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Orionkermin

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Everything posted by Orionkermin

  1. Does the pod spawn with it or did it get stuck on after first connecting another part? If its the latter, it could be that a small part connected to the large node and the fairing is covering it so that it cant be removed. Otherwise it's something I've never seen and hopefully I can fix it @_@ It shouldn't require any mods to run, the fairings work using the same methods as stock engines. All of it's mod functionality comes from a few .cfg files in its parts file. Maybe deleting the one's pertaining to mods you aren't using will help.
  2. I wanted to say thank you to all those that helped me test this thing out before release. It really improved the quality a lot and I really appreciate you all taking the time to help.
  3. Thank you Frizzank, the windows are looking much better now. I still have some more cleanup to do to them but, your advice made a huge improvement. I also set up the second bottom attach node and large fairing. (It was easier than I thought) It's reusing the original's texture to save space. I also added a physics mesh to both fairings so that FAR recognizes them correctly and you can stick radial stuff to them. I also did a first pass at the interior prop layout. http://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-10_00001_zps1ab71805.jpg' alt='2014-01-10_00001_zps1ab71805.jpg'> The new version is getting closer to an actual release. If anyone wants to help, I may need some people to test it soon, let me know if you're interested.
  4. Would that mean painting the texture itself transparent rather than just using a transparent shader?
  5. So I took some screens from a recent test flight I thought I'd share for a little feedback and to keep ppl interested. I still don't have all the props arranged in the IVA so I didn't take any pictures of the interior itself yet. With this mission I was trying to see if i could dock more or less just looking out the window. Some shots are of the new exterior, some are from the Kerb eye view, but most window shots are from the window collider view. (double click on windows) Let me know what you guys think. I also had the idea to add a second bottom attach node that could be used when you want to use the pod with 2.5m parts, that way a different fairing spawns and you wont need any adapters or anything and it should look a little cleaner. I don't really want to do the work to make it if there's no interest though.
  6. Wow. Right now I have the problem fixed by moving all the objects up in unity. I'll have to do some searching around under comoffset, thanks this will probably lead to a better solution than I have currently.
  7. Yea right now the center of mass is too high and it will tend to tumble on reentry, especially with FAR installed. I would look at the 1.25m heatshield config as that's what I'm pretty much using and it seems to work.
  8. Hi everybody, I thought I'd share a little progress report with everyone while I have the chance. So it's been a crazy holiday for me, I'm just getting over a bad illness because of which I didn't manage to get a ton of work done on the mod. However I'll post some pictures of the things I'm working on to get some feedback and keep everyone up to date. Firstly I did start on the hitchhiker pod and then promptly got distracted making a 1m cupola module. I haven't finished adding handles or an airlock to the hitchhiker and neither has an IVA model yet. I'm trying to mirror the larger versions already in the game with these. I'm also not sure if I should make the hitchhiker a one or two kerbal pod? If go for two I may need to lengthen it. As far as the radish goes, I of course, couldn't stay away. I learned some new modeling stuff from watching various tutorials and decided to try and improve the windows after all. Keep in mind that the textures and geometry are not finished, especially with the IVA. This view is from the kerbal's eye perspective and you can pretty much see right down the nose. http://i1276.photobucket.com/albums/y477/morrowindorion/2013-12-27_00009_zpsa4616ec0.jpg' alt='2013-12-27_00009_zpsa4616ec0.jpg'> It will still take me a while before I can release this and I want to include better support with other popular mods in the next update as well. Notably deadly reentry, TAC life support and ferrum aerospace. As well as including the MFD from raster prop monitors. So, as always thanks for all your support and encouragement I hope everyone has a wonderful new year!
  9. Sorry I'm going to be away from home for a couple days so I'm stuck using a mobile phone to respond. @Astropapi1 -cool pics! It reminds me of a Soyuz without the orbital module. @therealcrow999 -thanks for the patch again. I've been reading up on the raster manual, so hopefully I'll be able to add monitors of my own creation in the not too distant future. @boosterspice -Thanks, I wanted better visibility from the beginning but everything I've tried to do has resulted in an ugly exterior. Hopefully there will at least be a nice big periscope view on the middle console in the future, to make up for tiny windows.
  10. Just for a week or so, but I don't blame therealcrow for wanting to wait. I'm hoping to add MFD in the official release, but don't forget that this time of year can be really busy for people.
  11. Sorry I posted this right before I left for work myself, but to answer your question yes new textures and geometry. There will be screenshots in the official release though.
