SuicidalInsanity Posted September 23, 2015 Author Share Posted September 23, 2015 (edited) @Svm420; Thanks!On a general note, Looks like I will end up taking my time, mainly due to incomplete documentation on 1.0X features.Trying to test some new parts, but:Does anyone know the proper Unity configuration for drills? I've searched through the forums, but no luck, and the trial and error brute-force approach to solving this problem isn't yielding any results.Edit: Ver 1.6 is up, sans mining parts. I'll hopefully have them working by ver 1.7, but no point in having them hold up everything else. Edited September 24, 2015 by SuicidalInsanity Quote Link to comment Share on other sites More sharing options...
Siphonophore Posted September 26, 2015 Share Posted September 26, 2015 (edited) That looks great!Any progress on the Cyclops cockpit yet? Can you at least show an untextured model?EDIT:A few more part suggestions:-Mk3 deployable wheels-Mk3 solar array-Mk3 massive fighter cockpit-Mk3 chine/fuselage adapter to wing adapters-Mk3 triple-mode engine Edited September 26, 2015 by AJTheMighty Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 27, 2015 Author Share Posted September 27, 2015 @AJTheMighty; Threw on a window texture to make them easier to see, but still very very WIP:I took some liberties with the design for 2 reasons - Firstly, to make it a little more 'kerbal', secondly because submarines in general make for terrible spacecraft; The idea of having a giant unreinforced glass dome on a space vessel, especially one that would be re-entering atmo (since it would be a spaceplane cockpit) just seems...wrong, somehow. That said, I'll probably enlarge the window apertures a little bit.-Mk3 deployable wheels - kinda want to pass on this, if only becasue BD adjustable landing gear render everything else obsolete.-Mk3 solar array - I have a few ideas for something along these lines, but no promises.-Mk3 massive fighter cockpit - large-scale cargo/tanker/shuttlebus planes don't seem like the sort of thing you'd need a high-vis bubble canopy for. Make a convincing argument for it, and I'll consider one.-Mk3 chine/fuselage adapter to wing adapters - The mk3 chines were designed to work as wing roots for the standard wing boards, and the fuselage extenders/saddletanks can do the same for the mk3 wing pieces. Or did you mean something mroe like a mk3 version of the mk2 spadetail?-Mk3 triple-mode engine - what particular niche would this fill? I could see a dual cycle vac engine that could toggle between high thrust, low ISP and low thrust, high ISP being useful, but what would the third mode be? If its atmospheric, what advantage would a third engine mode provide over a RAPIER/ESTOC/CLEAVER/whatever rocketjet? Quote Link to comment Share on other sites More sharing options...
Siphonophore Posted September 27, 2015 Share Posted September 27, 2015 (edited) @SuicidalInsanity; This looks awesome and I agree with you 100%; glass bubble cockpits for mammoth MK3 spacecraft are a big no for Kerbal standards. That totally looks perfect for a rover, space tug, boat, etc.! And yes, go with enlarging the apertures. I think it should seat two kerbals. Plus, the hatch should be on the bottom of the cockpit. and you could include this in the end of the part's description; "Warranty void if any of the windows are cracked." As for the triple-mode engine, it should definitely be a vacuum engine and the third mode would be an atmospheric mode Edited September 27, 2015 by AJTheMighty Quote Link to comment Share on other sites More sharing options...
Feradose Posted September 28, 2015 Share Posted September 28, 2015 but whyedit:It also says size 1.. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted September 29, 2015 Author Share Posted September 29, 2015 Oops, I'll have to fix that; behold the perils of ctrl-c, ctrl-v when making configs. Size 1 is how Squad refers to 1.25m parts. Not sure why I decided to use that instead of '1.25m' for the part description. Quote Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted September 30, 2015 Share Posted September 30, 2015 That WIP gave me an idea - I'd like to suggest a B-29 style cockpit for atmospheric Mk3 planes, or maybe a cargo bay with a ramp? There's a ramp in SXT but the problem is it's curved weird so it's difficult to drive up/down. Quote Link to comment Share on other sites More sharing options...
