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Porkjet

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Everything posted by Porkjet

  1. So I want wings with heatshield on the underside, and of course this happens: Is there any way to make the part actually mirror with symmetry or do I have to say good bye to this thing?
  2. Nice to see the parts in action Sage sagan, what pack are those black spikey intakes from? taverius? I want to add very similar intakes to this pack, I had done them a while ago but need to overhaul them. I've also played around abit today and brought Fredrim Kerman from my space station back to kerbin in a cargo bay! He survived without a scratch and had a good time. Fredrim Kerman, the stowaway. Fredrim Kerman feels kinda special Fredrim Kerman back home alive and well
  3. Alright finally everything works. Ladies and Gentlemen, today i give you not one but TWO cargobays! https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zip I'm using the Firespitter plugin to make the doors open in the SPH. You can close and open them with action groups too. It's a pretty cool plugin. Thx for the tips. I'm kinda surprised everyone just came up with a way to work with the editor limitations. I do use Editor Extensions so it's no problem for me, I just dont want the stuff to rely on other mods. But it seems you guys know how to cram your stuff in there even without EE. I do like the idea of a special cargo docking port with lights, I'll keep that in mind for later. I think it's time for me to go for wings soon-ish. Cheers guys
  4. I've just done exactly that and it works ok. I'm struggling with some more things tho... I'm spending more time debugging this stupid cargo bay than modeling and texturing it. very annoying.
  5. a__gun, that would be cool, But I think the way the node system currently works wouldn't allow for it. I'll have to test it. So basically theres no fix and people have to learn to work around it? Hmm ok. Still I hope squad's gonna improve the SPH/VAB handling some day.
  6. Hey guys can i ask for your advice? I'm done with the cargobay, but I'm running into many problems in-game. The way the attaching and node system works in the game make it kinda impossible to place anything in the cargobay. - Surface attaching a docking port on the back of the part the bay is attached to is possible but very finicky cos the port starts to rotate to weird directions as you move it towards the center, lots of patience and eyeballing required. - Attaching a payload to that docking port is next to impossible! It will allways try to surface attach to the walls of the cargo bay instead of the node of the docking port. I only got done by disabling surface attaching with Editor Extensions. But that's no real sollution, I dont want to require people to have Editor Extensions to use my mod... I checked how B9 handles those problems and the answer is: it doesnt! Same finicky bull**** editor problems. God dammit Squad! You guys seriously need to overhaul the whole editor. So how do you guys work with the Cargo Bays in B9? What can i do to make this work in a humanely intuitive way?
  7. Glad you like em! I will make an inline docking port. Until its done you can just slap a standard docking port somewhere. Yes. The crash tolerance is 40 m/s. I just copied that from the stock fuselages. It may be a bit too high.
  8. Fixed it. Turns out KSP doesn't like it if your collision mesh is split in two and you put a hatch on it. Replaced it with a single convex collider and it works. Collision mesh is not so accurate anymore now where the front window is, but who wants to attach things there anyway... Finished the fuselage. It's completely remade. Mesh is optimized, unnessesary vertices removed. Its slightly shortened to match the exact length of the long fuel tank (3m, or 3.75m in ksp). New Texture is higher resolution (1024²) and tries to look similar to the old texture but better. I gave it 600 units of liquid fuel (270lf/330ox for LFO version). Never understood why the stock one only had 160 while the long fuel tank which is smaller has 360/440 (800) I can see there might be some loss of space due to structural and technical elements necessary for aircraft so I still gave it slightly less capacity than the long tank. https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zip Thx for looking, have fun, tell me about the bugs etc. Next thing I'll work on is the cargo bay. Cheers! Edit: Do you mean 3.75m adapters? I actually wanted to skip that size and only do 5m large parts. I'm curious what the new huge tank size squad is making for the nasa mission pack will be, and I'll probably adapt to whatever that might be. (hopefully 5 meter)
  9. That would be strange, the hatches on my habitats are WAY further away from the CoM. I'm moving around the colliders but the damn thing just stays obstructed. I don't get whats wrong there, its exactly like I allways do it.
