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Apollo Mission Pack Development (Beta version released!)


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Yeah the default Shader and settings are very reflective. Nothing wrong with your eye sight haha.

I definitely agree though. It is very easy to add if people want it bad enough. :)

Edited by Razchek
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Not at the moment. Since it's still in beta, and many of the parts are unfinished, there's no point in having an image gallery.

#gethype

But in all seriousness, I haven't lost interest either. Just waiting for completion is all. Saw what I needed to see. Still loving the work and that someone is still dedicating some time to a project like this. Good luck to you guys when you get the time again.

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The mod works surprisingly well in 0.21 for me. Everything like in 0.20. I just need to find a way to make the new ASAS work with the CSM/LM.

Edit: And the new VAB looks like it was made for the Saturn V. Cool. Occasionally I encounter a problem during stage 1/2 separation. Sometimes if I decouple the first stage accidentally the 3rd stage decouples with it's engine fairing too. I tried more struts/less struts/ASAS, thrust off at separation/keep the heading in retrograde node and so on. Don't know what causes this problem.

Edited by Reddragon
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The mod works surprisingly well in 0.21 for me. Everything like in 0.20. I just need to find a way to make the new ASAS work with the CSM/LM.

Edit: And the new VAB looks like it was made for the Saturn V. Cool. Occasionally I encounter a problem during stage 1/2 separation. Sometimes if I decouple the first stage accidentally the 3rd stage decouples with it's engine fairing too. I tried more struts/less struts/ASAS, thrust off at separation/keep the heading in retrograde node and so on. Don't know what causes this problem.

I'm glad to hear things are working fairly well. I haven't even gotten a chance to download 0.21 yet, but hopefully this weekend. Putting SAS into the Command Pods should be as simple as copying the correct MODULE{...} block from a part that has them. Then you can change the part type field from "AdvSASModule" to "Part" on the LM and SM tanks, which should make them display more appropriate icons in the stack. I'll do all that stuff properly as soon as I can, then release an updated pack which will include all of Razorcane's models.

About that staging problem you're having: is it something that you were experiencing in 0.20 as well, or is it new behavior with 0.21? Thanks, and I'll look into it.

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I'm glad to hear things are working fairly well. I haven't even gotten a chance to download 0.21 yet, but hopefully this weekend. Putting SAS into the Command Pods should be as simple as copying the correct MODULE{...} block from a part that has them. Then you can change the part type field from "AdvSASModule" to "Part" on the LM and SM tanks, which should make them display more appropriate icons in the stack. I'll do all that stuff properly as soon as I can, then release an updated pack which will include all of Razorcane's models.

About that staging problem you're having: is it something that you were experiencing in 0.20 as well, or is it new behavior with 0.21? Thanks, and I'll look into it.

Thanks, I've looked for the ASAS block in the part.cfgs. I'm going to test it and I will edit this post as a feedback of how it was doing. The staging problem occurred both in 0.20 and in 0.21 as well. I haven't seen any references for this problem here but I'll try to sort it out. Also sometimes a white texture around the modules during flight can be seen. It's like a part of the ship but floating next to the modules. I'll take a screenshot of it.

Edit: So the implanted SAS works amazingly well with the CM/LM. The two together keeps the rocket more stable than the old one used to and of course with the new one I can turn the rocket with SAS on. As for the staging problem it seems that if my ascent trajectory is more shallow than steep the 'bug' I said appears. I tried gravity turns from 5km up to normal 10 km and 10km soft gravity turn was ok. Maybe it was my lateral speed that caused this at lower altitude grav. turn start but it was just some raw experiment to find the logic in this separation break. First I thought maybe too much Gs on the upper stages is the problem so I tried instead of instant sep. waiting 2-3 secs before decoupling as it recovers from wobbling after main engines stop but it didn't solve the problem.

Edited by Reddragon
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So I'm going to be doing a revamp of all the parts, now that I'm satisfied with the filler parts that I've given to aphazael. While it'll be some months(most likely, anyway), before I finish all these pieces, I do want to keep you guys updated on all the on-goings I am currently involved in.

First up, The new Lunar Module Adapter!

g0CWHgD.jpg

C3nB1CB.jpg

This is still just a work in progress, and I'm definitely going to improve the normals/diffuse later on. I didn't bother to include a specular map, since KSP doesn't support them, even though I used Marmoset to create these images and the in-game result won't be the same anyway. I may end up adding more hi-res geometry to bake into the model, or I may just paint the detail myself. Not sure...anyway, enjoy!

PS - Ignore those ugly stripes on the side of the adapter, those aren't actually there. I removed them from the normal map, but I think I may have left them in the occlusion map. Rest assured, they won't be there next time.

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So I'm going to be doing a revamp of all the parts, now that I'm satisfied with the filler parts that I've given to aphazael. While it'll be some months(most likely, anyway), before I finish all these pieces, I do want to keep you guys updated on all the on-goings I am currently involved in.

First up, The new Lunar Module Adapter!

This is still just a work in progress, and I'm definitely going to improve the normals/diffuse later on. I didn't bother to include a specular map, since KSP doesn't support them, even though I used Marmoset to create these images and the in-game result won't be the same anyway. I may end up adding more hi-res geometry to bake into the model, or I may just paint the detail myself. Not sure...anyway, enjoy!

