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[WIP] CxAerospace: Stations Parts Pack v1.0 - Head Over to Add-On Release


cxg2827

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Here is an update to my ISS build! I wanted to specifically show off the Pirs/Poisk modules made possible from tantares and the Columbus Lab/Harmony Node made from this mod! Current part count is at 120 parts.

Check the album for descriptions and details!

http://imgur.com/a/xG36S

Big photos ;)

Thank you tantares!!!!

EDIT: I just realized the station has a typo in its name :sticktongue:

the quality of those pics are amazing!!!!! looks like a model. how did you make the truss segments?

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cxg, I just had a play around with your parts and they're really nice. I'm definetely going to use them in my next station design. Also, thanks for making a good looking PMA!

Thanks for the compliments :).

I would love to see a cupola and the truss segments :)

Sumhai already has a coupla in his mod pack, but his is slightly enlarged to fully fit a kerbal inside. I can make one more to scale, but not sure how to get the iva to work properly without using a dependency on the Enhanced IVA mod that is in development.

Trusses I could do, but maybe simplified a bit too keep textures and tris down.

GymHab iva is close to compete. Just need to make one more prop for a special iva seat :wink: hoping for middle of next week and to also include the larger sleeping module variants.

Edited by cxg2827
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Can you do the cancelled Hab module for the ISS?

https://upload.wikimedia.org/wikipedia/commons/8/89/ISS_Habitation_module.jpg

Please?

I will give cookies. Big chocolate chip cookies.

https://assets.rbl.ms/615780/980x.jpg

It's that how it's suppose to look? Seems like it's just the pressure vessel without the mmod panels installed yet

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Why don't you use the GymHab ? and don't the ISS pack have parts that look just like it and CMES mod or FusTek StationParts ?
I want it stockalike though.
It's that how it's suppose to look? Seems like it's just the pressure vessel without the mmod panels installed yet
It was gonna have thermal blanketing and that's all that is missing from it.
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Here is the larger sleeping module. I can make both new variants (4 bunk and 6 bunk) the same length, or I can make the 4 bunk version one panel segment shorter, and have it be about the same size as the gym module.

I like variety, so I might make the 4 bunk version 1 panel shorter, but if people think it would be better to have them the same size speak up.

Fzuxyza.png?2

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Here is a showcase of all the sleeping module variants from top-to-down and left-to-right:

SleepHab V4-1 - 4 Kerbal, 1 Hatch at each end, 3 in the middle

SleepHab V4-2 - 4 Kerbal, 1 Hatch at each end

SleepHab V6-1 - 6 Kerbal, 3 Hatches in the middle

SleepHab V6-2 - 6 Kerbal, 1 Hatch in the middle (top)

NapHab V1 - 3 Kerbal, 1 Hatch at top

The V6 versions do not have hatches at the ends since the internal configuration will have the 2 additional bunks on the ends. Another option if people want is to get rid of the 2 center side hatches, and have the bunks located there instead. I can then shorten the modules by 1 panel section so it will match the size of the V4s. But, maybe it would be better to have the 6 kerbal version longer for the variety?

Sleep Hab V4-2 is a bit hard to figure out which way is up, so maybe I should add the hatch back to the center top. Otherwise I might add to the texture map to have some tag to help know orientation from the outside.

I'll probably be pushing out the next update after I make the node covers. Though I want to have all the texturing completed for the gym module IVA props completed before I include that in this pack so the next update wouldn't have any new IVAs.

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Each varient will more or less have the same IVA, am I right? With hatches that can be seen in IVA, but from the outside there may only be hull (like for the smooth versions of the parts)?

If that's the case, what do you think of just putting node attachment points on top of the smooth surfaces (no outside hatch texture)? Then if we decide to attach another part (or docking port) to the node, the two parts will be flush so we won't even realize or be able to see that there isn't actually a hatch texture there. We'll just kind of pretend there is. The hatches will still exist in IVA anyway.

This is just an idea to reduce part count. Come version 1.1 with 64 bit it might not matter though.

