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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...  

47 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]
      55
    • 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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Just thought I'd let ya know Logan, I downloaded your updates for the Eagle and just wanted to point out that you forgot to add the

TechRequired = (What ever node)
entryCost = (number)

to the ASAS Module, Main Engines Mk2 and the VTOL Engines in case you want 'em in career mode.

Thanks for all the hard work you put into this Devo and to you Logan for sharing the awesome ideas.

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Just thought I'd let ya know Logan, I downloaded your updates for the Eagle and just wanted to point out that you forgot to add the

TechRequired = (What ever node)
entryCost = (number)

to the ASAS Module, Main Engines Mk2 and the VTOL Engines in case you want 'em in career mode.

Thanks for all the hard work you put into this Devo and to you Logan for sharing the awesome ideas.

Yeah - I've been lazy about that. Also - I've been spending more time sending my Kethane Eagle around the Kerbol system and tinkering with parts trying to come up with new pods and other stuff. Also - I have another save where I was doing a completely vanilla no-mods space program. I've got a couple of Space stations up in that one and refueling tugs and have sent landers to the Mun and Minmus.

And then there's that new game-save I'm working on in career mode, exploring how THAT works. And playing Star Trek Online when I want to just fly a damn starship without being an engineer. (Or worrying about realistic physics, come to think about it. :D )

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Ever have one of those truly facepalm moments where you realize you have been an absolute MUSEUM GRADE MORON?

I just had one of those - let me explain.

Okay - I picked up new updated versions of Lackluster labs parts, Mechjeb (Old and new versions, just in case), the Kethane mod and various other odds and ends that were updated for .22 (In a couple of cases - .21 versions, since those are still useable in sandbox mode)

And I started messing about with the Eagle, practicing and whatnot and putting together pods for it. (The LLL stuff has gotten even BETTER for that purpose now, I might add. It's no longer quite the chore it used to be to try and make the stuff fit the right way.)

One of the problems I noticed was that if you make an entire LLL pod into a fuel tank, the Eagle can just BARELY lift off with it. That could obviously be a problem for heavy loads. The Eagle Mk 3 isn't as ridiculously overpowered as the Eagle mk2 was. So although it's a bit of a challenge, that's a change I approve of.

However - I thought that there SHOULD be an obvious solution to the problem of heavy loads - add VTOL thrusters to the pods. All Eagle pods should have the extra thrusters on them, right?

With the Mk 2 Eagle I tried and tried to figure out a way to make that work. And I never could. I guess it makes sense. For one thing, the pods were built at 90 degrees off-angle to the Eagle and although the engines would attach just fine, they wouldn't actually activate. I think part of the problem with the Mk 2 Eagle was just the way that the VTOL activation was "hard-wired" in to MechJeb. You couldn't really add extra engines to it.

So I started to add engines to the Mk 3 pods and ran into the same problem! I was tearing my hair out trying to clip fuel lines from the truss to the pod engines thinking that fuel flow might be the problem. No go. They'd attach just fine but they wouldn't fire up.

Then I finally got a clue when I added the extra engines to the truss itself directly just to see what happened, and they STILL wouldn't fire.

THAT'S when I facepalmed. ACTION GROUPS!! Logan you IDIOT!

*sigh*

So yeah. Add the new VTOL thrusters to the same action group that Devo assigned and VOILA! They all work now! No extra fuel lines required - just make sure whatever you attach them to is crossfeed capable and you're good.

PVOCLap.png

m3PxHk1.png

eIzOhzg.png

ccsZ5TJ.png

The Passenger Pod Eagle is made purely from Lackluster Labs (LLL) parts that have been updated for KSP .22. The LLL doors on either side turn the structural pod into a space capable of carrying 16 Kerbals. (8 per door)

Also - I might add that if you have those extra thrusters on a light load like the passenger pod above? It has a LOT of extra power to spare for lift and the engines throttle requirements are cut in half for getting off the ground. Since the basic Eagle is not as overpowered, I'm guessing it wouldn't have as easy of a time getting off of Eve as the Mk 2 did. However - I'd bet that as long as you had enough fuel, that a Mk 3 carrying a light passenger pod with the extra thrusters should be able to do it. (Might be useful for getting stranded Kerbals off of Eve, yes?)