Nothalogh Posted September 30, 2015 Share Posted September 30, 2015 That WIP gave me an idea - I'd like to suggest a B-29 style cockpit for atmospheric Mk3 planes, or maybe a cargo bay with a ramp? There's a ramp in SXT but the problem is it's curved weird so it's difficult to drive up/down.Cargo ramp is coming from squad in 1.1 Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted September 30, 2015 Share Posted September 30, 2015 SuicidalInsanity, I come to report an unfortunate interaction with the HS-X hypersonic cockpit and FAR. It seems to be detecting the actual flight deck as hollow and uncovered or something.Compared to the similarly shaped stock one.Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 1, 2015 Author Share Posted October 1, 2015 ...I could have sworn I fixed it last update along with the other cockpits that had similar issues. Did it do that in v1.5.1? The good news is I know exactly why that's happening, so I can have a fix up in a little bit. Quote Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted October 1, 2015 Share Posted October 1, 2015 Did it do that in v1.5.1?I don't know, I completely skipped over a few mod updates due to taking a break from KSP for a few months. But great, thanks in advance for the fix Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 1, 2015 Author Share Posted October 1, 2015 Version 1.6.05 hotfixes are now up on Github and KerbalStuff Quote Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted October 1, 2015 Share Posted October 1, 2015 Any chance of a Mk. 3 decoupler? Quote Link to comment Share on other sites More sharing options...
Feradose Posted October 1, 2015 Share Posted October 1, 2015 Oops, I'll have to fix that; behold the perils of ctrl-c, ctrl-v when making configs. Size 1 is how Squad refers to 1.25m parts. Not sure why I decided to use that instead of '1.25m' for the part description.But SuicidalInsanity! It is a mk3 to 3xmk2 adapter! Are mk2 parts size 1? Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 2, 2015 Author Share Posted October 2, 2015 @MelancholyFlapper;Yes, hopefully within the next day or so@Feradose; No? The mk2 tricoupler doesn't say size 1 in the description, only the tri/quadcoupler. At any rate, to put this to rest the part descriptions have been fixed and altered to use 1.25m instead. Quote Link to comment Share on other sites More sharing options...
MelancholyFlapper Posted October 2, 2015 Share Posted October 2, 2015 @MelancholyFlapper;Yes, hopefully within the next day or so@Feradose; No? The mk2 tricoupler doesn't say size 1 in the description, only the tri/quadcoupler. At any rate, to put this to rest the part descriptions have been fixed and altered to use 1.25m instead.Yaaay! Quote Link to comment Share on other sites More sharing options...
Siphonophore Posted October 2, 2015 Share Posted October 2, 2015 (edited) @SuicidalInsanity: So is the Mk3 Cyclops cockpit done yet? If so, try and send another WIP image of it textured fully, alright? Edited October 2, 2015 by AJTheMighty Quote Link to comment Share on other sites More sharing options...
Svm420 Posted October 2, 2015 Share Posted October 2, 2015 @SuicidalInsanity: So is the Mk3 Cyclops cockpit done yet? If so, try and send another WIP image of it textured fully, alright? Are you ever going to get that he makes the parts he wants at his pace? Your post do nothing but make you seem quite immature and demanding like a child would be for a new toy. I hope you understand this at this point. Quote Link to comment Share on other sites More sharing options...
CptRichardson Posted October 3, 2015 Share Posted October 3, 2015 One thing that's bugging me at the moment is that spaceplane tails tend to get in the way (as to the wings). How hard would it be to build a tail and wing set that can partially fold up for orbital and deep space flight, Suicidal? Quote Link to comment Share on other sites More sharing options...
Siphonophore Posted October 3, 2015 Share Posted October 3, 2015 Sorry about that Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 3, 2015 Author Share Posted October 3, 2015 @CptRichardson;Get in the way? Like when docking with stations or interplanetary vessels, that sort of thing? Wings I think would be easier than tails, since people generally wouldn't be attaching things to a variable-geometry wing, but Kraken only knows what and how people attach stuff to a tail. A folding tail could probably take the form of some sort of telescoping boom, but would require IR integration. Wings - the main problem I can see would being able to control the wing's lift rating - a stowed wing is going to generate less lift than a deployed one; I think that would require a custom plugin to be written, and I don't want to think of what would be needed to make the wing FAR compatible@AJTheMighty; It's alright, your desire to see the Cyclops cockpit is understandable; I think we've all come across mods we couldn't wait to see updated. But I'm just one guy, working at my own pace when I have time. Generally speaking, I try to have WIP shots of new stuff posted as it comes. And if I suddenly seem to change direction and start working on something else, Its not because I'm abandoning something, its either because I nave a sudden idea or a concept I want to get made so I don't risk forgetting it later, or because I want to take a break from a part to avoid getting burned out on it, to return to it later. Quote Link to comment Share on other sites More sharing options...
