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Konnor

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Everything posted by Konnor

  1. New release, S2 alt cockpit now has its own internal space. Like B9 HL, it features three seats: two for pilots, one for flight engineer behind them. Unlike B9 HL, engineer's seat is forward-facing (to better distribute G-force loads, and for the view). It is not as spacious though, barely enough room for crew of three.
  2. ThorBeorn Glad you like it. As for small cockpits mod, I revisit it too from time to time, with various shape and configuration tweaks.
  3. Added an adapter from S2 to 1.25m (actually, quite some time ago to the repo, but only releasing it now). S2 to Mk2 proved harder than I expected, with the lack of free time especially. But I'll keep working on that.
  4. Ah, now I see it. Not in the expected place, since I've got used to the T-arrangement of flight instruments.
  5. Nav Utilities. It comes with both MFD page and analog HSI prop. Also, MasseFlieger, while I am here, I'd like to mention that this new Mk1 IVA is awesome. There is one thing though that I think is missing: I've seen the turn coordinator somewhere in ASET avionics, would have been nice to have it below the tachometer airspeed indicator, like here:
  6. Might be Interstellar, and it only recognizes stack-mounted intakes attached directly to the precooler (or at least it did so, back in the days).
  7. bac9 is working on a new subtype switcher for B9 Aerospace that is going to support node switching.
  8. Stockalike RF configs comes with an older version of ModuleRCSFX, and it seems there is a bug in it. Should be fixed in current ModuleRCSFX, try to install it manually.
  9. I've been thinking about adapters myself (S2 to 1.25m or Mk2) so yeah, maybe I'll try that. It is a way to minimize part count, even if by mere 1 part. Can't promise, though. Smaller cargo bays seem relatively easy to pull off without additional textures, so also possible. As for decoupler  not sure; i'd need to find an appropriate texture in the pack; there is a 1.25m decoupler IIRC, but it will probably end up too stretched if I reuse it for S2.
  10. Update 0.7.4 is up. With FAR v15 (modeling area rule, among other things) aircraft shape now matters much more than before. Here is my TEH cockpit (that is intended to be hypersonic), in its original shape compared with its new elongated shape from v0.7.4. New version is longer but its cross-section area changes more smoothly, providing better trans-sonic characteristics.
  11. I know this is not an optimal time (B9 Aerospace has not been updated yet, and things I rely upon might change when it does), but I needed to do this while I have some free time. The main issue with the S2 Alt cockpit from previous releases (aside from the fact I didn't like the way it turned out all that much) was non-gradual change of shape. So I started from scratch with that, and here is the result: It's not perfect too, but better (curves are actually amplified here, they look nicer if you add a tail and some other parts). Besides, I've got rid of the separate windows texture, windows and RCS ports are now pulled from HL cockpit. That, along with KSP 1.x/Deadly Reentry 7.x compatibility, marks the 0.3 update of Zombie pack. Previous version should be removed since 1px placeholders are now DDS, and windows texture is no longer used.
  12. Hi there. KW_Fairing_ExpandingWall5m.mu and KW_Fairing_ExpandingCone5m.mu files are missing in v2.7 package (downloaded from Kerbalstuff). They should be in KWRocketry/Parts/Fairings/UnifiedFairings5m/ but I can't find them anywhere, neither in core, nor in extras, even though expanded base is there, and cfg files for 5m cone and wall are there too; so I believe they are not left out intentionally (I've tested them with .mu files from v2.6, they work as expected).
  13. Is there any kind of agreement about what this "ore" actually is for the purpose of realism mods? Or will it be ignored entirely?
  14. They need to be flipped vertically and saved with DXT5nm compression. Also, check this thread out.
  15. GIMP DDS Plugin (also available as gimp-dds package in Debian-based distros and as gimp-dds-plugin package in Red Hat-based) is another possible option.
  16. Might not work in presence of custom plugin that determines the actual size. I see. Using separate decoupler is better then, since delayed staging limits possibilities severely; that stage with a fairing base could be needed to stay attached for quite a long time (as in, during interplanetary transfer).
  17. This idea looks like an optimal combination of convenience and challenge. A couple of questions. Will you add a decoupler module, as in KW Rockets fairings? It is really convenient I think, and you listed it in Pros section. Do you consider making also a 5m fairing base? I'm aware you've said no to non-standard sizes, but _Augustus_ was asking about intermediate sizes, and 5m would be the next full stop after 3.75. Besides, KW has them, and 5m makes sense as a kerbal-sized SLS core stage which is about 8m in real life. And while overpowered for stock-sized Kerbin, 5m lifters are viable for 6.4x scaled system or RSS.