With Mechjeb 2 attached, and the mods that I made in my previous post, the Eagle has OUTSTANDING performance!

I want to point out something for anyone moving from the Mk 2 experience to the Mk 3. Remember the old "nosedive" issues? Gone. But now there's a Nose UP tendency. However it's not as instant. And it actually helps offset heavier loads, which I think was the point.

I'll take the nose up over a nose dive any day. A nose pitch UP doesn't instantly put you in danger like a nose dive would. The pitch up on the Mk 3 also is a bit slower to happen than the nosedive of the Mk 2. Which gives you more time to react to it and correct for it.

When operating with Mechjeb 2.0 it's an absolute dream to fly, even with a load. It's easily manageable to orbit and has plenty of control. Mind you - you do want to keep the RCS on a little more with the Mk3. But the over-correcting wobble I experienced in purely manual flight is damped right out when flying with Mechjeb's Kill Rotation and Surf features and RCS use is minimal. Just enough to correct for any pitch-up that occurs and damp it right out.

And the fact that you can REFUEL the Eagles now! That's just awesome.

In fact, take a look - remember the Kethane prospecting unit from previous posts of mine? It's a lot more streamlined and useful now. Check it out -

aGkjEhf.png

l6N0gKl.png

The Kethane Prospector Pod requires the LLL, Kethane, and Kerbal Attachment System (KAS) mods that have been updated for .22.

At the front end of the pod is the Kethane Cracking unit. Right behind that is the Kethane Storage tank. Attached to the sides of that are the drilling units, solar panels for extra power, and a pair of KAS storage boxes that have pipes and struts for use in refueling other vehicles and some more solar panels you can add, just in case.

Behind the Kethane tank is the bay that holds the Kethane sensor. Technically the doors don't HAVE to be open for the Kethane sensor to work, but they sure do make right clicking for activation a lot easier! Behind the Sensor bay is an RCS tank and a Fuel tank. I've attached a pair of hatches as well that in LLL style define a small lab/living area for more kerbals. This isn't a passenger pod, but there's still room for 6 Kerbals back there if you need to mount a rescue mission.

I have one of these currently orbiting the Mun after a full refuel. It's ready to depart and I'm thinking of sending it off to Duna.

With the Kethane Prospector pod in place, you have a powerful ship that can refuel anywhere that it can detect Kethane. It has effectively unlimited range. you could mount a complete "Grand Tour" of the entire Kerbol system just with that ship right there.

Mind you - there's still a slight problem. Releasing those pods is now possible - the parts no longer clip and blow up the ship if you release them from their mounting points. But they may fall apart still and there's no guarantee that you can redock properly with them. But if you HAD to get rid of them, you could do so safely. I'm still working on making versions that can be picked back up again. I'm having to redo a lot of stuff from scratch.

Anyway. Aside from fully integrating the Eagle parts into the .22 tech tree, I'd call the Mk 3 Eagle pretty much DONE. Everything about the performance issues of the Mk 1 and 2 has been addressed properly and it can fly properly - and refuel!

There's only one thing left - and that's the authentic Eagle pods from the source material itself. But considering that you can build your own now, I'll be satisfied even if that never shows up. One suggestion to Devo if you ever do make them - the pod landing gear should be usable with other style pods than the Space 1999 versions.

I think it's pretty clear how I built those pods just by looking at them. But in case you want to have a craft file for them, here they are:

Eagle Mk 3 Passenger Pod

Eagle Mk 3 Kethane Prospector

You'll probably also want the mods I made for the Eagle's command pod and ASAS as linked above.