  10. Hey, so, apparently I can just add ferram wing config stuff to the CFG's which will not affect anything on a stock install but will hopefully make em work with ferram. Unfortunately I don't really know what all these parameters do, so I've just copied what ferram added to the stock wing connector part as a placeholder for now. If anyone here is an expert with FAR configs feel free to correct these as you see fit and I'll include them in the pack. MODULE { name = FARWingAerodynamicModel MAC = 3.516 e = 0.7 MidChordSweep = 0 b_2 = 1.744 TaperRatio = 1 }
  11. Is the tip still bright outside the VAB or if you rotate it around? To me it looks like a shading thing, which is quite a problem on cones. The shading smooths over the tip of the cone and tries to make it look round. Which is why your tip is bright, the light source in the VAB comes from above. You can't even do edgebreaks on cone tips since you just want a shading break in the tip and I don't know if any program can do this on a single point. You can work around this by adding a ring of lines close to the tip, this will move the rounded shading way up to the tip and the rest of the cone should look OK. So its best you make the tip slightly 'blunt'. Another way is to let the whole thing as it is and add a normal map to force the shading to look like a cone, if you know how to do that.
  12. Hmm... strange. How does FAR handle the stock wings then? They are set up like this too. Thanks for the feedback Is there a module for static wings? All the stock wings still use this old system. Only the movable control surfaces have their own module, but can that be used for static wings too?
  13. The IVA will have to wait I guess, sorry. I wanna get the actual parts done before I start IVA's, and the unfinished Habitat Pack IVA's still have priority.
  14. Hey guys, thanks so much for all the friendly feedback! It was a lot of fun to make this cockpit, I shoudl totally make more spaceplane parts Heres the cockpit for you to test. As a little extra there's a hastily slapped together MK2 Crew Cabin placeholder. https://www.dropbox.com/s/xkaelclfjzzoicn/SpaceplanePlus.zip How come this thing flies so well? Because I've added a lift rating to the cockpit! Yupp, why not? I don't have a deep understanding of aerodynamics, but anything that looks fast and aerodynamic should generate some lift, right? I'll add some (not too much) lift rating to all the upcomming spaceplane parts, so we can build lifting body -type things even without using FAR. Mr. President Kerbin Kerman personally wishes our test pilots the best of luck as they depart with the new prototype SSTO. Didnt make it to orbit in this attempt, but our space tourists got to enjoy space for a few minutes.
  15. Just finished the first cockpit. I made it more pointy than originally scribbled. Cos we're talking spaceplanes. They dash through the atmosphere like a greased up lightning, so I tried to make it 'look faster' Can't wait to put it in the game tomorrow.
  16. It works. I only got it to work after looking at Alskari's hollow structures and hulls mod http://forum.kerbalspaceprogram.com/threads/29031-0-21-x-Hollow-Structure-Hulls This is how he set it up: NODE { name = CONNECT2 // reference name of the node. Can be anything you want. transform = TF2 // name of your unity transform size = 1.0 method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS } Your transforms BLUE axis has to point towards the attach direction.
  17. Thank you! very nice! I don't really plan to make anything bigger than the 550. And docking spacecraft inside and interior? No idea how to do that. Would require lots of custom coding. Were you able to animate your heatshield?
  18. I can't remember posting anything like this :S
  19. Hi guys, now for something different: I've been playing with the thought of making some extra MK2 system parts. I'm not a big fan of the mk3 fuselage system to be honest, and I rarely use the mk2 fuselages, but I think they have potential and with a few more parts in that style could be very useful. Yes, could just use B9, but I find the amount of parts kinda overwhelming and they don't mix with the stock parts very well. Here's a doodle of some ideas. Please let me know your opinions if I should do it or not. No work that has been released yet. I'm planning to do a little overhaul on all the interiors at once. Yes.
  20. Yea hmm... I'll try and add a deployable ladder, but I don't know if it'll work with the animation. It still works for me. I havn't changed anything on it since the last update. I had this bug a few times when something with the internals was wrong, like they were referenced incorrectly in the cfg. Is anyone else having this problem?
  21. Ok just released now. Did one minor texture fix. Everything seems to work now. this was surprisingly easy to do^
  22. You don't need to edit the models, this can easily be done in the cfg! You'll have to use both "scale = 1" and "rescaleFactor = 1" to resize the model and nodes. Play around with the values until you get the desired size.
  23. Hey guys, here it is! https://www.dropbox.com/s/wfga0bi09dxfo55/InflatoFLAT.rar Will look for last touch-ups and put it in the release thread tomorrow. Careful where you attach your things!!! If the expanding portion comes in contact with anything during inflation, it may cause random spinning and parts exploding or comming off. You can put something like a battery with landing legs to the bottom, but its probably best just to directly lay the hab on the ground. I gave it a high crash tolerance so you don't need to be particularly careful with it. Have fun and good night!
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