  12. Hi, as thanks to everyone's encouragement and support I have decided to release a preview of my first update. Hopefully this will help you wait for the KSP .23 release. The official update will come as soon as I get to test and tune the pod under .23 conditions. Please enjoy, and thank you everyone for your support and feedback, without it I would not have been able to accomplish this. Download: http://www./download/e13rz7a2iqq8rlb/RadPreview.rar P.S. Don't worry about the position of the bottom stack node, just stick something onto it and see what happens. ;-) Have fun and here's looking forward to .23! Just in case: All rights reserved Orionkermin (HGR)
  13. I don't mind if you release it. Just don't release outside this forum please. I've been working on the exterior of the pod quite a bit myself. I removed the hatch on the back, as I was never really happy with it. So now it's up front and eventually I'll add a model for it in the IVA. I also rounded out the bottom of the model more. http://i1276.photobucket.com/albums/y477/morrowindorion/2013-12-10_00001_zps92d3c35a.jpg' alt='2013-12-10_00001_zps92d3c35a.jpg'> I'm working hard with the little spare time I get right now. I'm hoping to release an update after .23 comes out and I verify that the part still works. Well back at it!
  14. It seems to be working on my end. Is anyone else having trouble downloading? I'm thinking of finding a better/alternate site to host it from, if anyone knows a good ones I'd be happy to hear. @little square dot You are right 1.25 is too small for two kerbals side by side, but that's why my pod is slightly wider than that and yet still meant to fit on those parts. http://i1276.photobucket.com/albums/y477/morrowindorion/2013-12-08_00003_zps4005a635.jpg' alt='2013-12-08_00003_zps4005a635.jpg'> It's cramped and needs a lot more love, but they do fit.
  15. Thanks for the words of encouragement everyone. I've only just started learning how to create and texture 3d objects in the last month or so and I'm mostly using various online tutorials. I plan to update as I get better, but its something that takes a lot of practice so it could be slow going for now. @Camacha Unfortunately in order to fit both kerbals into the IVA side by side the pod has to stick out a bit. The Mk1 Lander Can sticks out a little too and usually looks fine, so I figured it wouldn't be too big of an issue.
  16. Hello, welcome to Home Grown Rocket parts, a healthy alternative for your part needs. This mod features many Stock alike command pods and an all new diameter of parts. My pods are mostly inspired by real world spacecraft and given a Kerbalized twist. The 1.875m parts in the pack allow for you to build medium sized rockets, for those times when the standard tanks are too small and rockomax is too big. The tanks are themed liked the Soyuz and Long March rockets, giving your space agency an all new feel. There's also a few odds and ends thrown in for good measure. These parts have been balanced for career mode. Make sure you delete any old HGR content before updating to a new version. Merge the included GameData file with the one in your KSP directory. You MUST install HGR & HGR_Redux into gamedata or many parts will not load. The Filepath should be: KerbalSpaceProgram>GameData>HGR 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 Curse: HGR_V1.3.0 DOWNLOAD Kerbal stuff: HGR_V1.3.0 Version 1.2.1 -Fixed a bug with the Radish decoupler's texture -Removed ModuleSAS from the pods that should not have an autopilot Version 1.2.0 -KSP 1.0 compatibility update Bundled Plug-ins: -Removed for better stability Supported mods: (Requires the latest version of Module Manager) -Mod support will return in future updates Legal stuff: CC-BY-SA (As of 4/25/2017, Please ignore legal section of the readme) -Permission to redistribute on CKAN
  17. Hello, as a new player that got his start in .22 I wanted to share some of my perspective on career mode. Unlocking parts in slow build up manner is really helpful for learning the game, however a lot of really understanding the game comes from navigation and non-VAB related elements. It would be nice to see a branch if the tree that would give information on various celestial bodies. Maybe have the first node free and it explains gravity turns and orbiting, basically a node about Kerbin. Then the next could be something like how to get to the Mun and Minmus. Hopefully even giving the player some kind of "launch window" in game when those places are set as target along with some written information about how to raise your apogee and all that. Then the nodes could start giving information on other planets and opening up in game "launch window" displays to help guide new players without them needing to seek outside resources in order to know when to head to Duna for example. I think something like this could be useful for giving new players a series of goals. I get science from Kerbin and I use it to learn how to get to the Mun. Then I get science from the Mun and learn how to get to Duna, etc... In game transfer window notifications would still be convenient for advanced players so there would still be some incentive for them to spend science unlocking these nodes. Thank You and I love this game!
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