Mods and Parts you'll need for the above craft files:

LLL - Lackluster Labs Pack

Kethane Pack 0.8

Kerbal Attachment System

Mechjeb 2.0

Bill 9000 Mechjeb Interface

When I do more stuff with the Eagles, I'll probably come back to the launchpad and see about making it mobile again - and able to be launched to the Mun to be set down.

But I do want to test and review some of Devo's other projects like the rovers, wheels, command pods and the like. The new shuttles and cockpit IVAs for them are VERY sexy looking.

And I am VERY enthusiastic for the Serenity project! I hope that works out!

Ok, well I just wet my pants a little bit...

Lol that's awesome, I really am glad I didn't spend the time doing the official eagle pods, I dont think they would have been as good as the LLL ones and omg, they just fit like a dream don't they. The pods I was working on I just got over putting the detail into them as time went on, but yes they do have 4 x animated landing legs for underneath.

Hows this for a compromise? I make the legs seperate so you can throw them on the LLL pod?

I AM finishing the eagle IVA! it's on my bucket list haha, It's 50 percent done, I didnt stop it for any reason just never got round to finishing it, the eagle was really going to be a long term project as the munbase alpha is now even more possible with kerbtown plugin.

So, Devo, how are you doing? Is it going good with the landing legs Real Life?

EDIT: DAMMIT! How does strikethrough work around here?

Good, I just decided to concentrate on making stuff rather than hanging around the forums, so yeah im still around making stuff.. Sirkut and I are also working with Zodiusinfuser on some more infernal robotics parts, im plugging away at the Serenity like mad, I am studying Helldivers advice in his thread to try and make Serenity the best I can. I have cut alot of the modules down.

All my previous ships I always tried (sometimes not that apparent) to make the parts somewhat compatible with other stock parts. Not all, but at least in most of my packs there is something that can be used on another ship. With the Serenity I am not worrying about any of that for once. The ship is the ship. If you want to add parts to it cool, but the only thing you will be able to really take off the Serenity is the Cockpit and engines. The fuel tank is embedded in the ship, the landing legs are so specialised they really just won't go on any other craft effectively. So far, it's the most detailed thing I've worked on in both modelling and textures. I usually think "Yeah, thats good enough " when I make a part, but with this ... I am going back and forth between reference photos, re-runs of episodes, the movie.. you name it... This is going to look inside and out like the real thing, just on a Kerbal scale - I am not trying to 'kerbalise' the texture either, it's got to be authentic.

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All my previous ships I always tried (sometimes not that apparent) to make the parts somewhat compatible with other stock parts. Not all, but at least in most of my packs there is something that can be used on another ship. With the Serenity I am not worrying about any of that for once. The ship is the ship. If you want to add parts to it cool, but the only thing you will be able to really take off the Serenity is the Cockpit and engines. The fuel tank is embedded in the ship, the landing legs are so specialised they really just won't go on any other craft effectively. So far, it's the most detailed thing I've worked on in both modelling and textures. I usually think "Yeah, thats good enough " when I make a part, but with this ... I am going back and forth between reference photos, re-runs of episodes, the movie.. you name it... This is going to look inside and out like the real thing, just on a Kerbal scale - I am not trying to 'kerbalise' the texture either, it's got to be authentic.

Do you have any cool pics to share soon, or are you gonna surprise us with everything all at once when it's ready? :)

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Do you have any cool pics to share soon, or are you gonna surprise us with everything all at once when it's ready? :)

I have a dedicated thread for it so i'm going to pump that full of goodies soon, I am sorta getting bombarded with requests for when it's gonna be done, thought I better get on and drop a word. :)

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Ok, well I just wet my pants a little bit...

Lol that's awesome, I really am glad I didn't spend the time doing the official eagle pods, I dont think they would have been as good as the LLL ones and omg, they just fit like a dream don't they. The pods I was working on I just got over putting the detail into them as time went on, but yes they do have 4 x animated landing legs for underneath.

Hows this for a compromise? I make the legs seperate so you can throw them on the LLL pod?

Absolutely! That's really the main obstacle to making pods - no current landing gear works with them! Or at least no landing gear works that looks GOOD. Sure - you can add landing legs to the sides of the pods, but... bleagh...

