astro_119 Posted September 9, 2022 Share Posted September 9, 2022 (edited) Conformal Decals used above This mod aims to recreate the reusable Mars lander concept by Lockheed Martin, the Mars Ascent Descent Vehicle. This is a very early pre-release so it is unfinished and there are still many issues and other things I need to work on, so expect many issues and feedback is appreciated. Designed for use in 2.5x Current (definitely probably working) features: Accurate exterior model/textures Lifting body capable of very precise and accurate landings Opening/closing nose cone for docking port Folding radiator panels "Working" elevator, better used aesthetically Extending/retracting aft fuselage cargo lift Engine and RCS waterfall effects 3 colour variants More Images: Spoiler Docking port is from Benjee10 Credit to @TruthfulGnome for this image Credit to @Kais_The_Duckfor the 2 above images Notes/Known Issues: Landing leg suspension not working, and this doesn't seem to be a universal issue: the landing legs just completely become dysfunctional sometimes (temporary fix is given by making it an animated part instead of a functional landing leg) There is a ladder attached to the elevator that the kerbal needs to grab onto during the animation to prevent glitching Parts that attach to the cargo lift don't move with it, parts that are attached to the cargo lift's bottom node and parts that are attached to that part will move along nullrefs get spammed when right clicking on the lab/airlock part Accurate Landing Demonstration: Future plans: IVA Storage containers and rover(s) inside as seen in this image More aerodynamic adapter to connect 5m to MADV Emissive textures for the engines adding sounds Dependencies: CommunityResourcePack Module Manager Waterfall Download: GitHub Repository [1.12.x | v0.2.0 | 14/9/22] v0.2.0 - White and black, and lunar variants have been added - Rear propellant module fuel cells use less fuel but also generate less electric charge - updated engine plumes added by Adiri - Improved stability during atmospheric flight - reduced capability of the laboratory module (previously it had a the capability of a full processing lab which would be a little op for a vehicle like this) - Landing leg have gear as default action group - converted most texture files to .dds file format to decrease in game loading time - reduced seam line visibility Changelog: Spoiler v0.1.3 - Slightly more fuel added to allow for precise landings with a good dV margin v0.1.2 - Flags added on the Rear Propellant Module v0.1.1 - Aerodynamic performance has been changed to be more realistic (can perform supersonic retro braking at 500m/s in Martian atmosphere) - Cockpit model used to glitch into docking ports but that's now fixed Recommended Mods: Benjee10 Shared Assets (for docking ports) CryoTanks (cryogenic propellant boiloff) Trajectories (accounts for atmospheric factors to predict your landing position) MechJeb (to hold attitude during atmospheric entry) Conformal Decals Artemis Construction Kit (for SLS, primary launch vehicle for Mars Base Camp components) And again, any feedback is welcome Big thanks to @benjee10for helping me out with some issues I had while configurating some parts, getting my normal maps to work and continuing to assist me with other problems And thanks to @Adiri for updating plumes, and assisting with waterfall issues All rights reserved. Edited October 12, 2022 by BlaZe119 Quote Link to comment Share on other sites More sharing options...
Jay The Amazing Toaster Posted September 9, 2022 Share Posted September 9, 2022 Absolutely fantastic work, been a big fan of the MADV for some time. Glad to finally see a stockalike version in KSP. Quote Link to comment Share on other sites More sharing options...
benjee10 Posted September 9, 2022 Share Posted September 9, 2022 Great work, congratulations! Quote Link to comment Share on other sites More sharing options...
azleara Posted September 9, 2022 Share Posted September 9, 2022 Omg it's so amazinggg! Love all your work :) Quote Link to comment Share on other sites More sharing options...
rettter3 Posted September 9, 2022 Share Posted September 9, 2022 Now we just need someboday to make an uptodate version of the Mars Base Camp. Well done Quote Link to comment Share on other sites More sharing options...
