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(0.23) Wayland Corp. Development and released download Thread (new parts)


Devo

What classic ship would you like to fly next? these are in production...  

48 members have voted

  1. 1. What classic ship would you like to fly next? these are in production...

    • Biodomes from "Silent Running" w/animated doors and delivery system
      40
    • ALIENS Marine Dropship (fully animated]
      56
    • ALIENS APC Transport
      19
    • ALIENS: The Sulaco
      27
    • Star Wars - YT-1300 Milennium Falcon, Low poly, fully animated (landing ramp, cargo bay etc)
      23
    • Star Wars - Boba Fett SLAVE1 (fully animated)
      18
    • Star Wars - Rebel B-Wing fighter.
      5
    • Star Wars - Original X-Wing.
      36


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Putting those nodes in, I ran into an interesting problem. While the center nodes are rock solid, the outer nodes (due to the distance from CoM I guess) suffer the wobbles something fierce.

I tried increasing the impact tolerance and the breaking forces. That helped a little, but not a lot. So, I guess distance to the CoM is the major cause of wobbly rocket syndrome?

On the other hand radial attachments stuck to the surface (rather than an offical node) are much more stable and things attached to their nodes are likewise, more stable. Unity is a very weird animal.

That hyper ring is actually quite complicated for what it is, it comprises of 6 cylinders, so thats 6 colliders also, then the ring itself is split into 16 sections which all have their own collider. This was the only

way to have the ring able to be built inside as well as outside, because what fun is a hyper ring if you cant build part of the ship inside the ring..

So yeah, its the first proper ring ive done (other ones had one basic collider) im not how all those pieces get affected when combined into the one model, I guess you found out! :)

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Uhh. . . mr. Devo sir. I was wondering if I could ask questions about the space station rings pack. It concerns the 10 and 15m rings. Since I don't know how to make attachment nodes on the .cfg files, might you tell me the codes on how to put attachment nodes on the bottom and top-center parts of the 10 and 15m rings? I'm planning to use them as a base for my rocket replica. I hope to get a reply from you sir. . . great mods by the way . . . . I'm always amazed at what you throw at us. :D Best of luck in all your endeavors. . . see you somewhere around the sun. :)

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Uhh. . . mr. Devo sir. I was wondering if I could ask questions about the space station rings pack. It concerns the 10 and 15m rings. Since I don't know how to make attachment nodes on the .cfg files, might you tell me the codes on how to put attachment nodes on the bottom and top-center parts of the 10 and 15m rings? I'm planning to use them as a base for my rocket replica. I hope to get a reply from you sir. . . great mods by the way . . . . I'm always amazed at what you throw at us. :D Best of luck in all your endeavors. . . see you somewhere around the sun. :)

Easy way? go to the structures tab, find the BZ radial attachment, its a node you can place anywhere, might make things easier for you.

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Just finishing off the new custom internal for the Pegasus, then it is done for 0.20.0 and done. I want to work on some other stuff so thats pretty much all the updates for it for now.

So the new Pegasus PX-2 pack update includes

* New liquid fuel engines, no more mech engines

* Stock liquid fuel tanks now, so it can be refueled.

* boosted RCS thrusters for VTOL requirements

* New split engines - Left and right in Large and small versions

(rather than having the set stock twin booster you can now choose to have several singles on either side.)

* new custom 3 seater internal so you can finally look out that fancy cockpit!

* new 180 degree sliding cargo bay

*3 Stock crafts in 3 different configurations (so many combos, its up to you really)

*New manual flight mode achieved! While it can run on ASAS and other thins like hydrotech to fly.. this can be flown manually

*new custom VTOL rotating servos (courtesy of IR plugin)

*Inclusion of Infernal robotics plugin

I can successfully VTOL take off and convert to vertical ascent without any plugins or assistance other than infernal robotics to rotate my VTOL engines. To convert this craft to stock liquid fuel was not easy and I lost all balance so I have had to re-do the entire craft to get it flying the way it used to and now there is an added bonus! It now doubles as a complete Amphibious vehicle! Yes thats right, it can go from water to Air , Air to water, Air to land, land to Air, Water to land etc.. With downforced VTOLS in the water you can achieve 70ms and with 60 percent thrust you can exit the water with the assistance of some RCS to guide you.

Will post a video of that as soon as its finished uploading!

sneak peak of the new internal...

image.php?id=BBB4_51DF4492&jpg

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@Devo peg x2

Hmm why not just upscale the entire thing, the larger bay kinda spoils its good looks, but you could achieve pretty much the same thing by upscaling the entire thing, As far as the Mumech engines go, got mixed feelings personally, I think it would introduce more problems than it fixes.

If Mumech is a part of Mechjeb 2 personally I'd say keep it as is and convert the engines to use the new DLL, as it avoids balancing issues of fuel and in flight as fuel is drained from the tanks.

