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Orionkermin

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Everything posted by Orionkermin

  1. It's going to be designed to fit on 2.5m parts, but be a little skinnier. I'm planning to give it two nodes again one with an autoshroud that goes out to 2.5, the other intended to connect to a dedicated service module. The top will be 1.25m. I'll explain in better detail when I can get some pictures drawn up to help me out.
  2. Looks pretty good, but bigger than I was planning. With the mk 1-2 pod basically being Apollo I feel that this should be a little smaller than that. When I get home from work today I'll draw out how I've been planning the exterior.
  3. Feel free, I'm not promising anything mind you, but I'm willing to at least take a look for sure.
  4. The reason I have it at start is so that people can role play a soviet style ksp if they want. I also think the standard lander can come WAY too late in the tree. When cost comes in I'll probably make it more expensive than the mk1.
  5. Thanks I have seen that. Mine might be a little small for it, but I'm not sure yet. I definitely want to make it slimmer than the 2.5m parts, probably something like 2m and then have it taper out to 2.5m at the bottom. That should give it that distinctive shape. For now I'm going to be focused on the capsule and service module, as an orbital section should be able to be rigged up using other parts/mods for now. I also want to go for something more cartoony/kerbal or less advanced looking as I know bobcat's HOME project is sort of like a futuristic soyuz type thing. The main thing for me is figuring out a good way to handle visibility. I know I could use RPM to make a periscope, but I like my parts to function like stock without other plugins and things, for me that's a part of being stock alike. (I'll of course still add MFDs as I know people really like them) Things I've thought about are using a collider to change the camera to the inside of a periscope tube, like when you double click on a window. And having the middle kerbal in a lower recessed part of the pod with forward visibility under the nose.
  6. well I don't want to make any promises this early, as I'm still working things out and brainstorming. It's going to be tough to pull off well and I want to take my time and get it right. I'm searching for good inspirational pictures It of course wont be a replica, but more like my other stuff; a stock like pod that's meant to be analogous to the real thing. I want to stress that this might take me a while to get right, and figure out exactly how I'm going to do it though.
  7. Sure, How parts normally look on the bottom:(if you're using 6s containers, then you can just connect them here and cover that stuff up. Great for science but your rocket can start to get tall. Now pick them back up and use the WASDQE keys to rotate them inside the decoupler: Add a fuel tank or whatever you want next:(This can be tricky with the rcs sometimes but either wiggle it till it'l allow you to place it or enable part clipping Alt + F12) Here's how it looks after decoupling: If you only do this with batteries the tank will go on no problem.
  8. I like to put stuff inside my first decoupler. (The one that will separate the pod) If you attach radial stuff from underneath and use WASDQE to rotate it inside, it functions fine and doesn't get ripped off or anything. I also like how it looks when you decouple the pod and there's batteries and such in the there as the service module drifts away. Just be careful because you wont be able to click on things you put in, so only put in stuff like batteries and rcs tanks that you wont need to click on. The stuff inside the 6s are attached to a structural component you get kinda late in the tree I think. But you can always stick stuff to the bottom of say a fuel tank then plug a 6s part over it. I use them too.
  9. Hmm, I'm not very familiar with ECLSS, but let's see. The first thing I would try is to delete the module manager files that add TAC life support functionality as that may be causing the error. You can find each of those in the respective pod's mod folder. So for example HGR>Parts>Radish>Mod then delete the "lifesupport.cfg." You'll have to do that for both pods. Let me know if that fixes the problem and if not we can try something else. This also makes me realize i need to organize my module manager files better in the next release.
  10. New version is out! I want to thank everyone who helped me out in the R&D thread. The support and reception that the Spud received was way beyond my expectations. Without your feedback both good and bad I wouldn't be able to produce at the quality level that I have so thank you! Keep an eye on the R&D thread, I'll update it when I have something new to show off.
  11. There's a command line in the internal .cfg that will make them appear without a helmet in the IVA. I don't know what would cause them to keep it off after they get out though.
  12. Is it from this? http://forum.kerbalspaceprogram.com/threads/4076-AVK-Spaceworks-r4-12-19-11-NEW-Cyclone-1-1 Also I've done yet another update. (Sorry I know they're frequent and minor) Some more cosmetic improvements and added that extra node on the bottom. I'm also trying out a little bit different lighting for the IVA picture, so let me know if you like it. Its supposed to look like a glow from the instruments and looks best up in space in the dark. Finally something I made for no real reason... http://i1276.photobucket.com/albums/y477/morrowindorion/2014-02-03_00005_zps55e67ee4.jpg' alt='2014-02-03_00005_zps55e67ee4.jpg'>
  13. Next version will have a small size node you can use if you want instead of the shroud. I've actually been brainstorming how a soyuz themed stock-a-like would function and look, so if it's not the very next thing I work on, it'll probably be something I do in the future. I'm glad you like my work, I'm really new to all this so its nice to hear.
  14. So here's a question for you guys, should the spud's default map icon be a ship or lander?
  15. I think just the configs will work. Good luck, this sounds cool!
  16. @Captain Sierra That's really strange the IVA cam has always worked for me. In fact the entire front of the IVA space is a separate object in the internal spaces layer specifically so that the little cameras work properly. Does anybody else have this issue? @S4qFBxkFFg I know what you mean, I have a little trick that works most of the time in that situation. When you're adding a part and it looks like it could attach to the pods bottom node, after it first snaps to the node, nudge it up just a tad and if it sticks up higher your in the right spot.
  17. ^^^ I agree, it's a logical progression. If you feel the need to mix things up, you could always flyby one moon, then land on the other.
  18. I've tried it a couple times but, it was a little fiddly. I'll go ahead and add it back in for the next test release to see what everybody thinks and if they find it useful. I'm glad you found the right version of the radish, the older one on spaceport always seems to be the one that pops up first on searches. I like pictorial journal style missions so keep up the good work I like what you've done so far. @Komodo, thanks I think finding a good looking way of attaching parachutes will make a lot of people happy. And I think you're right, take a few days away to just play the game, maybe fly to moho for a bit and come back fresh, then get back to work. I can get overly excited and then I push too hard, end up with burnout. Something I have to be careful of.
  19. Hmm I haven't used real chutes yet, how tall are the inline ones? I kinda like the mini radials I made because they look better on the radish and mk1 pods too, for those times when you need a docking port on top. I halved the fully deployed drag too, so 2 together are about equal to a normal chute.
  20. I don't like the jack-in-the-box look either so it's not out of the question. The only problem is that I don't know the first thing about animation and I'm pretty sure that parachutes require an animated object in unity. I also want to focus on getting this pod up to spec, so for now I'm just going to say its a possibility but don't count on it soon. What can do though is flip the mk16 upside down to hide it, it still works fine as long as your not using deadly reentry. (Itl burn up) If you are using DRE, what I've done is create a config for a half size radial chute. I can post the code for it after work if there's interest.
  21. Thanks, better than cluttering up the VAB with adapters that's for sure.
  22. If it's mine you're talking about make sure to get the most recent version, there's an older one floating around the spaceport. http://forum.kerbalspaceprogram.com/threads/60974-Home-Grown-Rocket-parts%28HGR%29-Update-Jan-14-better-visibility-and-mod-support
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