PS - Ignore those ugly stripes on the side of the adapter, those aren't actually there. I removed them from the normal map, but I think I may have left them in the occlusion map. Rest assured, they won't be there next time.

Looks amazing :)

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Yeah, looks great. Just note, the real thing wasn't hinged since Apollo 8 (IIRC), since it caused problems.

Yea, they were blasted off with explosive charges. But those things you see are still there in every iteration I've seen, so I put them in.

EDIT: Actually after looking it over, I think that explosive charges were used to separate it from the CSM, and it was blasted back via a hinge, and then springs pushed them away.

Edited by Razorcane
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Im asked autor this mod make LRV place and countermass object.

And im have very strange answer

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.

Im asked

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

and have strange answer again

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

also BobCat says

im test more KSP thing and i thin i can make full working LRV to this project (plugins free). But in need know dimension LRV place.

answer

Nah I was kidding BobCat, you're working on what, 4 or 5 mods? There's no need to add another on top.

So

Now I just include LRV to American pack.

And im include them. ))

DarthVader

Its surpise

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He did? All he put in the change log was that he updated the SRB mmodel.

Yes, I just realized when I was searching for parts in the utility section and I found the wheels then the pod. Thanks Bobcat for the kind surprise! It works very well. The only problem is as I mentioned that the LM weights about 5 tonnes wit the pod, tank, legs etc. and the LRV is 1 so 1/6 h of the weight of the LM/LRV is the LRV which made it turn away from attitude and with it the Saturn had barely enough power to make it to the mun. I hardly touched the SOI of the Mun with it so I think the AMP parts will be rebalanced for future update thinking about the rover.

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Hey, Bobcat updated the American pack yesterday with the LRV. It's extremely good but hard to balance the LM with it because it's weight is 1t.

Yea about that. Hey BobCat, if you read this, the actual LRV is 210kg. So Reddragon, if you want, you can edit the weight in the config. It should work a lot better at 210kg.

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Its just test .... Thanks i have all tech information about LRV

Okay. Well, if you want to include the LRV in this pack, we'll need a way to attach it to the Lunar Module. Out of sight would be preferable, but due to KSP's limitations, I don't know if that's even possible.

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Wait. If I need?

LOL.

No I do not need. Im just make LRV.

I offered to help earlier. Offer period has expired. )))

Oh, well alright then.

EDIT: I think something got mixed up in your translation. If Google Translate is accurate, I meant to say хþтõть, not ýõþñхþôøüþÑÂÑ‚ÑŒ.

Edited by Razorcane
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Yea about that. Hey BobCat, if you read this, the actual LRV is 210kg. So Reddragon, if you want, you can edit the weight in the config. It should work a lot better at 210kg.

So I rescaled the LRV to 0.1 which the LM SAS could handle quite well. Real life LM's mass was 14,700kg LRV's 210kg, so the rate is 1/70. AMP's LM is somewhat 5000kg so it's 1/3 of real life LM's mass if KSP's mass measurement unit is metric tonnes. In this case the Bobcat LRV needs to be 70kg (0.07. One Bobcat LRV wheel is 0.05) in game. I have to test how LRV will work if I rescale the mass due to real life rate but I guess Bobcat made it this heavy for a reason.

Edit: Well, with this little mass it floats around just for simple WASD commands like a feather because of pod torque (I guess) so I'll stick to the 0.1 mass or 0.2 as Razorcane suggested for now. That seemed to be fine.

Edited by Reddragon
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So I rescaled the LRV to 0.1 which the LM SAS could handle quite well. Real life LM's mass was 14,700kg LRV's 210kg, so the rate is 1/70. AMP's LM is somewhat 5000kg so it's 1/3 of real life LM's mass if KSP's mass measurement unit is metric tonnes. In this case the Bobcat LRV needs to be 70kg (0.07. One Bobcat LRV wheel is 0.05) in game. I have to test how LRV will work if I rescale the mass due to real life rate but I guess Bobcat made it this heavy for a reason.

Edit: Well, with this little mass it floats around just for simple WASD commands like a feather because of pod torque (I guess) so I'll stick to the 0.1 mass or 0.2 as Razorcane suggested for now. That seemed to be fine.

Yea you have to make adjustments because the Kerbol system is completely different from our own, so it's hard to get it just right. Definitely something I would love to work on, as I've been studying the Saturn V on and off for about 2 years.

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I have had a good test of this I get to the point of the return and the LEM 2nd stage is pretty much uncontrollable even with caps lock on.

Apart from that a really cool mod.

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I didn't bother to include a specular map, since KSP doesn't support them

If you choose the shader KSP > Bumped Specular, you can put a spec map into the alpha channel of the diffuse and it works just fine :D

Really amazing project overall man, great work.

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If you choose the shader KSP > Bumped Specular, you can put a spec map into the alpha channel of the diffuse and it works just fine :D

Really amazing project overall man, great work.

Wait wait wait wait wait. What? Does it have to be bumped specular? Because I need a diffuse texture as well. :P

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