So now we can give the pods the thrusters, landing gear etc. We're pretty much golden as far as functionality.

The LLL pods are fantastic and you can make one as seen above that's 85-90% of the Eagle pod look. You know what I'm thinking though?

You don't need to model the whole pod. But what makes the Eagle pods have the right look is really that top section that the truss fits snugly into. Maybe the bottom plate as well. the slab sides of the pods and doors can be handled by the LLL parts just fine.

So I have a couple of ideas:

Absolute minimal modeling option for looks: Model JUST the windows alone. Cause the LLL parts are great - but they aren't the "tri-window" look of the Eagle windows. ( Hell - maybe just take the LLL strip windows there and put "stripes" on them to divide them - that's what the model makers did for the original eagle models! LOL! )

More involved: Make those angled top sides of the Eagle Pods - the parts with the windows - and make them as separate strips that you can fit along the sides of the truss - or attached to the top sides of another pod. That way you get the look of the truss sitting snug in the "bracket" and the slight overhang of the sides when it's actually an illusion.

More involved still: Make a unified top plate that the LLL parts can clip to. Maybe make a bottom slab that adds just that little "underhang" of the pods and has the underside details similar to what's on the main truss body of the Eagle.

Again - NONE of the above is necessary. Just ideas I'm tossing out. Cause I have no idea of the complexity of modeling involved. Again - I'll just be happy with the legs themselves for functionality.

I AM finishing the eagle IVA! it's on my bucket list haha, It's 50 percent done, I didn't stop it for any reason just never got round to finishing it, the eagle was really going to be a long term project as the munbase alpha is now even more possible with kerbtown plugin.

OH. MY. GOD....

I had only recently heard about Kerb town. And I hadn't made the connection before. Why LAUNCH buildings and such and waste time with all that when you can just model the darn thing as a unit and plunk it down on the Mun!

I think I just went "Squee!"

And that's great to hear about the IVA! (Good thing the Eagle Pod already had TONS of headroom! It'll make fitting Kerbals in there a lot easier. :D )

Good, I just decided to concentrate on making stuff rather than hanging around the forums, so yeah im still around making stuff.. Sirkut and I are also working with Zodiusinfuser on some more infernal robotics parts, im plugging away at the Serenity like mad, I am studying Helldivers advice in his thread to try and make Serenity the best I can. I have cut alot of the modules down.

All my previous ships I always tried (sometimes not that apparent) to make the parts somewhat compatible with other stock parts. Not all, but at least in most of my packs there is something that can be used on another ship. With the Serenity I am not worrying about any of that for once. The ship is the ship. If you want to add parts to it cool, but the only thing you will be able to really take off the Serenity is the Cockpit and engines. The fuel tank is embedded in the ship, the landing legs are so specialised they really just won't go on any other craft effectively. So far, it's the most detailed thing I've worked on in both modelling and textures. I usually think "Yeah, thats good enough " when I make a part, but with this ... I am going back and forth between reference photos, re-runs of episodes, the movie.. you name it... This is going to look inside and out like the real thing, just on a Kerbal scale - I am not trying to 'kerbalise' the texture either, it's got to be authentic.

Yup. The Eagle works mostly unmodified because it's already that "off-white" we're familiar with. It's one of a handful of Sci-Fi ships that already pretty much looks "Kerbal" already. (Others I can think of - The Discovery - some of the UFO stuff - The original Star Trek series Enterprise - the Star Wars and (original) Galactica ships etc.)

But with Serenity it would just look WRONG to have it be modeled with those textures. It's a combination of highly reflective surfaces (solar panels I think) brushed metal, and industrial. And for all that it's a glorified cargo hauler, it's one of the most graceful ships in Sci-Fi I can imagine. "I am a leaf on the wind, watch me soar!"

Edited by Logan.Darklighter
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Still lots of awesome goodness in this thread!

Great work with the eagle pods Logan, I'm impressed, as always. :) and thanks for the craft files, the Kethane Eagle is unstoppable!

