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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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Devo, I forgot to ask you, do you have any idea what happened to the Space Tech guys? I really enjoyed their Mods, but they are so damn expensive as far as heavy files, that just putting the wrapper on their parts is now not enough, I don't have the space. Hell one of their lander packs takes 217meg and it only has like 10 parts. Could you ask around or let me know...what you know?

Thx bud, looking forward to the new pack coming soon. Take care of that Gantry/Rail system's textures and modeling, its an awesome part, and it deserves awesome modeling.

As always though, thx a ton from Oregon, we love the extra moving and shaking you guys are doing for KSP.

Dren

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I wouldn't mind a kind of rocket-based airbrake.

Works like a parachute on full deploy, but is based like a sepatron engine set on a fuel tank. Once it slows you down instantly to near 0, it will "undeploy" or no longer provide a slow down effect

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Hey Devo, just curious, you still working on this? Im really interested in a new forklift.

Yep, sure am, just had to re-work it to fit the animator. Currently the animations need to be on seperate pieces to have full control over them,. so I will need to cut it back into pieces, it wont take long. Weekend tomorrow :)

@arkael, not sure sorry.. have not seen them around either myself., in fact there is alot of people who never came back after the april forum disaster.

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Yep, sure am, just had to re-work it to fit the animator. Currently the animations need to be on seperate pieces to have full control over them,. so I will need to cut it back into pieces, it wont take long. Weekend tomorrow :)

@arkael, not sure sorry.. have not seen them around either myself., in fact there is alot of people who never came back after the april forum disaster.

Sweet. Looking forward to it.

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Hey I know the Pegasus PX-2 is out of date, but is there any reason why the engines don't how up, and also I added PART { to every cfg file , is there something I must do or is it just that it is too old to work?

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Hey I know the Pegasus PX-2 is out of date, but is there any reason why the engines don't how up, and also I added PART { to every cfg file , is there something I must do or is it just that it is too old to work?

I have absolutely no idea... it's a mechjeb issue, and that's the reason I have removed mechjeb from it. There is one thing having to re-do or fix all your mods after an update, but its another thing to wait for other developers to fix their plugins so you can then fix your ship... it's a painful cycle :( so no more mechjeb as a pre-requisite. I find the mechjeb part of mechjeb works great, but not with the mumechengines anymore.

I got stuck with a parachute problem, I decided to go back and see if I could make one, and no same problems as before but Tiberion has shown me the light and hopefully I will have the mech capsule finished in an hour or two then i can get a few more stock craft for the new pegasus made, I had to scrap all the ones from last week since the rescale.

The pegasus is VERY big now.. to get those 3 kerbals in the cockpit and make it look like a good size, its now a factor of x5!

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If I have missed something, sorry. I have tried to go through all of the posts a couple of times, but still have the following problems.

I am unable to get the 1999 craft to load. Missing vtol and other part. I tried loading vs 1 and then reload vs 2, same. I would like to get the Pegasus as well, but from the posts it looks like some others are having issues as well. I am running ksp 0.20.??? whatever the latest version is.

I thank all in advance for any help or direction to get these working.

Devo, you stuff rocks and is 'top shelf'.... great work and thanks.

DrTedAstro.

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@ Devo ya though I was thinking on a grander scale, more for a heavier craft where you have a set of Main drive engines retract into a pod and have a eyeris close over them, one for standard mainstage atmospheric engines and another set for 'Ion' space engines.

With a Set of retractable legs that sit just above as a part that are capable of clearing them, stick em together with the hyper ring and well you have some awesome parts to make some sci-fi looking ships.

Nice pod, one of the things I like about stuff like this is the animated parts just bring things to life.

I don't know if its technically possible but perhaps a part where the pods sits inside doors open and it ejects the pod.

Also if your on a vehicle bent how about a delivery system or module?

The DemV drop box, I think its probably the most useful idea for a part, however I can't get it to work with non Demv vehicals even if its upscaled because of the way the wheels work on those, so trying to use it for your rover or a custom vehicles wasn't successful sadly.

