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Porkjet

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  1. There will be other systems eventually. I'm not worried about that. Theres so much to do for squad, I'm sure at a later point in development they might rethink their decision, just like they did with Multiplayer, which used to be on the 'will not be implemented' list, and now is being worked on. Traveling to other stars seems to be a thing every KSP player that has succesfully traveled to other planets wants to do.
  2. I get this **** ALL THE TIME... Worst thing in KSP! Theres no real pattern behind this, you just gotta keep moving and resizing things around until it magically works. I've had situations where it wouldn't work, no matter what or how long I tried. First of all, make sure your colliders have the correct tags and layers like you read in the tutorials and that the colliders 'is trigger' box is activated. There's only a few vague things I can say: - The model must have a single collider. Having the hatch touch overlapping colliders will obstruct it. - Hatch collider should be big enough for a kerbal to fit in, at least 0.5 in all directions (although I've succesfully used smaller colliders in some cases) This thing I've read about but I can't directly confirm: - "If hatch is positioned too far from the center it will be obstructed" - this may be true under some conditions, but I've succesfully placed hatches as far as ~3m above the center (PA550 habitat) some notes about Ladders that may or may not help you: - The ladder collider will 'obstruct' the 'clickability' of the hatch, so if your ladder collider is bigger than the hatch and covers it completely, you won't be able to click the hatch. Make your ladder colliders small, the hatch must surround it - Squad seems to be using Capsule colliders for their hatches and ladders. Personally I have not found any advantages or disadvantages between capsule or box colliders, both work. I wish you the best of luck with your project, lets hope squad will rework the way those hatches work.
  3. I have a part half finished that is probably what you're looking for. It's a really long and pointy end bit, twice as long as the big fuel tanks. Of course you could also just use the long adaptor and add an intake or nosecone of your choice to the front of it.
  4. IVA With a Kerbal next to the Centrifuge, and imagine what he would look like without his helmet, you'll find he'd easily fit in there. The torus is 1.25m thick and the diameter is slightly over 7m, It's bigger than it looks. I know many people (including myself) would like to have a big centrifuge, and there definetly will be one, stay tuned. (but don't expect it too soon)
  5. updated FAR support @PART[mk2Cockpit_Standard] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2Cockpit_Inline] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2CrewCabin] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2_1m_Adapter] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2_1m_AdapterLong] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2_1m_Bicoupler] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2Fuselage_L] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2Fuselage_LFO] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2Fuselage_Short_L] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2Fuselage_Short_LFO] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[mk2CargoBayS] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE } @PART[mk2CargoBayL] { @module = Part !dragCoeff = DELETE !deflectionLiftCoeff = DELETE @dragModelType = default } @PART[deltaWingX] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord } } @PART[deltaWing_small] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1.26 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 26 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord } } @PART[wingStrake] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 63 //Angle of line from mid root chord to mid tip chord b_2 = 0.94 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord } } @PART[structuralWing1] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.16 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 45 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord } } @PART[structuralWing2] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1.24 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 14 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.16 //Ratio of tip chord to root chord } } @PART[structuralWing3] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 0.80 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 7 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 0.08 //Ratio of tip chord to root chord } } @PART[wingConnector1] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 4 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord } } @PART[wingConnector2] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 3.76 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord } } @PART[wingConnector3] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 1.88 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord } } @PART[wingConnector4] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 1 //Mean chord length in meters e = 0.75 //Drag per lift, lower equals more drag MidChordSweep = 0 //Angle of line from mid root chord to mid tip chord b_2 = 0.95 //Root to tip in meters TaperRatio = 1 //Ratio of tip chord to root chord } } @PART[elevon1] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.5 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = 0 b_2 = 1.8 TaperRatio = 1 } } @PART[elevon2] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.62 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.67 } } @PART[elevon3] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 @ctrlSurfaceRange = 0 @ctrlSurfaceArea = 0 MODULE { name = FARControllableSurface MAC = 0.86 e = 0.9 nonSideAttach = 1 maxdeflect = 20 MidChordSweep = -4 b_2 = 1.8 TaperRatio = 0.75 } } FAR is a mean thing. It makes my planes stall so damn quickly. And I have not been able to recover from a stall yet. Nose up a tiny bit too much means DEATH! Yes the doors have collision. Mating two of em probably won't work, I dont really know why one would want to do this tho. Glad you like the lift effect! Some sleek RCS blocks are a good idea.
  6. Ah! Good to know. Do you know in what way exactly maxIntakeSpeed affects air collecting?
  7. I will edit the texture and UV maps of the cockpit to use a texture half the size of that. Oh btw I'm working at the FAR configs now, so in case anyone is already trying to put some together you can aswell wait for me to figure it all out.
  8. Download is Up! Its right there ------> [Download] I didnt bother with renders this time, bear with me. Oh I should mention that I changed the jet fuselages reference name so your crafts with that wont load. as mentioned, new things are: - Docking port is finished - Radial Intake is finished - new mk2 shaped 'drone core' with built in moderately powerful reactionwheels - new half sized fuel tanks - some more wing pieces have fun!
  9. Hello folks! Things are really starting to come together now. Lots of new parts have been made. - Docking port is finished - Radial Intake is finished - new mk2 shaped 'drone core' with built in moderately powerful reactionwheels - new half sized fuel tanks - some more wing pieces Just need to polish everything up, like adding lights and flag decals, part descriptions, FAR configs etc, and it should be ready for release next week or so. [/tease] Will provide a last test version later today. If you can think of any witty part descriptions feel free to post them here, I'm not exactly good at writing things so any suggestions would be helpful. You are right there. But there is a reason for this. The 1.25m fuselages around which these are designed fit in really tightly, and to get at least a bit of clearance I made the walls thin. It is less noticable tho when parts are attached to front and back and you can only see the thickness of the bay doors, and if we look at the Space Shuttle, those cargo bay doors where quite thin aswell. I should probably have made at least the bottom walls a bit more meaty now that I think of it. Might redo them some day.
