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Orionkermin

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Everything posted by Orionkermin

  1. Ver. 0.3 is out now, it's pretty minor changes compared to 0.2. mostly just fleshed out the IVA props, adjusted the lighting in the cockpit, and more texture tweaking. I also removed the normal maps because frankly they weren't really helping the pod look better but, were taking up a lot of memory. I need to study up on all the aspects of bump mapping because just letting GIMP create a normal map is not enough. This might be the last update before I add the pod to the release thread, unless there is something gamebreaking or terribly wrong with the pod. I feel that I need to improve my skills more to get anything better than what I have now and that's a matter of study and practice which takes time. Edit: looking at it more I still think I can improve it. Maybe I'm just in a little funk and need to take a break from it for a few days and come back fresh.
  2. TAC seems to be the most popular, I use it and it works pretty well.
  3. Yea I forgot to do that in my soviet style mission too. I wonder what the best way to simulate the LK's unique takeoff profile would be. (Taking the engine w you but leaving the legs still connected to eachother)
  4. I know it isn't relevant yet, but what about the costs of parts? I'm sure that will be one of the aspects that parts are balanced by in future builds of the game so, might be something to keep in mind as well. Keep up the good work!
  5. Those little tanks are just a part of the shroud to make it reminiscent of the Vostok in a kerbal kind of way. You could think of them as holding the RCS fuel inside the pod. Is DRE deadly reentry? If so then yes it has a heatshield built in by default but it's weaker than the standard 1.25m versions to keep it a little more balanced with the mk1 pod.
  6. Ok ver. 0.2 is up. It's mostly an artistic upgrade, but there's some minor tweaks as well. I dropped the reaction wheels down to only 4 torque to make it fall between the Mk1 pod and lander can. I don't want to lighten it anymore because I feel that would take the specialized advantage of the lander can away. (Just imagine this pod is heavier because its made of stronger materials) Its starting to look better, but there's still a lot to do on the visual front, but you can get an idea of the direction I'm taking this in. @Komodo I actually lowered the CoM so that it would be weighted and face the right direction during reentry. On that note I wanted to mention that once this pod is finished and I add it to the main release, I'll be making some tweaks to the radish as well. Notably further lowering its CoM as it's still a bit unstable when reentering with stuff attached to the nose. I could probably make it heavier, but I like having the radish able to land with a single chute. (I'll need to do some testing to see what works best)
  7. Nice job! I'm always impressed at how well some people can make fairings out of structural panels.
  8. I'm pretty sure it's just that the center of mass is still a little too high and the pod is relatively lightweight for its height. So, its susceptible to getting the CoM raised a bit too much. Here it is with just a mk 16 parachute on top... ...Now with just an rcs tank, docking port, and radial chute. Its moved up quite a bit towards the center. I'll probably drop the CoM further down in the next update, but the newest version still functions much better with FAR than the previous one did.
  9. Probe? Poor Bob never gets credit for his landings. The pod is still in development, just look in the add-on development subforum under HGR.
  10. http://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-30_00005_zpsa976098f.jpg' alt='2014-01-30_00005_zpsa976098f.jpg'> RCS powered lander
  11. So, thought I'd show the current state of the exterior. It's mostly just a little less shading to make it match the stock look better and a little more detail on the shroud. (Instead of a bunch of boxes) Also I've found that due to the shroud you can use the single direction RCS port to make a low gravity 2 stage lander. I tried adding a second stack node, but it was too fiddly and most the probe size parts don't fit well inside the shroud. It does however make me want to make a 2 man lander can designed with being 2 stages in mind. Maybe something for the future. http://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-30_00004_zps0f9fb688.jpg' alt='2014-01-30_00004_zps0f9fb688.jpg'>
  12. Thanks, I hate sending kerbals alone too. (That's why I made it) But, it looks like you're using the older version of the pod from the spaceport. If you prefer this one it's fine but, just to let you know the newest version (On the first page) looks a lot better, especially the IVA, and has a lot more utility. In any case happy flying ^^ P.S. I almost forgot, all stock pods other than probes, have that staging icon as far as I know. They always have in my games at least. Edit: I was reading your mission report and saw you were having reentry troubles. That's one of the issues the old version pod had that was fixed with the latest update, as well as a built in heatshield. Just remember to land all your old flights using the old pod before updating.
