ColdJ Posted February 5 Author Share Posted February 5 (edited) Still doing some painting and will need to create internals, but the models are fully functional. Went with liquid fuel and electricity from a nuclear reactor to fuel the engines. Should be good for atleast 4 round trips from Kerbin to the Mun and back. KSP has a quirk where it won't let you exit from an airlock that it thinks is inside the model. So even though you can enter the airlocks of the main body frame, it won't let you out of them. So I have added a virtual one on the spine with a ladder collider that runs the length, so you can get out. Haven't loaded the old models to show the difference in size yet but the Kerbal will give you some idea. Edited February 5 by ColdJ Quote Link to comment Share on other sites More sharing options...
softweir Posted February 5 Share Posted February 5 Veeery nice! Good, crisp modelling, and exactly as I remember from the show - albeit, they smeared quite a lot of fuller's earth over the models to make them look worn and beaten up. Would the airlock still glitch if the spine was a separate part? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 6 Author Share Posted February 6 7 hours ago, softweir said: Veeery nice! Good, crisp modelling, and exactly as I remember from the show - albeit, they smeared quite a lot of fuller's earth over the models to make them look worn and beaten up. Would the airlock still glitch if the spine was a separate part? Would need to split the main body into 3 parts. Even without the spine the 2 airlocks are facing in towards each other, so the game thinks they are inside the model. Balance is important in models that have poor aerodynamic properties, also the fuel supply and main reaction wheel are in the body, so unless I unrealistically put them in the spine by itself, balance would get more complicated. Animated landing gear and ladders are part of the body, plus the RCS mounts. I would rather live with a Kerbal turning up on the spine than have to go in and redo all of that and have to rebalance, and increase the part count. Also KSP colliders and docking ports have a weird relationship. Without the docking point being part of the whole main body I was finding that the passenger pod was not respecting the body colliders under forward thrust. It would swing and go straight through the colliders. With it the way I have it, it now properly gets stopped by the colliders. Quote Link to comment Share on other sites More sharing options...
softweir Posted February 6 Share Posted February 6 Understood! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 6 Author Share Posted February 6 (edited) So while I have been tweaking and adding lights, I was thinking about a toy version of the Eagle from the 70's I saw while getting reference shots of the original TV model. It had an option to attach the command pod directly to the engine. Well that is a bit impractical, but if you add a fuel tank inbetween then you can get something similar, so I built an Auxilary tank with LF and Mono, 4 RCS connection points and a hatch on top so that a Kerbal can get out and in. And because I made it modular, you can add them or stack them. I am calling the monstrosity 1 "The Goanna" as the Eagle has always looked like a lizard to me. The short one is quite fun. @softweir@adsii1970@Caerfinon@Lisias Edited February 6 by ColdJ Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted February 6 Share Posted February 6 @ColdJ, will yours have interchangeable middle modules? Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted February 6 Share Posted February 6 (edited) @ColdJ I may just dust off KSP1 to fly these Edited February 6 by Caerfinon stuff Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 6 Author Share Posted February 6 7 minutes ago, adsii1970 said: will yours have interchangeable middle modules? Yes, if you mean like the research pod that is docked in that shot. I plan to to do the others, better than the original mod when I was quite green to modeling. I also plan to create some new ones that are better suited to the form. Much like the fuel tank I just built. I am thinking, ore pod, passenger pod, maybe a refinery. I believe I can now make a collapsable docking tube, which I couldn't do back then. The pods can dock to the frame, just like the pod in my Thunderbirds mod can dock to Thunderbird 2. So you can pick them up, move them to somewhere else, like the Mun. Drop them off and go pick up something else, then come back later and pick up what you left before. Quote Link to comment Share on other sites More sharing options...
softweir Posted February 6 Share Posted February 6 Another option was a winch/vertical grab system for lifting cargo, only seen (IIRC) in the first episode when Eagles were being used to try and distribute the chain-reacting nuclear waste barrels. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 7 Author Share Posted February 7 3 hours ago, softweir said: Another option was a winch/vertical grab system for lifting cargo, only seen (IIRC) in the first episode when Eagles were being used to try and distribute the chain-reacting nuclear waste barrels. I can do that too now, couldn't then. I will give you a link to my Belafonte mod page. If you look at the pics you willl see a yellow sub being craned off the ship to the water. The cable is essentially a telescoping piston that looks like a cable. On the end of the cable is a grabber that looks like a magnet. There would be no swing as it is a stiff inline piston, but would do the job. The only other option would be to make a housing that the Kerbal Attachment system winch could sit in. Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted February 7 Share Posted February 7 hey this is actually really cool props to you Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 7 Author Share Posted February 7 5 hours ago, Mr. Kerbin said: hey this is actually really cool props to you Thank you. Quote Link to comment Share on other sites More sharing options...
softweir Posted February 7 Share Posted February 7 13 hours ago, ColdJ said: I will give you a link to my Belafonte mod page. Thanks for the link - and that's a neat set of parts! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 8 Author Share Posted February 8 I will get on with making the original stuff ( I swear) but got inspired and made an Ore storage pod and am part way through making a passenger pod, For 24 kerbals if I have thought out properly. Should I give it a patchwork like the originals or is it ok as is? Spoiler Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 10 Author Share Posted February 10 I have mostly got the Lab pod done. I have eyeballed it from a number of different pics I could find, all slightly different. Hopefully the end result is ok. A lot of rounded cubes had to die to bring you this information. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 11 Author Share Posted February 11 Lab pod successfully field tested. Now to do something easy like the Hawk. Hmm, maybe the load platform, though the Hawk will have to be done eventually. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 13 Author Share Posted February 13 Load platform and Winch platform done. I tried using my Belafonte Crane cable and magnet for the winch, and they work, but I suck at trying to hover over and pickup stuff. I will make a version for the mod, but it might be easier to simply use the Kerbal Attachment System Mod to do the cable and winching. When I did finally get airborn with the grabbed load, it bounced constantly. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Saturday at 02:05 PM Author Share Posted Saturday at 02:05 PM Ok, magnet and cable done. I had to adjust the winch platform slightly to get the most cable and have the ship be able to land. The cable is as long as I could make it and it both fit and look realistic fully extended. So all 3 pieces are built for practical use, and won't look exactly like in the show. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted Tuesday at 10:47 AM Author Share Posted Tuesday at 10:47 AM I would usually use the Part Variant module with different texture files to have different looks, but this time I have decided to use it to show or hide meshes in the model. To create a variable pod with plain, rescue striped or VIP as options. The 3 pics are all the same pod. Spoiler And it has an animated door and ramps, set up with the cargo module so that the buggy can be stored for transport. Quote Link to comment Share on other sites More sharing options...
glibbo Posted yesterday at 02:19 PM Share Posted yesterday at 02:19 PM Looking good, sir, keep it up I'm looking forward to the update Quote Link to comment Share on other sites More sharing options...
ColdJ Posted yesterday at 07:09 PM Author Share Posted yesterday at 07:09 PM Hi @glibbo When I do finally get finished I will be releasing it as it's own mod with a new file structure and naming. Just easier to post here until it is ready. Cargo Pod basically done. One of my new ones that are more form fitting. Got to see if I can build a drill and extendable docking ports next. Things I have not tried before. Spoiler Quote Link to comment Share on other sites More sharing options...
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