Sgt.Shutesie Posted June 16, 2016 Share Posted June 16, 2016 5 minutes ago, drtedastro said: quick question, for some reason I am having an issue with the wings and strake. After I have installed them in VAB using mirror, they look great. all heatshields on lower surface as expected. Now for the fun, when i exit a launch and return to VAB, the wings are now left (port) side ok and right (strbrd) side upside down. Anyone else have this feature??? I use extended editor and other mods to help with building, so I am removing those now for testing. Any info on this would be helpful. But no matter what Pak, this is a fantastic mod and update. Cheers. I have a mirroring issue in the VAB when I turn the shuttle, if that's what you mean. Its kind of a pet peve, since it means I have to do a roll, which is a pain for getting an equatorial orbit, but no biggie. Quote Link to comment Share on other sites More sharing options...
Pak Posted June 16, 2016 Author Share Posted June 16, 2016 2 minutes ago, drtedastro said: quick question, for some reason I am having an issue with the wings and strake. I don't suspect a conflict, but let me know. The wings are kind of goofy but I couldn't figure out a better way to do it. This might be your issue. The tiles will always try to face 'down' in the SPH and VAB but they'll stick during flight. So for the VAB you'll want the bottom of the wings facing the left wall (the one with the flag I think?) I'm using a mirrorRefAxis = 0, 0, 1 on the wings. If anyone knows a way to get them to behave better in during building let me know Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted June 16, 2016 Share Posted June 16, 2016 Hey, I made you something, @Pak. It's RP configs for the two engines in the mod. Just drop the "patches" folder into the main CA folder. And now you have a place to put any future compatibility patches. Quote Link to comment Share on other sites More sharing options...
Pak Posted June 16, 2016 Author Share Posted June 16, 2016 6 minutes ago, VenomousRequiem said: Hey, I made you something, @Pak. It's RP configs for the two engines in the mod. Just drop the "patches" folder into the main CA folder. And now you have a place to put any future compatibility patches. Yeahhhh. Thanks! I've been meaning to figure out how to do that but never got around to it. I'll stick it on the front page for now and add it in next patch. Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted June 16, 2016 Share Posted June 16, 2016 16 minutes ago, VenomousRequiem said: Hey, I made you something, @Pak. It's RP configs for the two engines in the mod. Just drop the "patches" folder into the main CA folder. And now you have a place to put any future compatibility patches. *bows down to the RP Config Queen* Quote Link to comment Share on other sites More sharing options...
drtedastro Posted June 16, 2016 Share Posted June 16, 2016 34 minutes ago, Pak said: I don't suspect a conflict, but let me know. The wings are kind of goofy but I couldn't figure out a better way to do it. This might be your issue. The tiles will always try to face 'down' in the SPH and VAB but they'll stick during flight. So for the VAB you'll want the bottom of the wings facing the left wall (the one with the flag I think?) I'm using a mirrorRefAxis = 0, 0, 1 on the wings. If anyone knows a way to get them to behave better in during building let me know A long time ago i remembered something like this. I have found the other mod that had something like this. link to old B9 Shuttle wings that had something like this mirror / rollover issues dont know if that is of any help, or completely outdated. And I will do the facing the flag wall trick as well. many, many thanks to pak and all others for their info and help. time to get more shuttle out there to burn up... I mean bring the little green fellows home... Cheers. Quote Link to comment Share on other sites More sharing options...
StevieC Posted June 16, 2016 Share Posted June 16, 2016 @Pak Just a friendly suggestion: Please consider making the Cormorant Aeronology brand selectable the "Browse Parts By Manufacturer" mode in the VAB & SPH. Quote Link to comment Share on other sites More sharing options...
SpaceBadger007 Posted June 16, 2016 Share Posted June 16, 2016 So with the lifting body parts working as wings now I wont have to use stock bug fix plus anymore to make them work right? Quote Link to comment Share on other sites More sharing options...
Pak Posted June 16, 2016 Author Share Posted June 16, 2016 6 hours ago, drtedastro said: A long time ago i remembered something like this. I have found the other mod that had something like this. Looks like they just used mesh switch. I'll mess with the idea 5 hours ago, StevieC said: "Browse Parts By Manufacturer" I'll look into it 15 minutes ago, SpaceBadger007 said: So with the lifting body parts working as wings now I wont have to use stock bug fix plus anymore to make them work right? Right. I didn't test it without the body lift but it shouldn't be too different. Should be fixed next week or so with the 1.1.3 patch as well Quote Link to comment Share on other sites More sharing options...