Arthurism Posted September 9, 2022 Share Posted September 9, 2022 very based Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 9, 2022 Author Share Posted September 9, 2022 (edited) 13 minutes ago, rettter3 said: Now we just need someboday to make an uptodate version of the Mars Base Camp. Well done maybe/maybe not Spoiler i've had these assets for a while but i'm not sure when i'll work on them again because i'm trying to prioritise madv right now Edited September 9, 2022 by BlaZe119 Quote Link to comment Share on other sites More sharing options...
GusToTheMoon Posted September 9, 2022 Share Posted September 9, 2022 MADV my beloved Quote Link to comment Share on other sites More sharing options...
CardZLol Posted September 9, 2022 Share Posted September 9, 2022 BEAUTIFUL! Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted September 9, 2022 Share Posted September 9, 2022 4 hours ago, BlaZe119 said: [snipped for brevity] Current (definitely probably working) features: "Working" elevator Extending/retracting aft fuselage cargo lift Future plans: Storage containers and rover(s) inside as seen in this image Wonderful modeling work! I look forward to trying this when my current career game is ready to venture beyond the local moons. Regarding the elevator and cargo deployment, and the glitchy nature of KSP robotics, maybe add a crew hatch near the bottom as a cheat if/when the elevator doesn't work. I similarly prefer to have cargo near the bottom for improved playability even if the actual concept put cargo at the top. Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 9, 2022 Share Posted September 9, 2022 (edited) This is really cool - thanks for sharing this! >> it can maneouvre easily in duna's atmosphere but not in ksrss mars Definitely can confirm this! Pretty much impossible to re-orient on KSRSS. Not sure if the atmo will be much different in Reborn. Edited September 9, 2022 by OrbitalManeuvers Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 9, 2022 Author Share Posted September 9, 2022 2 hours ago, OrbitalManeuvers said: This is really cool - thanks for sharing this! >> it can maneouvre easily in duna's atmosphere but not in ksrss mars Definitely can confirm this! Pretty much impossible to re-orient on KSRSS. Not sure if the atmo will be much different in Reborn. i'm flying it in reborn and it's the same pretty much 4 hours ago, DeadJohn said: Wonderful modeling work! I look forward to trying this when my current career game is ready to venture beyond the local moons. Regarding the elevator and cargo deployment, and the glitchy nature of KSP robotics, maybe add a crew hatch near the bottom as a cheat if/when the elevator doesn't work. I similarly prefer to have cargo near the bottom for improved playability even if the actual concept put cargo at the top. adding a crew hatch seems kind of like a scuffed solution so instead i'll probably just put a ladder that runs the whole way down the side Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 9, 2022 Author Share Posted September 9, 2022 someone has told me that the RCS seems underpowered, what do people think about this? Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 10, 2022 Share Posted September 10, 2022 (edited) I was testing on JNSQ last night and noticed there's a ton of nullrefs associated with the lab part. Do you already know about this, or would some logs n stuff help? It was spamming nullrefs when the PAW was open, and then just single nullrefs all over the place, at times like entering and leaving warp. Lemme know if this is news to you and I'll get you logs, but it should be easy to repro. edit: screenshot tax, inspired by Mars Base Camp Edited September 10, 2022 by OrbitalManeuvers Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 11, 2022 Author Share Posted September 11, 2022 10 hours ago, OrbitalManeuvers said: I was testing on JNSQ last night and noticed there's a ton of nullrefs associated with the lab part. Do you already know about this, or would some logs n stuff help? It was spamming nullrefs when the PAW was open, and then just single nullrefs all over the place, at times like entering and leaving warp. Lemme know if this is news to you and I'll get you logs, but it should be easy to repro. edit: screenshot tax, inspired by Mars Base Camp i haven't heard of this issue and i haven't had it either, logs would help also what's PAW, and what made you get the nullrefs? Quote Link to comment Share on other sites More sharing options...
