Jump to content

Porkjet

Members
  • Posts

    568
  • Joined

  • Last visited

Everything posted by Porkjet

  1. WIP screenshots of the upcomming spaceplane parts: (note: I'm running the new Super-Realism HD Mod)
  2. Just tested the docking port, it still works flawlessly on my install, even the 'control from here' feature. I can only guess some other bug or mod conflict is causing this for you. And @Roboray: That's a cool design, I might steal it!
  3. Wait a minute... It's possible to use MODEL {} in an internal CFG??? That's awesome! Will help optimze my IVA's aswell.
  4. Ah! Thanks for the hint, I missed out on that one. One can never have enough animation modules! What I like especially about this one is the option to play sounds with the animation! I'm trying to make it possible to see the horizon, but bear in mind that those cockpits naturally will have really bad visibility in IVA view. I hope this won't dissapoint you too much, afterall what else would you expect from those small windows. A part to consider, thx for the suggestion.
  5. I acknowledge there is indeed a problem with the collision mesh of the cockpit and connecting wheels to it. They tend to attach at a very slight angle even tho the editor is supposed to lock them to the given rotation increments. It's just, it never really caused any take-off problems for myself for some reason. It does this with a few other parts and some stock parts too. That's not my fault, I didnt do it! However, I'll fix it by evening out the collision mesh at the center of the part like it was suggested earlier.
  6. Ok so, the good news is this does fix the Snapping of the retract animation. Unfortunetely it also makes the thing spin automatically with no way to stop it. It's clearly better than using two stock animators tho. I think I tried FS for this before but probably not in this combination. hmm. I guess this works good enough to justify throwing another not so perfectly working part at the public. ¯\_(ツ)_/¯ Ah now I understand, you mean an adapter that arranges the three engines in a triangle. That makes a lot more sense than arranging three in a row. Why didnt I think of this? For a shuttle however, you also wanna have the engines tilted towards the common center of mass of the Spaceplane + External Tank. A fixed angle adapter probably wouldnt be of much help there either. It's actually really difficult to make a Spaceshuttle in KSP. I tried to make one with SP+ without using tons of reaction wheels and kinda got it working but it was very difficult. I used Editor extensions to radial attach nosecones with engines to the back so I had control over the tilt and direction of thrust. But this also only allows tilting in 5° increments which was not precise enough to make it perfect, but better than nothing. So to to enable you to build shuttles with SP+ I would rather design some clever radial attach engine mounts than a stiff adapter.
  7. Amazing!! Will test that out tomorrow! That is true, the SR-72 finally convinced me. Probably not a triple 1.25m adapter by itself, but I've planned a bunch of parts that might cover that purpose.
  8. Find someone who can fix the animation problems and I'll model more centrifuges than you can handle (!) Don't worry, balancing is not a problem. Turbojet mode could be more on the realistic side like the basic jet engine and go to about 1000m/s, and ramjet mode would start to work at maybe 800m/s, making the transition between modes a nice chellange. TWR of ramjet mode I'd put quite low too.
  9. Woa this guy, throws out one cool idea after another! Haha. I like the modular cockpit idea, it would allow for great building flexibility. Scramjets really are a difficult thing tho. I've done some experiments and in-game mockups for scramjets, and I kinda prefer the idea to make them radially attachable parts. The thrust would be off center but I find it's a nice chellange to try and balance a plane design that makes up for that. In KSP, going actually hypersonic almost equals going to orbit. At around mach 8 you reach orbital velocity on Kerbin, wheras on earth you'd need to go to something like mach 25 to pull that off. So, by nature, Scramjets in KSP are kinda overpowered, maybe it's a good thing if they are difficult to handle, so getting to orbit stays a challange. I kinda fell in love with the SR-72 concepts, which very much remind me of those X-30 concepts you posted. It's gonna have a two in one tubine+scramjet engine that's supposed to go to mach 6 from a standstill. I'd love to see that engine in KSP!