Can't wait till your done with Serenity Devo. (still bugs me that show was cancelled even without a whole season... stupid networks) Question: will we be able to "walk" around inside the ship, like the cargo bay etc? That would be awesome!

Also, very happy to hear about Kerbtown and that Moonbase Alpha might someday make an appearance! :cool:

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Still lots of awesome goodness in this thread!

Great work with the eagle pods Logan, I'm impressed, as always. :) and thanks for the craft files, the Kethane Eagle is unstoppable!

Thanks! And it is, isn't it? Stop at the Mun. Survey - land, drill, refuel. Take off - go to Duna, Survey, land, drill, refuel. Pitstop at Ike to top off the tanks again, wash, rinse repeat until you're at Jool. And take your pick of any moon you want to set down on. Etc, etc. :D

Can't wait till your done with Serenity Devo. (still bugs me that show was cancelled even without a whole season... stupid networks) Question: will we be able to "walk" around inside the ship, like the cargo bay etc? That would be awesome!

I can bet the answer might be "No" for anything but the cargo bay simply because of the issues with Zero-G. IIRC Devo didn't want to do a Star Trek bridge for similar reasons. More likely is an IVA of the cockpit. And maybe an IVA of the wardroom with the kitchen table? That'd be a neat IVA.

The Cargo bay though - I bet is going to be open like the drop ship was. So there's that.

Also, very happy to hear about Kerbtown and that Moonbase Alpha might someday make an appearance! :cool:

Hear hear!

I don't know how complex Kerbtown plug-ins can be. But I'm wondering - could large internal or even UNDERGROUND areas be open? Could you do the Eagle Hangers? Or some of the internal corridors? What about the tube transport? Would that be part of the plug in? Or is that something more like a rover enclosed in a tube?

I need to look into what they've done with Kerbtown already and see what's what.

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Absolute minimal modeling option for looks: Model JUST the windows alone. Cause the LLL parts are great - but they aren't the "tri-window" look of the Eagle windows. ( Hell - maybe just take the LLL strip windows there and put "stripes" on them to divide them - that's what the model makers did for the original eagle models! LOL! )

Would this help?

9GMlBC9.png

http://www./download/eu86y2qzzg3spej/LLLEagleTriWindow.zip

I've changed it to using the MODEL{} node, so you could play around with the scale in the .cfg a bit if you fancy stretching them out to be longer.

Edit:

Yep, using

MODEL
{
model = LLL/Parts/Utility/LLLWindowlong/Eaglewindow
scale = 0.85 , 0.6 , 0.6
}
rescaleFactor = 1
scale = 1

works quite nicely.

gIuUjtV.png

Edited by Lack
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Would this help?

9GMlBC9.png

http://www./download/eu86y2qzzg3spej/LLLEagleTriWindow.zip

I've changed it to using the MODEL{} node, so you could play around with the scale in the .cfg a bit if you fancy stretching them out to be longer.

Edit:

Yep, using

MODEL
{
model = LLL/Parts/Utility/LLLWindowlong/Eaglewindow
scale = 0.85 , 0.6 , 0.6
}
rescaleFactor = 1
scale = 1

works quite nicely.

gIuUjtV.png

YOU sir, are AWESOME!!! :D

Oh my GOD that is a sexy beast!

3YUxmj9.png

Edited by Logan.Darklighter
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Would this help?

9GMlBC9.png

http://www./download/eu86y2qzzg3spej/LLLEagleTriWindow.zip

I've changed it to using the MODEL{} node, so you could play around with the scale in the .cfg a bit if you fancy stretching them out to be longer.

Edit:

Yep, using

MODEL
{
model = LLL/Parts/Utility/LLLWindowlong/Eaglewindow
scale = 0.85 , 0.6 , 0.6
}
rescaleFactor = 1
scale = 1

works quite nicely.

gIuUjtV.png

That's pretty perfect actually, thank you!