G'th Posted June 16, 2016 Share Posted June 16, 2016 Is anyone elses Airlock (and the docking port you attach to it for that matter) exploding on reentry? Doesn't seem to matter how hard I reenter, the Airlock explodes, taking the docking port with it. Strangely enough though, the lights lining my cargo bay don't explode despite having even less heat resistance. Quote Link to comment Share on other sites More sharing options...
trooperMNG Posted June 16, 2016 Share Posted June 16, 2016 That's really nice! Now let's wait for someone with more-than-decent skills to build a Buran with AB Launcher parts! Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted June 16, 2016 Share Posted June 16, 2016 1 hour ago, trooperMNG said: That's really nice! Now let's wait for someone with more-than-decent skills to build a Buran with AB Launcher parts! Due to the high gimbal on the engines in AB launchers, it shouldn't actually be too difficult as far as shuttles go. Give it a go yourself! That's the only way you'll get more-than-decent skills Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted June 16, 2016 Share Posted June 16, 2016 2 minutes ago, MrMeeb said: Due to the high gimbal on the engines in AB launchers, it shouldn't actually be too difficult as far as shuttles go. Give it a go yourself! That's the only way you'll get more-than-decent skills Wanna help me make some stock and modded Buran and STS shuttles for people to download? Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted June 16, 2016 Share Posted June 16, 2016 5 minutes ago, sharpspoonful said: Wanna help me make some stock and modded Buran and STS shuttles for people to download? PM me and pitch the idea to me, so I know where I come in and what I would be doing. We can talk there Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted June 16, 2016 Share Posted June 16, 2016 (edited) @Pak, just so I'm clear (and not rooting around forever my parts tabs :p), the Orbiter Attachment Hardware you linked to on page 16 isn't available yet, correct? My sleep deprived brain is struggling right now, and did not see it in the last patch notes. EDIT: Mr. Meeb and I would like to to make some .craft files for you, Pak. I've made the initial orbiters, and will make both a modded and "stock" (Cormorant/Stock) only set. "Stock" Orbiters: Edited June 16, 2016 by sharpspoonful :D Quote Link to comment Share on other sites More sharing options...
_Krieger_ Posted June 16, 2016 Share Posted June 16, 2016 They look great, one tip though. The Buran's nose gear is placed further back than the Shuttle's Quote Link to comment Share on other sites More sharing options...
StevieC Posted June 16, 2016 Share Posted June 16, 2016 Also, the Buran's rear RCS is not up high on the aft-fuselage, it's lower down, about mid-height, if memory serves me. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 16, 2016 Share Posted June 16, 2016 ModuleLiftingSurface seems to be missing from ShuttleB.cfg. The description promises that this lifting body will provide the lift and support my shuttle needs, but alas, tis not so. (I noticed it was also missing from Shuttle Lifting Body A till the most recent update - my guess is it just slipped through the cracks). Love the pack. Cheers. Quote Link to comment Share on other sites More sharing options...
Pak Posted June 16, 2016 Author Share Posted June 16, 2016 7 hours ago, sharpspoonful said: @Pak, just so I'm clear (and not rooting around forever my parts tabs :p), the Orbiter Attachment Hardware you linked to on page 16 isn't available yet, correct? My sleep deprived brain is struggling right now, and did not see it in the last patch notes. EDIT: Mr. Meeb and I would like to to make some .craft files for you, Pak. I've made the initial orbiters, and will make both a modded and "stock" (Cormorant/Stock) only set. Right, the decoupler will be in the next part update. Sounds good with the craft files. I'll definitely take a look at them 6 minutes ago, Deimos Rast said: ModuleLiftingSurface seems to be missing from ShuttleB.cfg Yep. Must have missed it in the final package. Thanks for letting me know. In the meantime you can copy the module from the other body and it'll work. Quote Link to comment Share on other sites More sharing options...