It'd be nice to have a practical part for deploying along with the animated goodies your so good at. And perhaps a Utility command vehicle with a integrated crane that folds down and packs away (so it fits in perhaps) with stabilising legs for deploying all that lovely Biodome colony building stuff I haven't ersuaded you expand on and model yet. ;)

Edited by Hawkstorm
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man, such out standing equipment!!!!! excellent job t oall involved...

the guy that took his eagle into the water to demonstrate its tuffness should be made your salesman of the year...

any way great job to all involved

i cant wait to get my eagle now...

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Hello, Devo. I'm interested in your 'WT-51 Kerban Transport' ship. Saw a video of it, and stayed away when you had said "always land with low fuel or the tail will snap off".

I'm hoping this has been "fixed"? Because going by my title.. well. :sealed: I use all the 'cheats' in the Debug Toolbar. So...

Am I going to have to deal with this? Will the tail still snap off if I don't land on low fuel?

I can so use this to get some aquatic craft to Laythe, and I don't wish to use HyperEdit to do so.

Edited by Benie
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Mmk, I'm confused on how to fly the WT-51 Kerban Transport.

1. How high in altitude do I go until I switch to horizontal flight (say, Kerbin)?

2. Why is it the tri-engine is as powerful as the single one?

3. The MK2 version wasn't included in the downloaded, only the MK1.

Basically, gravity is forcing me back into Kerbin. I climb to 200m like I always do, and I'm getting pulled back before I even have a chance to circularize my orbit. It seems the engine in the back doesn't have enough Delta-V to do so.

This is flying manual, by the way. I fear to use MechJeb on this thing.

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Hello, Devo. I'm interested in your 'WT-51 Kerban Transport' ship. Saw a video of it, and stayed away when you had said "always land with low fuel or the tail will snap off".

I'm hoping this has been "fixed"? Because going by my title.. well. :sealed: I use all the 'cheats' in the Debug Toolbar. So...

Am I going to have to deal with this? Will the tail still snap off if I don't land on low fuel?

I can so use this to get some aquatic craft to Laythe, and I don't wish to use HyperEdit to do so.

Just use some struts o keep tail on if you are using a really heavy load.

@Benie..

I don't know what it is with the WT-51 that people have problems with.. I just attach the stuff to it as per the video and it flies. I must admit, lately I have been using the Hydrotech auto pilot to keep it stable, perhaps try that.

------

Sorry for lack of updates on the weekend everyone, I got myself a new arduino and have been attempting to get the Wii nunchuk to control the VTOL in my ship. TT's joystick mod got me thinking and I couldn't see a reason I couldn't do a similar thing with the nunchuck and use the accelerometer in it to control the RCS also.

Currently I have it set up on a test bed testing the serial output from the nunchuck (which is very simple for a stupid person like me) so far so good, now it's just translating that input to commands and sending that to the game. Not spending serious time on it, but thought it might be fun for a project. Keyboard control on left hand, Wii nunchuk in right hand controlling vector or shaking left right, up/down for RCS bursts.

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Mmk, I'm confused on how to fly the WT-51 Kerban Transport.

1. How high in altitude do I go until I switch to horizontal flight (say, Kerbin)?

2. Why is it the tri-engine is as powerful as the single one?

3. The MK2 version wasn't included in the downloaded, only the MK1.

Basically, gravity is forcing me back into Kerbin. I climb to 200m like I always do, and I'm getting pulled back before I even have a chance to circularize my orbit. It seems the engine in the back doesn't have enough Delta-V to do so.

This is flying manual, by the way. I fear to use MechJeb on this thing.

MechJeb works great with the WT-51, just not the accent pilot.

Kinda sounds like your going strait up and then trying to circularize your orbit. The rear engines are not strong enough for that.

