RaendyLeBeau Posted November 5, 2016 Share Posted November 5, 2016 Mod Edit: Thread locked upon request Full Stages explained - SCHEMATIC VIEW & SIZE relationships S-AVALON Landing Approach to Duna (ingame gallery) SS-AVALON Upperstage-Block over Duna Orbit (ingame gallery) Spoiler - SS-AVALON in LEO approach International Space Station .. (Art Work) ATS - Space and Fueling Station on Orbit over Admun (Kargantua System) ATS - Space and Fueling Station on Orbit over Admun (Kargantua System) AVALON testflight - a Journey to 'Kargantua System' - more stunning pictures are here : http://imgur.com/gallery/6x3Pg - Spoiler - 'SS-AVALON' open NoseCap equiped without APAS Dockingport - blender cam view with background 'SS-AVALON' upper stage details, with new Engine 'VULCAIN-2' - - Spoiler ATS (AVALON Transfer Stage) http://imgur.com/a/lrH9W ATS with Habitat Modules http://imgur.com/a/EAzI8 http://imgur.com/a/3nnfq http://imgur.com/gallery/9zQkf ATS Habitat 'bee' transport pod http://imgur.com/a/aT1U7 http://imgur.com/a/H6T9t http://imgur.com/a/LfCIt http://imgur.com/a/lC0fh Upperstage SS-AVALON http://imgur.com/a/J5ISl IVA SS AVALON http://imgur.com/a/qXgIT ATS Engine development (NERVA III 'fatboy' series) http://imgur.com/a/8iane http://imgur.com/a/GvtbO http://imgur.com/a/Y3Id9 more clips about Project AVALON here License: https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode Buy me a cup of coffee, support me with my project if you like it.Your friendly gesture would be very happy. about The objective is to develop an interplanetary transport system. The transport system will have several stages. Three stages are currently planned. The idea for this mod comes from the nasa concept MTV ( Mars Transfer Vehicle Concepts concept -2014)The main objective is to provide a space transport system with a direct approach, to closer planets within the solar system. The development level is constantly documented, but we have not planned a completion date. Possibly, pre-releases will be published for testing purposes. Regarding this, I would be very grateful later for feedback! This would shorten the development time, and the suggestions of the forum user could be taken into account. Best thanks to anyone who made a bug report and suggestion, thank you all for helping me making this mod better and better ! @Nansuchao Testing Engines / Parts Units @Nansuchao Technical consultant - ( Interstellar) Nuclear Engine Technologies. Requirements KSP Version 1.3.x * Community Resource Pack * Interstellar Fuel Switch Recommended : KerbalJointReinforcement KerbalKonstructs / FShangarExtender MechJeb Kargantua System Planned Features : RSS compatibility RealPlume ASET props Link to comment Share on other sites More sharing options...
tg626 Posted November 5, 2016 Share Posted November 5, 2016 Fist preview? Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 5, 2016 Author Share Posted November 5, 2016 2 minutes ago, tg626 said: Fist preview? oops Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 9, 2016 Author Share Posted November 9, 2016 (edited) hi all, so here some pictures of IVA concept design - full album see here - http://imgur.com/gallery/a9MdC and here : http://imgur.com/a/Nq2L6 cheers! - concept of AVALON holds 19-22 kerbals Spoiler - propellant storage inside ship Edited January 16, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
tater Posted November 9, 2016 Share Posted November 9, 2016 Pretty! Link to comment Share on other sites More sharing options...
RedParadize Posted November 9, 2016 Share Posted November 9, 2016 I like it! I always wanted a omni lander with everything integrated. Only comment is that legs could be a bit beefier. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 9, 2016 Author Share Posted November 9, 2016 (edited) On 9.11.2016 at 8:40 PM, RedParadize said: I like it! I always wanted a omni lander with everything integrated. Only comment is that legs could be a bit beefier. In relation to the ship the construction looks a little thin. but enough wearing. difficult to chance it, because i have invested some time in the lander legs concept, this was the final result. - There are also parachutes, to landing save the ship. (the chutes-pair are at moment in development) Spoiler Spoiler other Project pictures still follow. https://imageshack.com/a/swvM/1 Spoiler Edited March 18, 2017 by RaendyLeBeau add pictures Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 10, 2016 Author Share Posted November 10, 2016 - whats the best Picture ? Link to comment Share on other sites More sharing options...