  13. Yea it can get around pretty good with just a reaction wheel. I actually have the physics mesh flattened a little on the bottom to try and help keep it from rolling too much after touchdown. best thing to do is aim for the dessert I guess. (ok anywhere flat, or just strait into the ocean too) Edit: I suppose you could completely cover it with photovoltaic panels... DISCO ROVER!
  14. I really don't go to other planets enough. Here's an Ike set for you. http://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-21_00010_zps90b767ca.jpg' alt='2014-01-21_00010_zps90b767ca.jpg'>
  15. Hmm parachute burned up? I've been having mine burn up too, but I've been sticking them on upside down because it looks better. Was it not being shielded by the bottom of the capsule or was just the reentry profile? I'm a little worried there might be an issue where parts on too are not being shielded properly. Edit: Made a slight change to the top of the physics mesh that I think is helping. Still not shading things as much as I'd like but reentry should be a little safer. I updated the download but that's the only change I made so anybody not using deadly reentry won't see too much of a difference. @komodo Thank you, it makes working on this stuff that much better when I know others are enjoying it.
  16. Actually I made the pod myself This actually started out as a test mission. I've been really interested in soviet spacecraft lately, so it's sort of led me to this. Here's a link to the development thread if you want to check out the test version I have up.
  17. First test build (Version 0.1) is available to download for anyone interested. Check the OP for a link. Still a good ways to go before a full release, but hopefully it wont take too long.
  18. Lots of people go apollo, but how many go soviet?
  19. So in testing I've found an unintended use for the pod as an orbital module. http://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-25_00004_zps94994cc0.jpg' alt='2014-01-25_00004_zps94994cc0.jpg'> Also messing around with the color pallet.
  20. Hello, This thread will be to discus the projects and updates I'm currently working on to add to my actual release, HGR or Home Grown Rocket parts. If you would like to see the release thread you can find it here. HGR started as a collection of random parts I made all the while learning to mod. Over time it has evolved to primarily focus on a full feature 1.875m part set including kerbalized versions of the Gemini and Soyuz spacecraft, which both fit the size category excellently. I've come a long way in the last year and learned a lot about making parts for KSP. Because I've grown so much and because of the messy state HGR came to be in, I've decided to reboot the mod from scratch. This time there will be a better focus on 1.875m parts an the spacecraft that fit that size range best. As such not *every* part will be re-made and included in the new version, but I will always make sure there is a legacy download available for those that still want them. I'm working in phases this time around, starting with the fuel tanks, aerodynamic bits, and adapters. I'll then be moving on to engines. And finally I'll be re-working the spacecraft. I've already managed to remake a few of the parts which are shown in the album below. I'll be updating it as more gets finished. DOWNLOAD HGR_Redux Dev Ver0.1(Jan.18) -DRE -FAR/Near -Tweakscale -Community Techtree Installation -Extract the GameData file into your KSP directory and merge the contents. -The file path should flow as follows: [YourKspDirectory]>GameData>HGR_Redux -Make sure not to extract the whole .zip fie into your KSP directory. Legal HGR_Redux is all rights reserved My current WIP is a stock alike Soyuz/Shenzhou style capsule, OM, a 1.875m parts pack, and a few other goodies. While my main focus is on the Soyuz parts, I will still also be releaseing 1.875m parts as I get those done. This is the beta version of HGR and new parts are always coming out. You can download and try it out below. The pack now contains everything found in the normal HGR release and what used to be known as HGRtest. You will no long need both versions. Just extract the "HGR" file into your KSP>Gamedata folder and you're good to go. Make sure you delete any old HGR content before updating to a new version. You MUST extract HGR into gamedata or many parts will not load. Warning If you are upgrading from an older version it is always advised to back up your save files first to avoid any mishaps. DOWNLOAD: HGRbetaV0.24(Oct 20) Previous version:HGRbetaV0.23(July 20) Alternate Service Module featuring four small nozzles instead of a single larger one. (Does not replace standard