When I do WT-51 launch from Kerbin I only leave the rear engines off till about 12000 meters or so. This will start to get you a slight curve to your accent path. At around 25-28000meters pitch your nose down just a bit, maybe 15deg or so. This will start to give you a gravity turn like accent profile, will make it much less deltaV to circularize.

If all this fails you can turn the ship and use the VTOL engines to circularize. Just a bit of advice, put a probe core or docking port on the top of the WT-51, anything that allows 'control from here'.

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Haha, I find that hilarious/awesome devo but why on gods green earth would u want to use wii controllers for this game?

fully proportional thumb joystick, 2 buttons and a 3 axis accelerometer (position sensor) - all for under $10 It's the cheapest way to go and you get more bang for your buck than even a bargain store joystick.

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fully proportional thumb joystick, 2 buttons and a 3 axis accelerometer (position sensor) - all for under $10 It's the cheapest way to go and you get more bang for your buck than even a bargain store joystick.

Yea, i guess thats true, well good luck and more power to you sir. :cool:

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went down to the shops just now......i bought a brand new wireless nunchuk for $4, retail... no joke

thats rediculous... I wonder what sort of controller I can construct with 3 or 4 of them hmmm...

Well, I'll put the arduino aside for a night and finish some of this stuff. The new IVA for the pegasus is the current thing.. once thats done theres a few releases coming at once.

Edited by Devo
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Also cheating and adding Hooligans Boyancy module to the cargo section solves all landing and takeoff issues with the WT-51, or stick some on the top if your not bothered about the looks. heh

And making a dummy set of rear engines with 0 thrust so you can balance it

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Also cheating and adding Hooligans Boyancy module to the cargo section solves all landing and takeoff issues with the WT-51, or stick some on the top if your not bothered about the looks. heh

And making a dummy set of rear engines with 0 thrust so you can balance it

I thought about that, it really does need some form of artificial lift once it's loaded up. The idea of the WT-51 was to not be concerned with your payload. Just make sure it's centered and then pack away to your hearts content - but to do that I need to add bogus engines and fuel, and then I cop alot of flak for it being 'unrealistic' lol news flash to those... it is unrealistic :) it's like trying t VTOL a new Airbus... it just shouldn't happen by all laws of physics, but thats why I love KSP, it let's me bend the rules a bit :)

I probably won't add anymore to the WT-51, the WT-52 is coming along nicely, in fact so fast is it's production, I have almost finished it and havent even posted any screenshots.

Now Hawkstorm, you mentioned that the Pegasus was too small, I agree. It just did not suit the kerbals in the cockpit when I finally modelled an interior, and their heads

practically stuck out of the ceiling. The Px-2 is now seriously scaled up, but not too big its hard to build in the hangar. Someone wants retracting landing wheels to come from underneath so thats about the only part left to finish on it and its released, i'm not waiting for 0.21, if it breaks ill fix it as soon as the patch comes out.

(apologies.. had to cut my textures down to half res for a video I was making to keep my FPS up )

Also notice the landing ramp you can walk up (folds back into a neat cube) and also the hatch has now been moved to the lowest point on the cockpit, making it possible to enter the hatch from a standing point without ladders.

image.php?id=25E2_51EF6E27&jpg

As you can see, the new cockpit is much larger, 3 seats but room for about 10 kerbals or so. The texture in the cockpit was a bit rushed, Im more concerned with getting the IVA right and all the dials and controls, I am yet to release am IVA that actually works, so thats the next on my list of parts to accomplish. I'm just trying to cover modding all the parts in the game as time goes on, I've covered most of them now, really just need to pull my thumb out put some effort in. Up until now I think every mod I've made has been a bit off the cuff, I basically need to buckle down and focus on things more :D

Edited by Devo
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Yes I played around with the old version upscaled trying to fit a vehical into the drop ramp cargo bay, sadly prob is it rocks around like hell if there's anything on the ramp.

Main problems I had were using the bays and actually getting stuff in em to deploy because of attachment and collision probs.

The WT51 was great till you got to the tail and the beers kicked in. heh.

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