  10. Wow, awesome drawings! Those are great ideas, I've been thinking about 2.5m parts for a while but there's just so much other stuff I also wanna do. Like, I think there's a shortage of possibilities to transport 2.5m parts as cargo in spaceplanes, and I would shape the cross section like the Orion (I REALLY want ro be able to build the orion in KSP) and Space Shuttle, which is basically a circle with a flattened bottom, and I was thinking to base the circle on 3.75m. This would make it very easy to adapt the parts to regular 3.75m and use the readily availiable 3.75m parts on them. Of course the same could be done based on 2.5m, but then it could just transport things that are smaller than 2.5m, which we already can do using MK2 cargobays. So, its hard to decide which to do first, but currently I'd tend to think the 3.75m based parts would fill the bigger niche. But in any case, I declare all patents on those sketches for the future There's indeed a shortage on nosecones. I'll try to change that after the IVA's are done.
  11. Lots. Symmetric things like the pedals, arm things, part of the belt share their pixels. Also the thing isnt extremely high res to begin with, but it does the job I think
  12. This will be the new Seat for SP+ IVA's comparing Pork Seat to the old default Seat. I think it turned out pretty good, also its a bit more efficient
  13. Me too, is planned! In the mean time, using one of the adapters with a nosecone or intake works OK too.
  14. I spread them across the late spaceplane related nodes. I had actually forgotten to do this before and they were mostly in the supersonicFlight node. I'm sorry if your plane won't load now. You'll have to collect some more science and rebuild it. In other news, I just tried to give CurseForge a chance and upload SP+ there, which failed everytime due to some upload error. Thanks Curse, for stealing half an hour of my life trying to make that post pretty, just to make it vanish beyond recall. Doesn't really cast a very positive light on the whole thing for me.
  15. Added support for Deadly Reentry and Connected Living Space. It seems like IVA's are the most requested feature, so that will be my top priority for the next update, but mind that this will take at least 2 weeks.
  16. He just did it by himself. I was quite amazed when I saw it on reddit just the day after release. And he literally praised it to the skies. WOW!!! That's just awesome.
  17. Hi guys, I'm glad you#re having fun with the parts About the IVA's - I will add them sometime soon-ish. But you can of course EVA with the parts already! You just need to click the hatch and a menu will appear and let you EVA your Kerbals. An interior is not required for this. DO they break more quickly than other parts? I wouldn't know why. But I'm no FAR expert. I'll see what I can find out.
  18. Ah ok I see what you mean now. And yea, this mod is for spaceplanes specifically, and we have great mods for airplanes like Firespitter and KAX, so I'm not too worried if you can't build propeller planes with SP+, however there or allways overlaps, like the plane you posted there, I could totally see those wings on a spaceplane, just look at the Orion. (Also those intakes are dope!)
  19. About B9 and SP+: I'm not trying to make a B9 "competitor". This is just my personal vision of a spaceplane parts pack. After over 800 hours of KSP and mostly building spaceplanes and once the decision was made, I got a quite clear idea of where i wanted to go with this pack. Being a spaceplane addon, Its only natural that there are overlaps with B9. I often look at B9 parts for inspiration, they are very cool and there's much to learn from them. When I'm not sure how to depict something, I look at how B9 does it and then try to do it my way. Style wise SP+ goes more by the Space Shuttle looks, just like the few stock plane parts do, which is a fortunate situation for me, I make the parts I want and with just a few tweaks they happen to be somewhat stockalike. About proc wings: Not everyones cup of tea. They have some drawbacks like massive texture stretching and minor bugginess and can sometimes be a bit difficult to work with. Procedural Dynamics gets around the texture stretching by using simple mostly flat colored textures where the stretching is less obvious. I decided to try with ordinary modular wings, and it seems to work pretty well, at least for delta wing type of planes. They are also nice if you want to cover fuselages and such. However, it's currently difficult to make good looking boeing-like wings and such, so its a bit ristrictive. Also it adds a lot more parts of course, which in