Jump to content

International construction ISS in Kerbal orbit.


BobCat

Recommended Posts

Romfarer's CANADARM2 is manageable. Maybe we don't even need to ditch it, just scale it down for the time being. First, I'd like to get a working MBS.

I think it would make things more interesting if it worked like a docking procedure. Being able to grab the craft on any point is kind of unrealistic. You need something stronger than a magnet to pick up such dense payloads.

Link to comment
Share on other sites

I've raised this matter before, I think it'd work better if things were fitted with connecting points ala KAS then picked up that way.

Romfarer's arms just aren't stable or strong enough to move these items given the masses of ISS modules. I tried to deliver one of the radiator trusses via Buran using the shuttle arm and it was impossible, the whole rig just shook itself to pieces, even if I used slow movements. I think the issue is the spring in the joints of the arms as well as the attachment point. heavy masses, when manipulated just caus the arm to stretch and warp around from it's normal position rather than moving the payload.

Making the payload maneuverable via null physics is one option that would work. you could effectively make the payload massless, so moving it creates no torque, until the arm id detached.

I know when working with payloads in space this kind of thing has to be accounted for but I think the limitation is in the simulation engine not the parts themselves. It will require a work-around for that reason, I think.

Link to comment
Share on other sites

Hi! I'm really impressed by this project, and I'm wondering if I could be a part of it. I have some pretty good Blender skills, but I'm not a programmer. I had downloaded this mod along with the robot arms and soviet pack and I found that it had some issues, so I figured I would see what I can do to help. It's funny, since I had the exact same idea for fixing the arm (it really is quite useless) that involved disabling physics on grabbed objects. So, yeah. I'm a huge ISS fanatic so I am pretty knowledgable about it, and since I can use blender I was thinking I might help. If anything, I could work on modeling the interiors, although I'm not so good at texturing. I'm not experienced with modding, so it would be great if someone could help me with the scaling/model detail stuff. I really look forward to being able to complete this thing in orbit! Let me know if there is anything I can do. By the way, I don't know if anyone had mentioned this, but NASA has published an EXTREMELY detailed model of the ISS online. It's in a proprietary format (lightwave I think) so there are some conversion issues with blender, but if nothing else they could make great 3d reference.

Link to comment
Share on other sites

Do you think you could make a version of CANADARM2 running on Infernal Robotics? It could also power the MBS, since it's a pretty flexible mod. This and the lack of Rassvet is the most pressing issue with the ISS right now. The other missing modules are under construction by Yogui and will soon be finished, so there's no point doubling his work. I suppose we could also use an S5/P5 truss section, it's an adapter for S6. Currently, the only way to attach S6/P6 is via a "floating" docking port, which looks out of place.

Link to comment
Share on other sites

I just thought of something. Even if we make a new Canadarm, it will still have the same problems that romfarer's do. KSP physics don't account for RPM, so any non-linear movement causes the spacecraft to turn. It's really quite problematic. We all know that ~3RPM couldn't move a 70t spacecraft or a 450t space station.

Maybe you could lock you station/vehicle in place with an kOS unit. With the lock steering to command, position can be fixed quite good. You can even have the thing rotate along the planet/facing the planet like the real ISS.

The only downside is that the kOS unit stops when the craft gets out of range. Let me know if you need help with some kOS code.

Link to comment
Share on other sites

... This and the lack of Rassvet is the most pressing issue with the ISS right now....

I still really wish some of the parts would be reworked. Its a stunning mod, and I love using it.. But those Truss sections still look so.... sparse..

Link to comment
Share on other sites

I still really wish some of the parts would be reworked. Its a stunning mod, and I love using it.. But those Truss sections still look so.... sparse..

That's my biggest issue as well. Honestly adding a bunch of boxes and texturing them wouldn't hurt the poly count too much. I mean, boxes are literally 6 polygons.