It maybe 'cheaty' but personally I'd rather keep its great flight characteristics over it using fuel any day, its what made it easy to fly.

No ones really come up with any software to aid the user with Vtols in this game as of yet, well any that's any really good and takes care of a lot of the macro management and makes vtol flight in game a lot easier.

It also might be good to try get your models so that their joints conform so part form one can perhaps be used in others.

Other thing I would sugest if possible is trying to integrate the landing gear into the main fuselage sections, benefits are it makes life easier for people balancing and or upscaling, and perhaps also keeping the fueltanks to these sections so that basically it keeps the mass central and you also know the landing gear is never going to fold from joint failure, as well as not having problems with any imbalance as the ship drains fuel from the tanks, as there's only one tank.

The WT could benefit from that as well as a redesign of the tail section as with most vtols they tend to come in arse down first, so having a low slung body with a long tail I think is bad.

But like I say love your work, be nice to see more of it especially original stuff that all slots together, like colony buildings etc and those parts fitting in the bays of the ships your making etc, and more modular stuff with a theme perhaps.

But ya I'd say upscale it entirely loose the humpage somewhat and also have the additional benefit of longer payloads and keep its looking sleak n sexy. :)

The other main problem I found with the PX2 is actually securing anything in the bays so you could use it, I was unable to fix decouplers etc especially to the floor so that it decouples and shoot the cargo up and out of the bay.

Edited by Hawkstorm
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@Devo peg x2

Hmm why not just upscale the entire thing, the larger bay kinda spoils its good looks, but you could achieve pretty much the same thing by upscaling the entire thing, As far as the Mumech engines go, got mixed feelings personally, I think it would introduce more problems than it fixes.

? mumech caused all the problems in the first place. All I am using here is simply a rotator, of which the code is sound and me and Sirkut are now supporting the plugin, so I can rely on myself to keep it up to date.

Mechjeb is a different story, dont get mechjeb and infernal robotics confused.

If Mumech is a part of Mechjeb 2 personally I'd say keep it as is and convert the engines to use the new DLL, as it avoids balancing issues of fuel and in flight as fuel is drained from the tanks.

Yes, and it is causing a crap load of bugs. it was easier to remove it and stop the emails in my inbox from 20,000 people wondering why half the engines wont show in game and realise they have conflicting mechjeb dll's

and half my stuff doesb't work with it anymore and the updates to it don't seem to be helping by the new author.

It maybe 'cheaty' but personally I'd rather keep its great flight characteristics over it using fuel any day, its what made it easy to fly.

Did you read the above? I have kept the flight characteristics. The ship in the video is the vtol version, you still fly the normal one if you wish.

No ones really come up with any software to aid the user with Vtols in this game as of yet, well any that's any really good and takes care of a lot of the macro management and makes vtol flight in game a lot easier.

Why need software to aid with VTOLS? you see me use it manually in the video, its fun. All I use is a rotatron to rotate them.

It also might be good to try get your models so that their joints conform so part form one can perhaps be used in others.

I experiment alot, this probably won't ever happen unless its a pack for something.

Other thing I would sugest if possible is trying to integrate the landing gear into the main fuselage sections, benefits are it makes life easier for people balancing and or upscaling, and perhaps also keeping the fueltanks to these sections so that basically it keeps the mass central and you also know the landing gear is never going to fold from joint failure, as well as not having problems with any imbalance as the ship drains fuel from the tanks, as there's only one tank.

That is being worked on for the next ship actually. The Px2 has had all its upgrades.

The WT could benefit from that as well as a redesign of the tail section as with most vtols they tend to come in arse down first, so having a low slung body with a long tail I think is bad.

The WT-51 was created in a drunken weekend, I really made it as a laugh to get things off the ground, I never expected it to be so popular. I don't know if I will re-work it, I did have plans for a similar ship

but bigger.

But like I say love your work, be nice to see more of it especially original stuff that all slots together, like colony buildings etc and those parts fitting in the bays of the ships your making etc, and more modular stuff with a theme perhaps.

Thanks, I havent started theme packs yet. If I stick to a theme, Im stuck on it. Right now I have the freedom to just create whatever I like with no particular massive goal in mind.

But ya I'd say upscale it entirely loose the humpage somewhat and also have the additional benefit of longer payloads and keep its looking sleak n sexy. :)

No need, its an optional part of the pack, use it or don't :)

The other main problem I found with the PX2 is actually securing anything in the bays so you could use it, I was unable to fix decouplers etc especially to the floor so that it decouples and shoot the cargo up and out of the bay.

I have no issues using decouplers in there to fasten it and maybe a strut or two.

10 characters.

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The WT was popular I think because if fit with what people wanted to do in game, it would be really great to see it refined the peg and the WT I think are your best work.

I've been playing around with a x8 upscaled version (aye its pretty big), with hooligans ballons it becomes a lot more manageable landing and takeoff.