version) Original Onion (Old red stripe) (July 20) -Re-balanced for "First contract" -Some parts moved on the tech tree to reflect the new layout -The original onion and the 1.875m tri adapter were removed -Added New "Leek" Orbital module -Added 1.875m Nose cone (July 7) -Updated IVAs -Updated RPM support -Updated KAS support -Added first release of the Onion's IVA -Updated Latch-O-Matic's texture -Added the "Low Pro" RCS set (June 27) -Updated Textures -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) (June 15) -many changes, check my post here (May 30) -Switched to new "beta" format -Improvements to several textures -New OM, nosecone, engine, and solar panels -First build of the progress style pod "Lima" (May 15) -Fixed the FX issue with the G90 (May 14) -Version 1 of PMK released -Updated visuals for the Soy Svc Module -New Engine Effects for the G90 (April 22) -new geometry on existing parts to allow heatshield -new parts added including 1.875m heatshield, Soy-juice service module, and radial tank from OPM -Art pass on pretty much everything not directly related to the Soy-juice -Reworked the large inline chute completely (April 10) -fixes to the G47b -added a 2.5m shroud to the G47b (April 7) -Added soy-juice IVA -made some engine tweaks (April 2) -Changed nodes to size 2 on tanks and engines -Minor tweaks to the G90's mesh and the decoupler's .cfg -Flag Decals added to the Soy-juice and Radist"test" -Small escape tower added -Newer version of the small inline chute (March29) -Added G90 and G47b Engines -Added A test version of the Radish and its associated parts (March 22) -Fixed a model path error for the small flat adapter -Fixed an issue with the small tank that was conflicting with one of the stock ones (March 21) -Autoshroud on Soy-Juice is now its own part and acts as a decoupler. (has 2 bottom nodes to choose from) Unfortunately Ferram let me know that for the time being, even with a custom drag model, the double node would be an issue. I've decided to do away with double nodes on capsules for better reentry safety. Expect a new test version of the Radish in the near future. -As such node placement on many parts has changed. -Removed the Service module. (I think that I'll make a unique service module and other assorted specialized parts for the soy-juice as an extra add on similar to how SDHI did for the MK1-2. But it wont be untill all this is done) -Added new fuel tanks, adapters, and a placeholder decoupler for the 1.875m parts line. -TAC life support and DRE compatible modules added to the soy-juice and onion's .cfg files. (For some reason module manager stopped working correctly on all my HGR parts and I haven't gotten it fixed yet) -Some career mode placement changes To do list: -finish/improve textures -General Balancing -Add IVAs -Mod support -Career integration -Probably other stuff I've forgotten at the moment ------Fan Contributions-------------------------------------------------------------------------------------- RealFuels cfg by Sandworm RT2 cfg by Hades ECLSS cfg by HawkW Thanks everyone I hope you enjoy it and all feedback is welcome. Bundled Plug-ins: (Not required) -Landertron.Dll by XanderTek, source can be found here. -BDAnimationModules.dll by BahamutoD, source can be found at here. -Thank you, Orionkermin Legal Information: -XTLandertron is GNU GPL -B.Dynamic engine animation .Dll is CC-BY-SA -All models and parts in this mod are All rights reserved. About Orionkermin I'm a beginner when it comes to 3d art and scripting, but I'm enjoying everything I learn. I'm hoping to get the opportunity to go to school and learn 3d art proffessionaly, but for now online tutorials are my main educational resource. This is the first modding work I've ever done and I'm loving it all!
  21. Nice, I'll have to check these out when I get some time to play again.
  22. Hmm it could be a conflict of MM files as I use some built in to the new version. I aslo(shortsightedly) used the same name for the new pod in its config as the last so it could be other conflicts w the old pod. I would recommend landing flights using w the old pod then delete the old one when updating. Remember to delete the old radishinterior in the squad>spaces folder too. (It could be trying to load both IVAs if you didn't) In any case thank you for the heads up and I'll update the OP ASAP
  23. I recently sent a long term science station to Minmus to make several landings and test the new lab.
  24. That's ok, there was no obligation on your part, it's not like any of us get paid to do this. And you can still give me your impressions, because there will always be more updates:)
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