Link to comment
Share on other sites

found THE PERFECT interior reference. BTW, I'll be working on all the interiors for the whole station, although I don't know how to compile them so I will have to send someone a .blend for further refinement. The reference is http://www.nasa.gov/externalflash/ISSRG/. I'm currently doing the unity interior, and will model interiors in the order of the modules' addition. Also, I had the idea of making the module external models have a (somewhat simplified) interior visible through "holes" in the sides. The hatches would be separate parts. I don't know if this would work, but I had the idea of making "windows" where the hatches are, so that when you crew manifest into one module, you are able to see the inside (from the world model) of the other module 'out the window'  thus creating the appearance of seamlessly joined interior. Would this work?

Link to comment
Share on other sites

So im guessing this mod is either a low priority, many of the people working on it are busy with their own mods/life, or this whole thing is just slowly and slowly being forgotten. Am i correct on any of those or is there something else that's halting the development of this mod? I can get it not having parts for a while, but when it hasn't been updated since 2 whole KSP versions, something must be halting the progress.

Link to comment
Share on other sites

WOW. Just... wow. Interiors for the modules, even if they were somewhat simplified from the actual ISS ones, would be awesome. Keep up the good work!

Is anyone working on updating the existing ISS modules to 0.22 spec with the new reactionwheels and science/science tree support? If this is a simple config edit matter I can have a go at tit althought I'm not sure about the science stuff. I haven't played with that much yet. I'd like to though so what say I gve it a shot?

I can maybe assign 6 experiments to Columbus, 6 to the Japanese Module, 6 to the JLM and a few to the other modules (maybe crew exercise/fitness tests?) so you can conduct ISS science while onboard.

Edited by MDBenson
Link to comment
Share on other sites

Until Flex-Rack appears, I'll be hacking up config files for this using the mountable stowage boxes and mounting racks in KAS as temporary models. I lnow people spit on config hacking using other people's models but I have zero 3D skills, I just like hacking text configs, so I'll wait for someone to do the models and throw my configs at them for inclusion :)

Link to comment
Share on other sites

I'm actually planning on making all my interiors to precise real-world proportions. I am using the ISS model lovingly provided by nasa as a sort of virtual scaffold for my interiors. It's going to be great. Keep in mind, though, that I'm not a programmer, and i'm using a mac, so I will have to send someone the .blend files for integration into KSP. I'm not so great at keeping my models low-poly (though I try to do it whenever possible) so I might need to modify them. Also, I'm only slightly skilled as far as making good UV-mapped textures. I'm not giving up though.

Edited by Orange Juice
misspelled ISS as isa
Link to comment
Share on other sites

I'm actually planning on making all my interiors to precise real-world proportions. I am using the ISS model lovingly provided by nasa as a sort of virtual scaffold for my interiors. It's going to be great. Keep in mind, though, that I'm not a programmer, and i'm using a mac, so I will have to send someone the .blend files for integration into KSP. I'm not so great at keeping my models low-poly (though I try to do it whenever possible) so I might need to modify them. Also, I'm only slightly skilled as far as making good UV-mapped textures. I'm not giving up though.

Whatever you do is appreciated, this pack needs some love :)

Link to comment
Share on other sites

Hello I'm MrFancyPL

I'd like to make the part of iss bout i don't know what !

I'm sure to make a Rassviet or HTV or shuttle atlantis with external tanks 'n' bosteers

Please if you can give me a refferences or resources

I'm a newbie in moddeling because please give me a tips

Sorry for English because I'm from Polish

Thanks ;)

Link to comment
Share on other sites

Well, you don't really need to modify anything, the only difference was the color of the insulation blankets. Once I found that out, it became kind of low priority to me. :) Rassvet was literally the backup MIR DC launched to ISS, nothing more. The extra bits one the side are in reality parts of the Nauka module.

If you can make Shuttle Atlantis (though I'd prefer a pack that would allow making all the Shuttles) with full functionality, then it'd be really appreciated. I can work with you on that one, I know my way around configs and worked on a Shuttle once. Just be aware that this is an enormous project, and many had tried, and failed, to do this.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...