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Orionkermin

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Everything posted by Orionkermin

  1. 1. This was something I wanted to do with the reboot as well. If you're not already, you might consider using the alternate texture (the green one) to differentiate it from the original. I'd also tweak the stats a bit to make up for the lost seat compared to the 3 man version. Maybe make it a little lighter or something? Since you're going to be maintaining the mod I'll leave it u to you. 2. If you're re-using the "Spud" for this, it's also something I've considered. That's the nice thing about having the command seats as props, it makes IVAs more modular. I would ask that you don't change too much from the original however, especially since new parts you create may not be supported in the reboot. I'd rather that you mostly just keep the mod running in the current version of the game.
  2. Yea a dual mode engine might work well actually. It makes the part more interesting for sure. Would anyone be upset if I remodel the engine to look more like an actual bell engine? Maybe something like a tiny imitation of the Apollo SPS engine? Sort of like this alt reality image from google. I think it's a cool look for gemini... Oddly I found this after the first iteration of the Corvus, so I guess I'm not the only one who envisioned a cylindrical Gemini. Regarding a "Big G" type part: We've seen a few of these from other mods and they have always been additional habitats/command pods that get attached behind a standard gemini type pod. What I'm thinking is why not make it a unique capsule? I can still reuse the original texture for the front half and by having it as one part it would be a lot easier to balance the stats. The IVA could all be one space as well in this scenario. We lose the ability to use it independently of the Corvus, but I don't really think that's a huge loss to be honest. Anyways, just some brainstorming on my part.
  3. Do you use the engine as well, or just the service tank? Maybe hollowing it out and adding hatches could make it work like a larger service bay. Then potentially you would be able to add in radial fuel tanks to have whatever kind of propulsion you wanted? Maybe I could add a simple radial LFO tank about the size of the round RCS tanks. We have wet wings, so this is assuming radial LFO works now.
  4. Not planning to update for 1.0 apart from continuing to work on the reboot. (See R&D thread) I may make the license less restrictive, so if someone else wants to work on updating this old stuff they could. Since this is a parts mod it should still work for the most part, just remove the plug-ins that are bundled. (They are only for aesthetic/ fluff purposes) The parts will be unbalanced in the new 1.0 environment.
  5. Sorry I was out of action for a while guys, my graphics card melted and by the time I built a new computer I got distracted by other games. (City skylines and Pillars of eternity, if you're wondering) Yea, I think I'm going to try and get the Corvus and the KTS released before I get back to working on the HGR reboot. Especially since both are pretty far along development wise. Regarding the Corvus, I think it needs some major overhauls. The textures are nice, but I can map them more efficiently and make them smaller without losing much quality and I'm sure many would appreciate the memory savings, especially for such a tiny pod. I don't really think the service portion works well or serves a great purpose; even worse now that the stock game has those new equipment bays. I *Think* the plan is going to be: -update the corvus's exterior texture -add a built in heatshield. (will look better I think) -Update/rework the nose (More on this later) -Tiny rcs blocks for better control of placement -Tiny RCS tanks (Yes I know RLA has them too along w micro RCS, but eh) -Add a "Big G" type module (Have some ideas how to handle this, will discuss in detail later) -possibly a new service tube, more like the stock one? (Opens. May just omit it) -Likely drop the monoprop engine as I don't think it serves a great purpose in the grand scheme of things Mostly just brainstorming out loud here. Will get back to you guys soon.
  6. Thank you, and I should be getting back to continuing my work on them in the near future.
  7. Maybe when the reboot is finished. (Which I should be able to get back to working on soon, sorry guys.) I will have to look into what I will need to do on my end to get it working with CKAN as I have no experience with it.
  8. Ones I like to use often: -two or more kerbals for crewed missions beyond LKO. -when landing on bodies that are the size of Mun or bigger I need a seperate lander and CSM. Basically my missions don't have to be apollo style, but will require some form of rendezvous.
  9. Um just a PSA, but this thread is from 2013 and the op's last activity was Nov 2013.
  10. I second this although I'd rather see an extra button added to the crew portraits rather than right clicking on the pod. My reasoning being that with some life support mods the right click dialog for crewed parts can be a bit large already.