tater Posted November 10, 2016 Share Posted November 10, 2016 (edited) I like the first and last images. I'd prefer the last to be in game---unless that is actually EVE/Scatterer. You've got a great eye for graphic design, BTW. Edited November 10, 2016 by tater Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 10, 2016 Author Share Posted November 10, 2016 (edited) 1 hour ago, tater said: I like the first and last images. I'd prefer the last to be in game---unless that is actually EVE/Scatterer. You've got a great eye for graphic design, BTW. all images are 'not in game' but only Blender Cam/Rendering Screenshot. the last background-picture are real from here http://study-mania.org/nations-sign-major-deal-to-curb-warming-chemicals-used-for-air-conditioning/ Edited November 10, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
tater Posted November 10, 2016 Share Posted November 10, 2016 Maybe put it in orbit in RSS, everything maxed visually, and see what you can get. My gut says it should be an in game pic. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 10, 2016 Author Share Posted November 10, 2016 (edited) On 10.11.2016 at 9:41 PM, tater said: Maybe put it in orbit in RSS, everything maxed visually, and see what you can get. My gut says it should be an in game pic. a look behind the scenes .. exclusive 4 you my friend - more making of here : Spoiler Edited November 11, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
tater Posted November 10, 2016 Share Posted November 10, 2016 Cool, I see, you did a render. Nice. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 11, 2016 Author Share Posted November 11, 2016 (edited) the looks very similar to the Spacex Merlin Family (1D Vacum) Also here I tried to choose a medium between good detail grad when modeling. But balanced enough not to burden the memory consumption On 10.11.2016 at 9:41 PM, tater said: Maybe put it in orbit in RSS, everything maxed visually, and see what you can get. My gut says it should be an in game pic. @tater By the way, I've tried unfortunately, RSS does not run with my current ksp version 1.2.1 - maybe I'm doing something wrong, went with me up with version 1.13 Edited January 16, 2017 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 11, 2016 Author Share Posted November 11, 2016 (edited) Upperstage consists of the following components : + SS AVALON+ LandingLegUnit+ Inflatable Heatshield Unit+ Adapter ServiceModule to SS-Avalon+ Service Module+ Cryogenic Engine Block : the "upperstage" can already be played. But not yet optimally configured. Hide contents ///test objects : Expandable Heatshield and Space Ship Avalon. fault - Unstable flight behavior at reentry atmosphere. : Cause may not be optimized center of pressure / lift / mass on Ship and Heatshild Unit. http://imgur.com/gallery/lUdJS after stable flight flipping capsule during re-entry begins controling the unstable capsule is not more possible test objects : BuiltIn ServiceModule Antenna fault - find Best possible configuration or mode [kerbNet] //// For improvement suggestions or hints, I am very grateful.best regards cheers Edited November 12, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
Nansuchao Posted November 11, 2016 Share Posted November 11, 2016 To fix the re-enter issue, you just need to move the Center of Mass of the pod close to the heatshield and it will reenter by itself. IRL the same method is used, but sometimes (Soyuz), the CoM is slightly offset from the central axis, to give some lift. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 12, 2016 Author Share Posted November 12, 2016 (edited) @Nansuchao Thank you so much ! Will test this. What do you mean "IRL"? Edited November 12, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
Nansuchao Posted November 12, 2016 Share Posted November 12, 2016 42 minutes ago, RaendyLeBeau said: @Nansuchao Thank you so much ! Will test this. What do you mean "IRL"? In Real Life. Also the stock capsules can reenter with the SAS off, thanks to the low CoM. Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 15, 2016 Author Share Posted November 15, 2016 (edited) just created transferstage with engine (not yet texturized) - of course the completion of the habitat module is still open. *The design with inflatable-habitat I have given up in favor of this practical solution. previous design - inflatable-habitat - current habita design is like ISS-Cupola - but not shure But I'm not sure if the whole is not too difficult for the transfer stage. - looks almost like a tower from the series 'games of trones'. - I do not like the series at all Maybe I should apply a quite conventional contemporary design. a simple 2-man Cupola as in the ISS. --------------------------------------------------------------------------------------------------------------------------- here picture first flight of transferstage with ServiceModule & SS-Avalon. - cheers ! Edited January 16, 2017 by RaendyLeBeau added pictures - transferstage - first flight & tests Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 15, 2016 Author Share Posted November 15, 2016 (edited) another vid . cheers ! Edited November 15, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 15, 2016 Author Share Posted November 15, 2016 (edited) new: added better structured ServiceModule Dockingport frontdesign ... - but it will still change - I do not quite like it yet. - but better than here - ok, textures are missing completely at moment. Spoiler // // Edited November 15, 2016 by RaendyLeBeau adding new transferstage unit Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 16, 2016 Author Share Posted November 16, 2016 added new vid _ check it here - progress testing habitat modules, transferstage - docking modules Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 16, 2016 Author Share Posted November 16, 2016 addet new emmisive lights at all Avalon Docking Units - looks pretty and useful for detection from a distance ... check here the new vid. Production from LBSI- Film Studios Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 16, 2016 Author Share Posted November 16, 2016 (edited) hi all, have tried a little however however I get the engine-exaust not wider. - it looks too slim ATS-Propulsion_Engine PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = smokeTransform emission = 0.0 0.25 emission = 0.05 0.75 emission = 0.075 1.50 emission = 1.0 3.0 speed = 0.0 0.25 speed = 1.0 1.75 localOffset = 0, 0, 0 } // oben PREFAB_PARTICLE { prefabName = fx_exhaustFlame_yellow_tiny transformName = fxTransformYup emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.45 emission = 0.7 1.25 speed = 0.0 0.25 speed = 0.6 1.0 localOffset = 0, 0, 0 } MODEL_MULTI_PARTICLE { //modelName = Squad/FX/ks25_Exhaust //modelName = Squad/FX/hydroLOXFlame //prefabName = fx_exhaustFlame_blue modelName = Squad/FX/shockExhaust_blue transformName = thrustTransform emission = 0.0 0.0 emission = 1.2 2.5 emission = 2.1 2.8 emission = 3.0 6.0 speed = 0.0 0.8 speed = 1.0 3.0 } } shockDiamond { MODEL_MULTI_PARTICLE { modelName = LBSI/FXS/afterburner_flame transformName = mainFXYup emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 1.25 emission = 2.0 4.5 speed = 0.0 0.2 speed = 0.8 1.75 } } Edited November 16, 2016 by RaendyLeBeau Link to comment Share on other sites More sharing options...
RaendyLeBeau Posted November 18, 2016 Author Share Posted November 18, 2016 (edited) The upperstage is ready to test. details see this post here : If you want to carry out tests to improve the configuration please feel free to contact me.cheers, raendy -> Edited November 19, 2016 by RaendyLeBeau tests successful archived Link to comment Share on other sites More sharing options...
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