Deimos Rast Posted June 16, 2016 Share Posted June 16, 2016 59 minutes ago, Pak said: Yep. Must have missed it in the final package. Thanks for letting me know. In the meantime you can copy the module from the other body and it'll work. Already did. By the way: do you have a road-map of planned or considered parts/features? That last update was golden and I'm curious where you see this mod going. My only request (if you take them): no wheels. Getting real tired of wonky wheels sidelining projects. --- The only other really (current) stock-a-like Mk3 pack out there (that comes readily to mind) is the excellent Mk3 Expansion by SuicidalInsanity, but I get the impression you're going for something a little different (real world analogues maybe). I only mention it, because if you're considering expanding your parts catalog considerably, it might pay to know what's already been done (and done well), so you can spend time on fresher content (obviously your prerogative). Cheers. Quote Link to comment Share on other sites More sharing options...
sharpspoonful Posted June 17, 2016 Share Posted June 17, 2016 3 hours ago, StevieC said: Also, the Buran's rear RCS is not up high on the aft-fuselage, it's lower down, about mid-height, if memory serves me. It looks like it is above the 2 engines , but not quite midline. Quote Link to comment Share on other sites More sharing options...
Pak Posted June 17, 2016 Author Share Posted June 17, 2016 (edited) 2 hours ago, Deimos Rast said: By the way: do you have a road-map of planned or considered parts/features? That last update was golden and I'm curious where you see this mod going. My only request (if you take them): no wheels. Getting real tired of wonky wheels sidelining projects. Ha. Definitely no wheels. I'll be staying pretty focused on the Orbiters themselves and things to stuff in them. I was thinking about a post like this so good prompt. I honestly don't have a solid roadmap. I tend to build stuff that interests me at the moment, and things based off the discussion and suggestions here. I wouldn't have built any of this stuff without the interest and ideas from you guys. I do try to read everything, so don't worry if I didn't reply in the thread. I most likely saw it and maybe I'm uninterested in the idea now, but in a month or two when I'm looking through ideas I could change my mind. Like the angled engine mount for example. I'll be trying to update in loose categories from now on along with releasing less parts at a time. That was a lot of stuff. It started out as a wings and aero update until it got hijacked by those Russians (for the better of course). My next direction is cargo bay stuff so right now I have plans for a some parts inspired by the different pallets and payload mounts used in the shuttle. I'd really like to get the shuttle to be the awesome orbital construction vehicle that it should be. So in no particular order and not all at the same time, my next stuff will be; Cargo Bay texture switches (including the back of the cockpit to match) ET Decoupler ELC pallet ICC-VLD pallet (maybe) Bigger pallet (the white U shaped one) EDO supply module Spacelab something to mount small satellites onto Assorted KIS tool boxes and other doodads Some more work on the MMU Forgot the obligatory WIP shot. Good idea @Sgt.Shutesie Edited June 17, 2016 by Pak Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted June 17, 2016 Share Posted June 17, 2016 (edited) Looks great, looking more like the real thing every day! Edit: What modeling program do you use? Edited June 17, 2016 by Sgt.Shutesie Quote Link to comment Share on other sites More sharing options...
tg626 Posted June 17, 2016 Share Posted June 17, 2016 This mod is looking fan-d***-tastic (Needs to be featured on Modding Monday I think), and the "Buran-ification" of the Mk3 Cockpit is certainly above and beyond IMHO. A word of caution: Many times I have seen good "Stock-a-like" mods slowly slip over the event horizon into the black hole of "replica". It's your mod, so of course it's TOTALLY up to you, but I'd be wary of getting to caught up in making parts in KSP look like their RW counterparts. Personally,I'd prefer to "Keep it Kerbal", but as I said it's up to you. Just my $0.02 Quote Link to comment Share on other sites More sharing options...
Pak Posted June 17, 2016 Author Share Posted June 17, 2016 11 minutes ago, tg626 said: black hole of "replica" Thanks tg, Yeah I agree and don't have that intention. There's CSS for that level of detail. I'll be keeping everything modifying the stock bits on texture switchers and make sure nothing clashes too bad with the stock parts. After the cargo bay I can't really think of anything else I'd want to mess with. With the cargo bits I mostly want to add more gameplay options in the stock environment that people less familiar with the shuttle might not know about. Like for me when I was starting out with shuttles I just slapped a docking port on the back wall and stuck some things in orbit. Having some more payload mounts seems like a good way to introduce all kinds of other missions it could do. Plus I just like learning about and modeling these things. This shuttle portion of this mod will eventually come to some sort of parts conclusion. I don't want it to get too bloated and unfocused. Quote Link to comment Share on other sites More sharing options...
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