Admiral-Helwyr Posted May 29, 2015 Author Share Posted May 29, 2015 So, having tested out the Jumper, it needs two propulsion modes.Specifically, hover/translation, and then normal forward propulsion.I know, I've been messing around with the repulsors from kerbal foundries for the hover mode.I think that the rcs is powerful enough for the translation and just bareley enough for the hover.I'm going to experiment with a different type of hover propulsion.- - - Updated - - -Alright This is the list of problems i have so far been informed of.:Scout Courier needs .rcs .new texture .and node-collider ajustment:Type 6 Shuttlecraft you cant re enter the hatch must fix: Puddle Jumper needs a hover mode I dont think that will be part of this release.I will try to take care of these problems and do a full release In about 5-6 hours Link to comment Share on other sites More sharing options...
Nothalogh Posted May 29, 2015 Share Posted May 29, 2015 I know, I've been messing around with the repulsors from kerbal foundries for the hover mode.Yes, that's what I was thinking of.Also worth looking into is BahamutoD's retractable engines Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted May 29, 2015 Author Share Posted May 29, 2015 Alright Everyone it is released here http://forum.kerbalspaceprogram.com/threads/123534-Helwyr-Replica-Starships-LTD-Release-I?p=1980851#post1980851iI'll put together the poll for release II later, i need to sleep It is 7:38 am and I have not slept yet.Goodnight... I mean morning... oh whatever, Link to comment Share on other sites More sharing options...
Arcwolf Posted May 29, 2015 Share Posted May 29, 2015 If you're still taking requests, I'd like to see the Aries 1B Earth-Moon shuttle from 2001. It looks like something I could use frequently in my Minmus/mun transport missions. Link to comment Share on other sites More sharing options...
tater Posted May 30, 2015 Share Posted May 30, 2015 BTW, Aries is typoed in the poll. So cool:My only suggestion would be to break thinks into a few parts, particularly for ships of a manageable size like this one. RCS cone as a single part (notice the 5 nozzle "flush" elements as well, though). Engine block as a part, and the gear pods. Diameter is 12.92m… what is verbal scale, 60%? That would be 7.132m. Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted May 30, 2015 Author Share Posted May 30, 2015 The poll for release II is up, the ship with the most will be finished first the, least will be finished last, the ones without votes will be left out of the release.Any requests after this post will be saved for Release III - - - Updated - - -BTW, Aries is typoed in the poll. So cool:http://th06.deviantart.net/fs70/PRE/f/2013/358/8/9/aries_1b_translunar_shuttle_ortho_by_unusualsuspex-d6ywb9l.jpgMy only suggestion would be to break thinks into a few parts, particularly for ships of a manageable size like this one. RCS cone as a single part (notice the 5 nozzle "flush" elements as well, though). Engine block as a part, and the gear pods. Diameter is 12.92m… what is verbal scale, 60%? That would be 7.132m.I noticed after i posted it, and now i cant seem to change it? Link to comment Share on other sites More sharing options...
tater Posted May 30, 2015 Share Posted May 30, 2015 That's a rule about typos, you see them the second you hit "return." Link to comment Share on other sites More sharing options...
Darkdoom Posted May 30, 2015 Share Posted May 30, 2015 (edited) Maybe i`m missing something which ever way i install this all that shows up is the type 6 and the puddelThanksNever mind all showing up now Edited May 30, 2015 by Darkdoom Link to comment Share on other sites More sharing options...
Space Scumbag Posted May 30, 2015 Share Posted May 30, 2015 OH my god! I just found this mod and your thread awesome work. I can't wait for more. Link to comment Share on other sites More sharing options...
natas Posted May 30, 2015 Share Posted May 30, 2015 Nice and very well done! Can mothership zeta from fallout 3 when you get the chance. Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted May 30, 2015 Author Share Posted May 30, 2015 Nice and very well done! Can mothership zeta from fallout 3 when you get the chance.I've never heard of that, I'll look into it Link to comment Share on other sites More sharing options...
Djmellomaniac Posted May 31, 2015 Share Posted May 31, 2015 You should do the normandy from mass effect (There used to be a mod for it maybe you could bring it back to life)And the Nostromo from aliens, (there is also a previous mod for this http://forum.kerbalspaceprogram.com/threads/12477-0-21-1-Alien-Nostromo-(ver-1-3-7) it just needs a update which i dont know how to do) Link to comment Share on other sites More sharing options...
Nothalogh Posted June 1, 2015 Share Posted June 1, 2015 So I took the Jumper to Duna.It hates to land, like it has way more aerodynamic lift than it should, given that it's shaped like a brick.Conversely it has obscene amounts of drag at low altitudes.But other than that, it allows one to travel in style.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 1, 2015 Author Share Posted June 1, 2015 So I took the Jumper to Duna.It hates to land, like it has way more aerodynamic lift than it should, given that it's shaped like a brick.Conversely it has obscene amounts of drag at low altitudes.But other than that, it allows one to travel in style.http://imgur.com/a/zSzHASounds a bit tempermental Feel free to mess with the config file to fix any imbalance in it If you find a good balance pm me the config and i'll add it to the next release.Nice duna shots, Link to comment Share on other sites More sharing options...