this case is OK i think since the aerodynamics folder in KSP is quite empty, also all the wings use the same texture so they are RAM efficient. So, proc wings and modular wings, both have strength and weaknesses. I've been playing with the thought of making proc wings for Sp+ for a while and might do it so people can choose which they prefer (provided I'll figure out how) Good suggestions. Air brakes - yes, had them in mind for a while now. Since we're already using Firespitter Plugin it will be easy to make them. Half-width Elevon - I know what you mean there, usually i've just sqeezed the normal elevon into other parts but that's not optimal. Smaller Wing Connectors - There is one that's quite small, not small enough? Better Canard things - I'm thinking a space shuttle type rudder would be cool and maybe some others, but also the small delta wings plus an elevon work good as canards right now.
  20. Ohh! That is cool! Thanks for the tip.
  21. Oh ok, so you have Module Manager but not FAR? I didnt take that into consideration when that would happen. You're right, I should put it seperately and explain it in a readme. Hmm... They look cool, but afterall would be pretty much like the KSP turbojets, performance wise. If I was to add an airbreathing-only engine, it would probably be the Reaction Engines Scimitar. Great ideas! Considering it.
  22. Yes. anywhere in GameData, its initially included in the SpaceplanePlus folder, so you can just leave it there. Yes, it's an mk2 shaped probe core with reaction wheels. I will gradually add pictures of all the new parts and replace the old renders and screenshots.
  23. Thanks for the friendly comments guys! I forgot to mention, there is a FAR config for Module Manager included in the download. Also added license.
  24. Spaceplane Plus New Spaceplane parts for the whole family! Download SP+ 1.3 Dropbox MediaFire Or visit the Curseforge Page Mod support Ferram Aerospace Research NEAR Deadly Reentry Raster Prop Monitor Connected Living Space To do list - IVA's - Yes, will add them soon. Of course you can EVA without them tho, come on guys, all it takes is a click on the hatch! - some more parts: more pointy parts like nosecones and tailspikes, Mk2 shaped engine? - Wings with heatshields! - Contracts? Credits and special thanks: Snjo - Firespitter Plugin Sarbian & Ialdabaoth - ModuleManager Plugin All the helpful and positive people at forum.kerbalspaceprogram.com Changelog 1.3 (07.20.2014) - Tech Tree and Budgets overhaul for First Contract - Added 4 new Wing segments - Modified some collision meshes, no more 'wiggeling' when attaching parts to the top or underside - Updated RPM configs for 0.17, disabled built-in cameras on standard cockpit, use external ones instead. - NEAR.cfg 1.2 (06.23.2014) - Added IVA for Mk2 Standard Cockpit - Added Placeholder IVA for Mk2 Inline Cockpit - minor tweaks and fixes 1.1 (05.26.2014) - reworked tech tree entries - added support for Deadly Reentry and Connected Living Space 1.0 (05.21.2014) - initial release - Parts: - 2 Cockpits and 1 Probe Core - 4 Fuselages - 3 Mk2 to 1.25m Adapters - Mk2 Crew Cabin - 2 Mk2 Cargo-Bays - Mk2 Inline Docking Port - 2 new Intakes - 13 different Wing segments FAQ Q: Do you plan to add Mk3 parts aswell? A: Nope! I think the Mk3 Fuselage makes no sense. Its not big enough to fit 2.5m parts inside so what's the advantage of it over Mk2? Also the COM is WAY off. Q: Why do the Elevons start at that weird rotation? A: This is also due to a problem with KSP symmetry. If I make it attach at the correct rotation right away, symmetry will flip it to the wrong side on the other wing. If I make them start 90° rotated, you will have to rotate them back manually, BUT it will now be rotated correctly on the other side aswell. Why doesn't this happen to the stock flaps? It does, but since they are symmetric, and not wedge-shaped, it's not visible and thus doesn't matter. License: [CODE] All copyright for textures and models of SP+ are held by Porkjet You may reuse textures and models of this mod for personal use. You may not redistribute modified or unmodified versions of SP+ as a whole or parts of it without permission. Plugins: [URL="http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v6-3-4-%28July-27th%29-for-KSP-0-24-2"]Firespitter Plugin[/URL] - made by Snjo [URL="http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29"]ModuleManager Plugin[/URL] - made by Sarbian & Ialdabaoth All rights to the included plugins are held by their original creators, for their license information, please refer to the provided links.
×
×
  • Create New...