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V4-1 and 4-2 will have the same IVA

V6-1 and V6-2 will have the same IVA.

The thought is to give people an option of a smoother module if they dont want to place structural node covers like FlyMeToTheMinmus suggested. the type 2s and the node covers will use existing textures so the only memory increase will be from the .mu and .cfg files.

Just putting node attach points wouldnt work too well since there will be very noticeable clipping when using docking ports (especially the CBMs I made). Another issue is that the IVAs have been built around the Type 1s, so when the mod "Enhanced IVA" is working, or if squad ever implements a stock version there will be a very large void space if passing through the center hatches.

If the smoother variant or node covers are considered bloaty by a bunch of people, I can always pack it in a separate folder. People who then decide they want them can drop it into the gamedata folder.

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Wow I love the progress made so far! I haven't really been able to keep updated or play much KSP as I just moved into my dorm for the fall semester of college this year and only just now got my computer hooked up to the WiFi (i would use a wired connection but nooooo they have to come enable it by individual request and it takes forever)

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Wow I love the progress made so far! I haven't really been able to keep updated or play much KSP as I just moved into my dorm for the fall semester of college this year and only just now got my computer hooked up to the WiFi (i would use a wired connection but nooooo they have to come enable it by individual request and it takes forever)

Thanks! Does your dorm have throttling based on usage? I remember when I moved into the dorms and my internet was super throttled. Found out there is a 2GB limit per day, and downloading HL2 and CS:S got me throttled heavily :(

In other news, new update is out on Kerbal Stuff. Dedicating the next week or 2 for getting IVAs finished/made for the gym and the new sleeping modules.

Changes:


v0.06
-Delete CxAerospace folder prior to dropping in this version.
-Texture optimization to NapHab IVA to fit on 2048x2048 down from 4096x4096
-Texture update and optimization to Station Hatch Prop to fit on 2048x2048 down from 4096x4096
-Ladder prop texture placed on dedicated map.
-Fixed name typo on ladder prop.
-[B]SHIP BREAKING[/B]: GymHab model extended one panel section. Scuttle the old GymHab from your ships prior to adding the new one.
-Added Parts:
-Sleep Hab V4-1: Crew capacity 2, no IVA yet.
-Sleep Hab V4-2: Crew capacity 2, no IVA yet.
-Sleep Hab V6-1: Crew capacity 3, no IVA yet.
-Sleep Hab V6-2: Crew capacity 3, no IVA yet.
-Node Cover V1: to match Sleep Hab V4
-Node Cover V2: to match Sleep Hab V6

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Here is an update to my ISS build! I wanted to specifically show off the Pirs/Poisk modules made possible from tantares and the Columbus Lab/Harmony Node made from this mod! Current part count is at 120 parts.

Check the album for descriptions and details!

http://imgur.com/a/xG36S

Big photos ;)

https://i.imgur.com/rGo5eG3.png

https://i.imgur.com/ZkLorfL.png

https://i.imgur.com/iFQ7jHI.png

https://i.imgur.com/C1hiXh5.png

https://i.imgur.com/Bmwjn0f.png

https://i.imgur.com/ecVw9W4.png

https://i.imgur.com/WK2LZRl.png

https://i.imgur.com/eMOfaDl.png

https://i.imgur.com/xfMNb5H.png

https://i.imgur.com/1I2Foq7.png

Thank you tantares!!!!

EDIT: I just realized the station has a typo in its name :sticktongue:

Im definitely gonna need those truss segments, that would be great.....mkay!!

pxmy4.jpg

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Im definitely gonna need those truss segments, that would be great.....mkay!!

https://i.imgflip.com/pxmy4.jpg

Here's everything: https://www.dropbox.com/s/mhalqqojwmfhf9g/Welded%20Parts.rar?dl=0

Just know that in order for them to work right you need all the mods I used to build them! Easiest way to tell is to look at the model parameters in the cfg files to see what models from what mods it pulls from

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