CptRichardson Posted October 4, 2015 Share Posted October 4, 2015 @CptRichardson;Get in the way? Like when docking with stations or interplanetary vessels, that sort of thing? Wings I think would be easier than tails, since people generally wouldn't be attaching things to a variable-geometry wing, but Kraken only knows what and how people attach stuff to a tail. A folding tail could probably take the form of some sort of telescoping boom, but would require IR integration. Wings - the main problem I can see would being able to control the wing's lift rating - a stowed wing is going to generate less lift than a deployed one; I think that would require a custom plugin to be written, and I don't want to think of what would be needed to make the wing FAR compatibleCouldn't you borrow whatever the game uses to animate cargobays or something? *Legit doesn't know* Quote Link to comment Share on other sites More sharing options...
NuclearNut Posted October 4, 2015 Share Posted October 4, 2015 I would suggest (naturally) a nuclear ramjet, kind of like the one in your MK-2 expansion mod, just bigger and more powerful. Possibly advertize a deluxe borated plastic radiation shield. Quote Link to comment Share on other sites More sharing options...
SuicidalInsanity Posted October 4, 2015 Author Share Posted October 4, 2015 @CptRichardson; ModuleAnimateGeneric could be used for animations, yes. The problem is that parts animated via this module won't affect anything attached to them - a telescoping tailboom, when retracted, for example, would retract, but anything attached to the tailboom, like tailfins/elevators/etc, would remain where they were; only IR can move parts, and any parts connected to the moving part. The other part of cargobays, ModuleCargoBay can be used to turn off things like ModuleLiftingSurface, but can't function on its self - any folding wing would require two parts - a wingbase/aeroshell/whatever mounting point with a ModuleCargobay, and the actual wing part that is mounted on the base part. An interesting concept; I'm tempted to throw together some prototypes for viability testing; I can see something like this being useful for things like building Duna-optimised planes that can fit in the fairing of a rocket for launch and so forth.@NuclearNut; A mk3 nuclear jet is planned Quote Link to comment Share on other sites More sharing options...
CptRichardson Posted October 4, 2015 Share Posted October 4, 2015 @CptRichardson; ModuleAnimateGeneric could be used for animations, yes. The problem is that parts animated via this module won't affect anything attached to them - a telescoping tailboom, when retracted, for example, would retract, but anything attached to the tailboom, like tailfins/elevators/etc, would remain where they were; only IR can move parts, and any parts connected to the moving part. The other part of cargobays, ModuleCargoBay can be used to turn off things like ModuleLiftingSurface, but can't function on its self - any folding wing would require two parts - a wingbase/aeroshell/whatever mounting point with a ModuleCargobay, and the actual wing part that is mounted on the base part. An interesting concept; I'm tempted to throw together some prototypes for viability testing; I can see something like this being useful for things like building Duna-optimised planes that can fit in the fairing of a rocket for launch and so forth.@NuclearNut; A mk3 nuclear jet is plannedWell, for control surfaces you could borrow from OPT in design and use integrated control surfaces as a part of them (The flaps on OPT wings). For tailfins, the idea would be to take tall vertical or diagonal tailfins and fold them down to avoid smacking into anything sticking out of the station, and for wings a two or three piece foldup to minimize the distance they stick out (I'll have to draw a concept sketch for that). Putting things on them like engines or something would obviously be a bad idea, since that would put (relatively) vulnerable components in the way of reentry heat. For a spaceplane, you'd want to keep those high and out of the direct plasma stream on the body somewhere, and keep the wings low if you're making a folding-wing design. Quote Link to comment Share on other sites More sharing options...
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