  11. It'll hold 4. That's the most I want to cram into a 2.5m capsule and 4plus cargo is the configuration NASA is expected to use with the actuall CST. I plan to make it less robust than the MK1-2. (Less battery power worse reaction wheel etc.) it should have a lower cost and mass per seat however, although it's total mass might end up just a little heavier. This will hopefully enphasize it's role as a LKO ferry compared to the MK1-2 which I see as a BKO craft. (Apollo/Orion equivilant)
  12. Minor progress update on the KTS-86. (CST100) I'm planning to make the service module a hollow structure so that it basically works like a cargo bay without doors and has a decoupler. Theoretically you should be able to assemble the service module however you want it and then just save it as a subassembly to use however you want. It should be a good test for this type of service module which is how I think I'd like to make mine going forward. The top bit is of course a docking port/chute combo. I've omitted the abort engines as I feel there's already other options that can be used.
  13. Oh it was never really fleshed out so I never put it in the release version. You can still get it from the Development version in the R&D thread. (The old development version not the reboot)
  14. @drtedastro: Sorry for the late response, I'm glad you got it fixed though. And thanks for the new real fuel .cfgs I'm sure people will appreciate them.
  15. Hello, I have not seen any official suggestions for this on the first two pages pr searching so here it goes. As anyone that is following the "Dawn" mission knows we have found some interesting highly reflective "bright spots" on the dwarf planet Ceres. (The body that Dres is an analog of) What I'm suggesting is to add a similar spot, most likely as a new small biome, to Dres that can be seen from space. This would give a small point of interest that players could aim to investigate and I think would help add interest to a body that is regarded by most players as the most boring to visit. I know that the Kerbin system is not meant to be a 1:1 compared to our own system. For that reason I don't think it needs to be an exact imitation of the spot on Ceres (Most likely icy) It just needs to be an area that stands out noticeably compared to the rest of the planet.
  16. For now the exact future of the corvus is in the air. I definitely want to return to it, but for the time being I need to manage my projects in a way that actually gets things done. I'm not sure if you use it or not, but HGR my main mod has a larger Gemini analog and that will certainly be getting a Big Gemini style expansion part. Something you could look into in the meantime. This I believe has a part similar to what you're asking for and might hold you over.
  17. Nice! I'm surprised you went with a 1.25m core stage, at least that's what it looks like. (on phone ATM) I had assumed most people would go with a 2.5m upper stage and Pfairings to get a look similar to the real thing. To answer your question from the PM, yes I plan to make a new 4 nozzle engine and add tweakscale support as well. Thanks for sharing.
  18. This isn't dead, I just don't have much time to work on modding so thing go kind of slow. I've also been devoting most of the time I do have to rebooting my primary mod. I did begin reworking the KTS though. (Images are WIP)
  19. I don't play with Ven's stock revamp. (I know heresy hssss) But, I noticed this line in the log: [ModuleManager] Applying node VenStockRevamp/Part Revamp-PathPatches/@PART[*]:FINAL to HGR/Parts/Engines/G90/partG47/HGRG47b Do you know what this MM patch is applying? since it mentions "Path Patches" I wonder if it is messing with the MODEL{} in the cfg? Still alive, I've just had a lot going on IRL and haven't anything new to show or mention in the R&D thread for a couple weeks. Hoping to get at least something actually finished this weekend, and get at least some form of update out for HGR Redux, including the new G90 and part re-balances. I have a few things that are half finished so we'll see what I can get done. Re 64k scale: I noticed that several people who use it tend to also include HGR, it must smooth out the curve up to 2.5m parts well? Actually one of the reasons I lengthened the radial tanks in the reboot was so they would look better on launchers built for this scale.
  20. Hmm if it's not finding textures my first thought is that the mod may not be installed in the correct path. Are some parts loading and others not? If so then double check that the path is KSP>GameData>HGR>etc. If this doesn't fix the problem let me know and I'll figure something else out.
  21. Oh ok. I had only seen the one where he said it was related to your in game creations. I took that as possibly being some kind of rocket building toy. I hadn't seen the twitter post. Here's hoping we still get KSP desk toys eventually, I need to liven up my workspace.
  22. What about that "toy" survey they had a while back? Could it be related to that?
  23. Perhaps the partnership is with either Boeing or Space Xand we will be getting a new capsule based on one of the CCtCap designs. Would coincide with adding an additional named Kerbal.
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