  18. v0.7.2 is up, KSP 1.0 compatibility update: switched to new tech tree nodes, fixed attachment nodes, and finally fixed non-RPM prop arrangement (it's ugly though, two-pilot internal space was designed specifically for RPM, and it has been updated already thanks to MOARdV). Also, all textures are now DDS (had to flip them vertically, and normals must use different format). Which means old version with PNGs should be removed.
  19. I have a suggestion about Mk2 cockpit prop arrangement. Some MFDs are currently rectangular, I've made them square: Actually, this is not about rectangles versus squares, but I believe keeping the correct aspect ratio is important because many screens use various circular elements, which become ellipses when stretched. Modified AKImk2CockpitStandardInternals.cfg from the screenshot above
  20. Yep. "Bugged out" was not enough information about your problem. Are you using the latest release? Do you have any leftovers from the previous releases (Konnor directory in GameData)? If so, remove it.
  21. Can you upload a screenshot? (It is probably the stock-only internal prop config that I forgot to update, but maybe you've found something else entirely...) Not too much, I'm afraid: I currently don't plan to add more parts, though there are still things to improve here.
  22. Indeed, thanks for this find. I've traced it to an error in my rf.cfg: either remove this file (if you don't use Real Fuels) or replace the line @PART[Cockpit_S2_Inline_Docking_Port]:FOR[RealFuels] with @PART[Cockpit_S2_Inline_Docking_Port]:NEEDS[RealFuels] I'll upload a fixed version soon.
  23. Smaller than this? As Neutrinovore pointed out, 2m cargo bay can hold quite a lot. I see what you mean, but I don't think it's too high: actually, it is lower than the ceiling of the inner frame that is covered by the doors. Here that ceiling is continued all the way through the wall (yellow-red line): And I can raise it even more. Oh, and thanks, folks!
  24. This tiny part pack adds a few things that I find missing in B9 Aerospace S2 inline Docking Port While B9 does offer a shielded clamp-o-tron designed for S2 system, it is surface-attachable and does not play well with Connected Living Space when attached to other S2 parts. Probably not an all too critical problem, but my inline port offers a solution. Features: Animated shield doors Integrated switchable fuel storage (powered by B9PartSwitch, albeit without texture switch) Real Fuels compatibility Connected Living Space compatibility S2 Alt cockpit with crew capacity of 3 S2 has long been my favourite fuselage system, but it forces me to separate my established crews (such as the original Jeb, Bill and Bob trio); crew cabins help, but increase part count, so I'm making a cockpit with three seats in S2 shape. It somewhat resembles the planned overhauled S3 cockpit, but shorter and without tilting nose. Planned features Custom internal space RCS thrusters Flag plate Emissive texture for lights Better window frame and RCS ports textures "Family photo": Internal space S2 engine mount Remember the stock HL/Mk3 Shuttle-style engine mount? Well, here is an S2 counterpart: It is arranged differently though. Four attachment nodes with mirror symmetry plus a central node for launch stack/booster/fairings/another engine/whatever: S2 engine mount tail Another engine mount, extending farther backward and allowing to attach a tail fin (or a pair in V-shaped configuration): It comes with some tank space, two nodes with mirror symmetry for engines (and can accommodate two Vectors), plus, again, a central node: S2 to MK1 (1.25m) adapter While it is possible to chain together S2 to 2.5m and 2.5m to 1.25m adapters, this results in a noticeable hump, and increased part count. This simple S2 to 1.25m thing attempts to remedy that. It is symmetrical, with no heat tiles on the lower side, and comes with a modest amount of volume for fuel storage. S2 to MK2 adapter Similar to MK1 adapter, but MK2! S2 Decoupler Something for that Abort button to trigger. Also, designed to be passable if Connected Living Space is used. MK1 crew cabin with four seats This was not planned initially, but I always wanted a crew cabin for my small jets, and after seeing KSP v1.1 preview images I decided to roll out my own. (redone in v0.7 because bac9 overhauled Mk1 parts in B9) Complete with IVA; four seat capacity is not a stretch, there is even an isle between seats: Requirements This pack attempts to reuse B9 textures, so at least part of B9 is required for this to work. Textures used: B9PartSwitch is needed for fuel switching ModuleManager is needed to apply DRE/RF patches Legal stuff: Changelog: Imgur albums: one, two. Download from https://github.com/KonnorKerman/Zombie/releases
  25. I've managed to crawl to the orbit with HL-based dual SABRE powered Skylonesque monstrosity with empty cargo bay and ended up with barely enough deltaV to deorbit. It should be possible to add even more fuel and lift some payload this way, but it becomes too cumbersome for me to be practical. Oh, and SABREs in Stockalike Real Fuels Engine Configs have real life thrust values. These seem overpowered for 64k, I've nerfed them a bit for that experiment.
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