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Apollo Mission Pack Development (Beta version released!)


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Hmm

I think not hard make place to LRV.

Well it's not hard to place, but to be able to deploy it requires skills that I do not have. It was only used on three missions anyway, so it's not really a big deal.

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Well it's not hard to place, but to be able to deploy it requires skills that I do not have. It was only used on three missions anyway, so it's not really a big deal.

I'll be happy to see a quality Apollo Mission pack either way, but I'd say the LRV was a pretty big deal. :D

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I am going to have to bookmark this thread, I have been looking for a good Saturn V. Nova Punch supplies the parts to make it and then some but its to dang wobbly! I really hope the bigger lower stages all hook together properly and don't have that wobble, can't wait to see how it turns out!

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CM also looks great, but is it possible to make it so that the RCS ports on the CM are not shiny?
Here's a preview of the new Service Module RCS, which I've been doing in place of the SPS. It's turning out quite well considering I'm only using one eye.

A19800081000cp01.JPG

I'd say he nailed it, actually.

LRV could use a gear animation, and then could decouple. You could even ask for help if the LRV's animation is too hard.

How about we just let him work without bombarding him with new requests? This is the best Saturn V mod, ever. We don't want to bother the makers so much that they stop working on it because the community's ungrateful for the work they've already done.

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Wow. I take a couple of days off and the thread blows up!

It's great to see so much enthusiasm about the pack. Becomming the definitive Apollo mod is definitely what we're going for here, and with the work that Razorcane has been doing lately, it's really starting to look like that's what it's going to end up being. (That new RCS block looks amazing!)

As far as the LRV, it is definitely something that I want to include, and I've been thinking along the same lines as Gregrox suggested (some clever combination of decoupler, animation, and wheel modules), My intention is to get everything else finished first, and then tackle the rover.

I have a conference to attend next week, then am driving cross country, so I'm going to be out of commission for a little while. I'll be trying to get some more work done today and tomorrow, primarily adding finishing touches to the models that Razorcane has completed, and also (time permitting), converting all the Saturn parts over to the new attachment node system to see if that makes them a little more rigid. After that, my end of the project will be on hold for a few weeks, so don't expect a whole lot to happen in the immediate future, but if Razorcane keeps showing off the incredible work he's doing, hopefully that will give you guys something to ogle over in the meantime, and also give me a reason to stop at every Denny's and Starbucks I find to check in on how things are going.

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Just make place to LRV and place to "LRV countermass"... ;)

You're still not getting it BobCat, the LRV is not a staple of the apollo program, it's not a high priority. However, if you want to help once we've finished everything else, I wouldn't say no. :P

I'll be happy to see a quality Apollo Mission pack either way, but I'd say the LRV was a pretty big deal. :D

I disagree. The reason being is that the parts that I'm doing now, the command pod, RCS ports, SPS, and so on, were used on most of the apollo missions, and are a staple for the program. The LRV was a little bonus towards the end of the program to help EVAs maneuver further on the moon. I didn't say I wasn't going to add it, just that it's not a priority.

LRV could use a gear animation, and then could decouple. You could even ask for help if the LRV's animation is too hard.

Adding the LRV would be nice, but it's not really a big priority. Since there were 13 apollo missions(well, 13 saturn V launches), and only 3 had the LRV, it's not really a big deal at this point.

CM also looks great, but is it possible to make it so that the RCS ports on the CM are not shiny?

Nope. At least, not in-game. I could have a specular map that makes them not shiny, although the KSP shaders do not support specular maps, only specular color.

The RCS is MUCH MUCH BETTER than the old model! Although, in case I were to use it for purposes other than on the Apollo CSM, could you add a texture to the back?

The reason there isn't anything on the back is because you don't see that when it is placed on an object. It's pretty common practice to remove unseen polygons during any sort of game development.

EDIT: I also may be developing pink eye in my left eye. If I am, then I won't be able to do anything for a few weeks. While not being able to use my right eye isn't that big of a deal, as I'm almost blind in that eye, my left eye is a lot more important.

Edited by Razorcane
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EDIT: I also may be developing pink eye in my left eye. If I am, then I won't be able to do anything for a few weeks. While not being able to use my right eye isn't that big of a deal, as I'm almost blind in that eye, my left eye is a lot more important.

Yikes! Maybe you should just take it easy for a while and focus on getting better. I hope it all clears up soon.

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Yeah just take it easy, relax and get better soon!

Also, I downloaded the pack and I thought it might be a good idea to report in. Flew great all parts worker extremely well except I noticed one thing that had me just a little bit concerened for a few moments traveling to orbit. Between stage one and two some wobble when I commenced gravity turn it got bad at one point and had to throttle down but she stayed together till it was time to get rid of the first stage. Other then that great job man! Again get better! :)

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Yeah just take it easy, relax and get better soon!

Also, I downloaded the pack and I thought it might be a good idea to report in. Flew great all parts worker extremely well except I noticed one thing that had me just a little bit concerened for a few moments traveling to orbit. Between stage one and two some wobble when I commenced gravity turn it got bad at one point and had to throttle down but she stayed together till it was time to get rid of the first stage. Other then that great job man! Again get better! :)

Did you fly straight up and then turn straight to 45 degrees at around 10km? If so, then that's the wrong way to do it. You have to turn slowly between 3.5km and around 60-70k. I'm working on the configs to make it possible to do a single burn to orbit, which is how the actual rocket worked, but it's a bit tricky because of the size.

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Did you fly straight up and then turn straight to 45 degrees at around 10km? If so, then that's the wrong way to do it. You have to turn slowly between 3.5km and around 60-70k. I'm working on the configs to make it possible to do a single burn to orbit, which is how the actual rocket worked, but it's a bit tricky because of the size.

No I did about a 75 turn at around 8km up and stayed there untill around 30km at 30km the Apo was around 120km in orbit so I leveled and waiting and did a burn to circularize

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No I did about a 75 turn at around 8km up and stayed there untill around 30km at 30km the Apo was around 120km in orbit so I leveled and waiting and did a burn to circularize

Yea, you don't want to do that. You want a slight turn every few kilometers, instead of turning extremely sharp at one point. You waste a lot of fuel that way.

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Yea, you don't want to do that. You want a slight turn every few kilometers, instead of turning extremely sharp at one point. You waste a lot of fuel that way.

Not to mention the dynamic stresses on the vehicle. Slow and easy.

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Fuel usage aside, that wobble is something that I've been fighting with for a while. I was hoping that the new system for attachment nodes would help alleviate the problem, but I just tried redoing the Saturn parts with the new nodes and there appears to be no change. Looking at the thread for the 0.20 parttools, it seems that the new system isn't fully implemented yet, so it may still be that it will help in the future. If not, though, we're just going to have to deal with it.

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I have made it a point, regardless of mod or stock, any multistage rocket I build or use gets each stage strutted to the one above and below it. and for anything that gets docked together after launch, Quantum struts around the docking ports for solid connections. Honestly its the only way I can do things with out the constant booms

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