Blufor878 Posted September 11, 2022 Share Posted September 11, 2022 (edited) 18 hours ago, OrbitalManeuvers said: I was testing on JNSQ last night and noticed there's a ton of nullrefs associated with the lab part. Do you already know about this, or would some logs n stuff help? It was spamming nullrefs when the PAW was open, and then just single nullrefs all over the place, at times like entering and leaving warp. Lemme know if this is news to you and I'll get you logs, but it should be easy to repro. edit: screenshot tax, inspired by Mars Base Camp Man, stuff like this keeps me up at night...for all the right reasons. Also I love seeing landers that are almost as large if not larger than the stations that support them. Edited September 11, 2022 by Blufor878 Quote Link to comment Share on other sites More sharing options...
OrbitalManeuvers Posted September 11, 2022 Share Posted September 11, 2022 11 hours ago, BlaZe119 said: i haven't heard of this issue and i haven't had it either, logs would help also what's PAW, and what made you get the nullrefs? Here's a link to my log where I put the ship on the pad, and right-clicked the lab part. The PAW (part action window) is open, and I'm not doing anything, and you'll see the flood of nullrefs in there near the end. https://drive.google.com/drive/folders/1lZ0KyAdHFTP9ZcdNcQWxU1Rg7n9YQ3bu?usp=sharing Hope this helps - let me know if you need more info! Quote Link to comment Share on other sites More sharing options...
NateDaBeast Posted September 12, 2022 Share Posted September 12, 2022 Anyone else not having any sounds for the engines not playing at all? Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 12, 2022 Author Share Posted September 12, 2022 4 hours ago, NateDaBeast said: Anyone else not having any sounds for the engines not playing at all? i haven't added any sounds Quote Link to comment Share on other sites More sharing options...
NateDaBeast Posted September 12, 2022 Share Posted September 12, 2022 7 hours ago, BlaZe119 said: i haven't added any sounds I figured later that was just probably it. I looked at the thread seeing if anything mentioned no sounds and didn't see it so thought it might be something on my part too. Thanks! Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 13, 2022 Author Share Posted September 13, 2022 9 hours ago, NateDaBeast said: I figured later that was just probably it. I looked at the thread seeing if anything mentioned no sounds and didn't see it so thought it might be something on my part too. Thanks! @Adiriis helping with adding sounds to the mod now Quote Link to comment Share on other sites More sharing options...
nothingSpecial Posted September 13, 2022 Share Posted September 13, 2022 I just wanted to say that replacing engines with one SSME from benjee10's ACK paired with two smallest PhotonCorp boosters and slapping a couple of chutes makes it a very powerful orbital crew shuttle for the stock system. I mean, it has enough Delta V to flyby Mun, decelerate and then land in KSC (tho I misjudged and splashed down nearby instead, and also forgor to close radiators ) Quote Link to comment Share on other sites More sharing options...
astro_119 Posted September 13, 2022 Author Share Posted September 13, 2022 1 hour ago, nothingSpecial said: I just wanted to say that replacing engines with one SSME from benjee10's ACK paired with two smallest PhotonCorp boosters and slapping a couple of chutes makes it a very powerful orbital crew shuttle for the stock system. I mean, it has enough Delta V to flyby Mun, decelerate and then land in KSC (tho I misjudged and splashed down nearby instead, and also forgor to close radiators ) you forgor the elevator and box compartment things Quote Link to comment Share on other sites More sharing options...
nothingSpecial Posted September 13, 2022 Share Posted September 13, 2022 No, I actually removed them deliberately while making the Kerbin-to-LKO version. But turns out, it wasn't necessary considering the extra trust and Delta-V I've got, so I may as well get them back. Quote Link to comment Share on other sites More sharing options...
EndAllFilms Posted September 15, 2022 Share Posted September 15, 2022 Ckan? Quote Link to comment Share on other sites More sharing options...
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