Nothalogh Posted June 1, 2015 Share Posted June 1, 2015 Feel free to mess with the config file to fix any imbalance in itFrom looking at the config I'm gonna try adding more mass and ease up on the RW torque values a littleNice duna shotsYeah, I figured that arctic crater would make the scenery a bit more interesting Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 1, 2015 Author Share Posted June 1, 2015 I just tried to import a death star model I made, into unity and it repeatedly crashed my graphics processor. The model was 141MB...I think there were to many greebles in the trench I'm going to have to go back and redo the suface, i'll probably leave the surface smooth and only put the greebles in the trench in reduced numbers. Link to comment Share on other sites More sharing options...
Nothalogh Posted June 1, 2015 Share Posted June 1, 2015 So I upped the mass to 20 and brought the RW torque down to 300, and the Jumper handles less like a gigantic block of styrofoam now.It only pulls 2 Gs in forward acceleration now instead of 4, but that's still plenty. Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 1, 2015 Author Share Posted June 1, 2015 So I upped the mass to 20 and brought the RW torque down to 300, and the Jumper handles less like a gigantic block of styrofoam now.It only pulls 2 Gs in forward acceleration now instead of 4, but that's still plenty.I was messing around with the mass and lift on a enterprise model and ended up with a object that would float around forever.It would get close to the ground and then fly up another 300m and slowly float back down Link to comment Share on other sites More sharing options...
Nothalogh Posted June 1, 2015 Share Posted June 1, 2015 It would get close to the ground and then fly up another 300m and slowly float back downYeah, that's what the jumper was like at first, now it's more reasonable.Also on the Jumper wish list, an openable rear door for science stuff and entry/exit Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 2, 2015 Author Share Posted June 2, 2015 Yeah, that's what the jumper was like at first, now it's more reasonable.Also on the Jumper wish list, an openable rear door for science stuff and entry/exitI'll consider it, maybe in a future update.Once again I'm horrible at animations Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 2, 2015 Author Share Posted June 2, 2015 Final tally of votes.Death Star :5 votesAries 1B :4 votesSuper Star Destroyer :4 votesStar Destroyer :3 votesBSG Viper :3 votesArc 170 :3 votesSlave 1 :2 votesXR 2 Orbiter :2 votesI'll put together some stuff over the next couple of days Link to comment Share on other sites More sharing options...
Zedwimer Posted June 5, 2015 Share Posted June 5, 2015 Figures I arrive late to the game! Would have voted for the BSG Viper.But what I really wanted to do was to pitch the SSV Normandy or the Normandy SR-2 from the Mass Effect series... anyone else with me?This mod looks awesome though. I can't wait to try out the Scout/Courier! Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 7, 2015 Author Share Posted June 7, 2015 Guys.....I'm sorry but due to circumstances beyond my control I'm forced to halt development on this mod for a while Sorry.I dont know when I will be able to pick it up again. maybe in a few weeks or a couple months.Sorry to let you guys down but it cant be helped. I wanted to see this through but I cant for now.I will continue to work on models for the suggested ships as often as I can I will try to keep you informed but I wont be very active in the forums for some time. Here is a list of the ships I will try to work on in my spare time.BSG ViperDeath StarStar DestroyerSuper Star DestroyerSlave 1SSV NormandyNormandy SR2Mothership ZetaFor all the people who were looking forward to the Aries 1B I,m sorry. But You should look here http://forum.kerbalspaceprogram.com/threads/107803-WIP-Aries-1B-from-2001-A-Space-Odyssey I'm so Sorry guys Hopefully I can get back to this I enjoyed it Goodbye ​Admiral Helwyr Link to comment Share on other sites More sharing options...
BradleyPrivett Posted June 17, 2015 Share Posted June 17, 2015 Hi I have the mod for KSP 1.0.2 and I have attached a mech Jeb unit to a couple of the ships but when I go to KSC then back to them it's like they have super sensitive torque and one tap of a button makes them flip out. Also when I activate either Rcs or SAS the ship starts spinning out of control. And when I try to eject the Kerbals it says hatch is obstructed. Please help Link to comment Share on other sites More sharing options...
Admiral-Helwyr Posted June 23, 2015 Author Share Posted June 23, 2015 (edited) Hi I have the mod for KSP 1.0.2 and I have attached a mech Jeb unit to a couple of the ships but when I go to KSC then back to them it's like they have super sensitive torque and one tap of a button makes them flip out. Also when I activate either Rcs or SAS the ship starts spinning out of control. And when I try to eject the Kerbals it says hatch is obstructed. Please helpI've never tested it with mechjeb.What ship are you using? the ships usually have very strong reaction wheels due to the high mass.As for the hatch thing I thought I put hatches on all of them?Update On StatusHave to go back to Colorado to do some work on the house to sell it,will be leaving in about a week.dont know if we'll have internet there.I'll try to put something together before then Edited June 23, 2015 by Admiral-Helwyr Link to comment Share on other sites More sharing options...
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