  10. I'll probably make a space shuttle style rudder for that purpose eventually.
  11. Yes. If you want to dock you need monoprop anyway, so why not put some in that empty space and solve two problems, I thought.
  12. Very nice! And omg, so many kerbals in there! Don't crash that thing D:
  13. I've made a rough model of such an adapter with intakes, but I didnt like it at all and decided that a small set of decently made and sleek intakes like the WIP one you spotted would look better and also give MUCH greater versatility.
  14. Oh whoops! That intake was indeed not supposed to be in there yet.
  15. If you seperate one bit of the mesh into a seperate object you can make it glow a different color than the other bit, and one fo them you can animate with the direct throttle response thingy. I don't know of any way to make the other object animate on activation from the top of my head tho. Maybe one of BahamutoD's experimental animation modules will be of help http://forum.kerbalspaceprogram.com/threads/71247-WIP-Plugin-Animation-Modules-alpha-v0-2-available?highlight=animation+modules
  16. Yo dawgs. I got some catching up to do lol, No need to be sorry, I'm happy that you guys are looking forward to this stuff. If my replies are sometimes a bit blunt, it just means that I'm a lazy poster. Haha cool! That's hardly my achievement tho, I guess it's a miracle! Thank you!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Nope, I don't think so. Setting up a single suspended leg is already quite complicated, and I find that for building bases, its better to turn off the suspension anyway. I know its not ideal but it seems to work good enough. They aren't uneven, they just have a slight angle along the center, but basically all fuel tanks colliders in the game are like that. I think with symmetry enabled they attach perfectly centered along that edge. If you get veering to a side at high speeds I found that it's usually caused by the gear position and resulting weight distribution during takeoff. Sometimes if the gear are attached to something slightly wobbly, like wings, it sometimes wobbles unsemmetrically and can also cause bad take-offs. If what you say proves to be true, i may have to rework ALL the colliders which I wouldnt be looking forward to do ._. I purposely emphasized that in the textures. It shall be possible to identify the attached parts on any craft and tell them apart, so people can try to rebuild crafts they saw in screenshots and whatnot. I think this is an important aspect of KSP. This is the right thread! I'm not sure I understand the question, but basically there really isnt any up or down on the part itself. IF you mean the interior, yes that is laid out sideways, inspired by this http://rocketry.files.wordpress.com/2012/05/bigelow.jpg I know it's not everyones cup of tea, that's why I arranged the interior of the smaller hab (which is still WIP) differently.
  17. Thanks guys Yes the other cockpit and Crew cabin will get lights too. Yes. When its finished. When its finished. Yes, I will release it in a seperate propulsion mod along with some other things in the not so near future. Haha I was waiting for someone to point that out. Those bits aren't really ment to be RCS nozzles, tho they pretty much look like they were. I just put them there cos they look cool. I was going to make properly placed RCS nozzles on the cockpits, but since you're placing the RCS blocks seperately and in very different positions depending on your craft those nozzles in the texture would just be fake anyway. I really wanted them as a design element tho, and I thought there also needs to be some kind of openings for maybe scientific instruments and cameras. When this is all finished and I'm done with the IVA's I'll add Raster Prop camera monitors all around the cockpit to get you a nice view despite the quite small windows, and those 'RCS nozzle' looking things are gonna be the camera positions. Not sure if it makes a lot of sense to make them look that way, but it doesnt really matter to me, it just needs to look AS IF it made any sense... haha. All those greeble details on the big spaceships in Star Wars probably arent ment to do anything by the designers but they kinda look important. Same goes for all the grooves and plates on my textures, they're supposed to add fake complexity to the ships and don't really have any meaning, but they make the overall appearance a bit more realistic.
  18. Finally done with the Inline Cokpit!!! Download should be ready in a few minutes after I post this: https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zip
  19. Thanks Zodius! I just didnt have a lot of time for modding recently and didnt feel like posting. But I'm definetly still around and keep updating all the things it might just take a little longer. Thanks for pointing that out, just added the new version to the download. Oh that sounds bad :S never got this bug myself, maybe there's a conflict with other mods?
  20. The Orbital orb has window glow, it has an option to toggle it. For the spaceplane parts, yeah why not, I'll probably add that too. Glad to hear that tommygun The body lift isnt large, its quite suptle, but makes a huge difference when trying to make delta wing style planes. Usually if you attempt those with stock parts you have to add canards to the front which kinda ruins the sleek look you'd expect from a hypersonic aircraft.
  21. Hi guys, New version of habitat pack out! I gave the old Pa550 a new look and made the bottom cap much smaller so that you can attach 2.5m parts flush, even 3.75 parts look not so bad, leaving only a small gap Also a new part for mounting habitats for bases. Has a small space underneeth where you can attach stuff, like a battery or even an small engine. You can use this for small landers too, quite handy. Also, unfortunetely I couldn't include the ladder on the FLAT habitat that I promised. I have it finished and working great, ecxept that now I have the most frustrating 'hatch obstructed' bug on it and I can't bloody fix it, no matter what I do, its ridiculous. SO that has to wait and I don't know if I'll ever fix it as I lost all motivation to work on that damn thing.
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