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Beyond Space 1999


ColdJ

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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.

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Edited by ColdJ
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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.

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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.

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@softweir@adsii1970@Caerfinon@Lisias

Edited by ColdJ
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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.

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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.

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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.

 

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