I see Logan beat me to it (lol no surprise there..) What was the Scale you ended up with? I am about to load it up.

finally kicked this headache that's been driving me nuts for the past couple days. Drugs are good.

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And now - a tale of frustration and failure. And it seemed like such a good idea too. Let me explain. I was playing around with the new R4 Boat mods. And the new Aircraft carrier is now properly large enough so that it's somewhat more forgiving to land on with the Eagle.

PeFVy07.png

Even better - if you want to mess around with doing this sort of thing, the side elevators are now large enough to accommodate the Eagle and bring it down to the lower deck area.

nwXPBhc.png

0adiU8i.png

Where you can use your thrusters to just barely lift most of the weight off your skids and use your RCS thrusters to slide sideways in -

GjM72ql.png

- And dock if you've equipped your Eagle with the matching docking unit on the bottom of the pod (as I have here).

9IpL3Z3.png

Why is this relevant? Well it got me thinking about possible future Munbase Alpha Kerbtown additions on the Mun. What if we actually had a real lift down from the landing pads?

And if we had a hanger for the Eagles there, how would you move them around? Oh yes. THIS was the idea that led to so much pain for me yesterday. >_<

Yes - I've shown one method above. But that requires the Eagle's own fuel and is actually pretty wasteful of that fuel, really. It took an alarmingly large percentage of that Eagle's fuel reserves to scoot her from her landing spot on the deck to the elevator and from the elevator to her docking spot in the interior.

For a (theoretical) Kerbtown Munbase Alpha plug in area that (again, theoretically) has an actual hanger area, there's GOT to be a better way.

So I was looking at the various archive pics of the Eagle and the Eagle hanger at the Catacombs, and I thought of the overhead cranes that picked up and moved the Eagles around in there.

This is where I spent 6+ hours of frustration and failure.

This thing... as impressive as it looks...

LiV1kAe.png

IT DOESN'T BLOODY WORK.

*sigh*

I did manage to make a combo of KAS and docking port mating that would let it pick up an Eagle. Barely. Physics made me it's bitch though. The whole thing sags so much under the weight that the Eagle's skids wind up not coming up off the ground. I did make it scoot around on the runway. But yeesh. It was jerky, and NOT in any way the smooth efficient system I wanted. In fact I wound up breaking the damn Eagle in the process.

So... Anybody got any ideas? Personally my next attempt is going to be making another rover, but this one with a low pallet that the Eagle can scoot up onto or land on. Those boat parts might come in handy for that actually.

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In other news. After seeing Lack's fantastic addition (thanks again, Lack!), I've spent a little more time updating my pods and I came up with a couple of new ones. Which I'll share a link to below.

First is the modified Passenger pod with the spiffy new windows seen above.

Next - If you use the Kerbal Attachment System, an Eagle with a whole bunch of parts to use could definitely be a great help in fueling or even repairing ships and habitats. So here's what I call "The Toolkit" Eagle.

MLR3tio.png

It has a total of 8 boxes chock full of little KAS doodads, pipes, connectors, struts, attachment points. Lights, and even some solar panels. Or you could make your own arrangement. (But be CAREFUL with the weight distribution! Load it up too much on one side and not the other and you might find things getting... difficult.)

Next up is a slight modification to the Kethane Prospector. I put the crew cabins up forward (makes more sense if you're using the Crew Manifest to move kerbals around inside the ship). Also gave it an extra pair of inherent solar panels (and a couple more in the KAS boxes just in case) for use in keeping power levels up when using the Kethane cracking unit. All my Eagles have inherent RTGs tucked away under the trusses, so they can regenerate power easily. But those solar panels really make a difference.

uYSCAcG.png

Next on the list is a standard passenger pod Eagle modified with an R4 Boat parts docking unit in case you want to land it on the carrier and dock up. No pic needed - it looks exactly like the standard passenger pod. The docking part is clipped into the underside.

And lastly - something I'm working on that isn't quite finished up yet. The Eagle Booster pod. The one with the extra thrusters and airlocks placed for easier access. (You can replace the doors with an airlock port of some kind so the Eagle can dock to your station of choice.)