Would love to see either it refined as I'm sure would everyone else, or something new along those lines.

Edited by Hawkstorm
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Has anyone else found that the port-o-hatch kills staging?

For some reason the staging icons won't show up in-flight when I have a port-o-hatch on a vessel, and although the icons appear as soon as I've manually (via right-click) detached the stage with the port-o-hatch, they all appear together in a single stage.

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Has anyone else found that the port-o-hatch kills staging?

For some reason the staging icons won't show up in-flight when I have a port-o-hatch on a vessel, and although the icons appear as soon as I've manually (via right-click) detached the stage with the port-o-hatch, they all appear together in a single stage.

The port o hatch is simply a command pod made into a hatch, nothing more.

I'll check over it, I can't say ive noticed the icons not appearing when using it. Was is with both or the radial or flat version?

The WT was popular I think because if fit with what people wanted to do in game, it would be really great to see it refined the peg and the WT I think are your best work.

I've been playing around with a x8 upscaled version (aye its pretty big), with hooligans ballons it becomes a lot more manageable landing and takeoff.

Would love to see either it refined as I'm sure would everyone else, or something new along those lines.

hmm 8x?? the problem is the kerbals look so small, it's like you could fit 20 in a cockpit

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The port o hatch is simply a command pod made into a hatch, nothing more.

I'll check over it, I can't say ive noticed the icons not appearing when using it. Was is with both or the radial or flat version?

I've been ok with the staging icons. Just still got that crazy turn to left, won't grab the ladder and splat on EVA. But if I go slow enough on the radial I can get the Kerbal on entering the hatch to hang when he turns to the left which let's me board. ::shrugs::

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The port o hatch is simply a command pod made into a hatch, nothing more.

I thought as much. That's why this has me stymied.

I'll check over it, I can't say ive noticed the icons not appearing when using it. Was is with both or the radial or flat version?

The flat. I'll try the radial when I get home tonight, and if I can't figure it out over the weekend I'll post a video.

Come to think of it, I'm wondering if it has something to do with the part that I was attaching it to... not that the other part has caused any issues in the past, but I haven't used the port-o-hatch extensively, and can't recall attempting to attach the hatch to anything else. I wonder if they're clipping, or otherwise not getting along.

Let me troubleshoot a bit more before you waste your time, 'cause this may all boil down to a dumb oversight on my part. :huh:...pretend I was never here...

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Hey Devo... Nice indeed I have an issue with using the dockwashers and or the rotatrons for VTOLing regular radial mount engines. Seems as though the mount turns to complete rubber and is far from a hard mount. How did you achieve such a strong mount between the servo and the engine itself?

Thx as always from Oregon

Dren

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@ArkaelDren are you using the new infernal robotics plugin? I also have boosted the rotatrons breaking force and torque to maximum.

I admit, they are flimsy at launch, but the second you press a servo button they snap back into place and are good to go, so I always make sure I rotate them a little before take off to work out the kinks. I will ask Sirkut to address that bug, as it can be a bit of a problem. We are working at over all stronger parts for the robotic pack. Very strong arms, landing legs etc.. not just cheat strong but actually physically stronger.

And a small screeny..

The new cockpit is done, I'm just asking Sirkut for some help with the internal setup as he is pretty flash with that stuff..

Old cockpit on the left as you recognise, and new one on the right.

I have purposely made the windshield a non collider so you can place command chairs in the cockpit and manually climb in if you wish :)

image.php?id=FA2A_51E0BA33&jpg

Edited by Devo
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How would I replicate this issue so I can further test it?

Attach some very powerful engines to some rotatrons (stock ones)

Fire up the engines before using any servo mechanism, you will see the engines stretch out like you are at max warp.. then press the servo control to rotate it, you will see them snap back into place.

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Looking great. Thx for the quick reply. Seems as though I only really suffer this issue with the docking washers, not so much the rotatrons. So what is the maximum torque numbers that KSP recognizes? I spend a ton of time altering cfg's and I am constantly wondering if a break force of 10k is any more than 999?

As always, keep up the amazing work.

Dren

edit: We need some type of indicator that shows the current position of a VTOL engine. It could be as simple or complex as you wanted to create, but this is critical for flying VTOL's. While landing, the last thing you want to do is rotate your camera view just to see the current position the VTOLS are in. I think you could make some type of indicator that worked with all of the Servos. Just based in degrees of rotation/angle. Just a suggestion.

Edited by ArkaelDren
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@Devo

If your game Devo any chance I could get you to model some animated landing legs?

Just playing around with the hyper ring and though hmmm...

I'm looking for legs similar in principle to Bobcat's Home lander legs that spin out, however I'm after some that will sit above a first stage rocket motor, spin out and down and long enough to clear the engines cowling to the ground, and at a wide enough angle to give good support.

Would be a very very useful part I think.

Edited by Hawkstorm
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