worked. I don't think the Soviet program gets enough attention, so most people aren't as familiar with it. I know it hasn't been till my adult life that I've been learning about it. I personally really like Soviet stuff from an artist standpoint; a lot of interesting and unusual shapes to work with. I'm excited to see what the Chinese Lunar lander looks like when the time comes.
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