It's not finished yet because I'm still deciding how to reinforce the pod internally. the extra engines need a little bracing. I'll have it ready soon.

jCZWPIf.png

Incidentally, speaking of the Crew Manifest system. I've found that I LOVE that mod. And it's allowed me to remove the ladder from the command pod. Since I can get Kerbals back into the ships just using the doors on the side. If you don't have Crew manifest and don't want to add it then you might want to add the ladders back to the command pods.

I've made an updated pack of stuff for Kerbal Eagle enthusiasts. It has my stability and cockpit mods, LLL's Eagle tri-windows (scaled to the "stretch" factor he provided above, which I think matches the original look the best), and all of the above mentioned items in one pack. Lastly - I've added into the pack all the pods as sub-assemblies in case you want to swap out in the hanger that way. Just remember to put struts between the pod and the truss near the back end in case the back dock doesn't "take" when the ship loads on the runway.

Logan Eagle Mods and Pods

Have fun!

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So... Anybody got any ideas? Personally my next attempt is going to be making another rover, but this one with a low pallet that the Eagle can scoot up onto or land on. Those boat parts might come in handy for that actually.

I posted these before. Their TouhouTorpedo's Omni Wheels.

They allow me to taxi the Eagle around the runway and to pick up and remove different cargo pods for the Eagle while still on the ground.

They will retract out of the way when not in use. I personally think without an actual ground crew this is the only true practical way to do it.

TouhouTorpedo Omni Wheels: http://kerbalspaceprogram.com/modular-multiwheels-and-omniwheels-v0-6-tt-plugin-for-ksp-0-20-and-0-19/

PbTzaw4.jpg

70JCv2V.jpg

B2r1Ghh.jpg

KSRUM96.png

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I was using 2. And they were having problems, yes. Thing is - ultimately I was able to get the thing mated to the crane via the docking port I usually place on the top of the Eagle truss. And that was pulling away too, and the actual vehicle frame was flexing under the strain as well.

I'm testing out Kerbal Joint Reinforcement to see if that might help some.

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I was using 2. And they were having problems, yes. Thing is - ultimately I was able to get the thing mated to the crane via the docking port I usually place on the top of the Eagle truss. And that was pulling away too, and the actual vehicle frame was flexing under the strain as well.

I'm testing out Kerbal Joint Reinforcement to see if that might help some.

Or just use a lot of struts, the kerbal way. BTW, devo, can we see some pictures of the landing legs you were working on?

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Im sure it will...KJR is the new 'must have' imo, really streamlines building ships. Not only that but you can focus more on actual craft design and functionality rather than building to fit the 20million struts ya need just to hold the damn thing together when ya launch lol.

Also very useful in conjuction with certain Wayland ships, ones that have VERY limited room for internal strutting (like WT-51 and one of the pegasus versions...couple parts you can only squeeze in one or two internat struts).

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Im sure it will...KJR is the new 'must have' imo, really streamlines building ships. Not only that but you can focus more on actual craft design and functionality rather than building to fit the 20million struts ya need just to hold the damn thing together when ya launch lol.

Also very useful in conjuction with certain Wayland ships, ones that have VERY limited room for internal strutting (like WT-51 and one of the pegasus versions...couple parts you can only squeeze in one or two internat struts).

One or two? wierd.. I can use 20+ in the wt-51.. I think even in the video I had 2 x demvmk 2's with 2 on each, the demv mk5's had a couple on, the only thing that irks me is the angle of the roof, it can be crap to mount things on. The WT-52 addresses all those issues.

The WT series are my "whatever goes" ships. I make them usually in a few days so when I actually drink enough beer to get into a modding frenzy, the wt-52 will get done pretty quick. It's a pegasus and a wt-51 sorta mixed together and will be a very very flyable transport ship. The wt-51 was frought with issues once you got into orbit so rather than try and fix it all over again ill just get the next one out. Serenity is draining me alot.

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