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Apollo Mission Pack Development (Beta version released!)


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I'll be doing the IVA's. They are going to be waiting until the command pod models are all completely set in stone before I do anything else with the interiors

edit: Thanks for the offer of help. I'd probably take you up on it, except for the fact that I work in blender and Razorcane works in 3dsmax, and I think adding a third program.format into the mix would be more of a pain than anything else. On the other hand, I would like to add a lunar rover to the pack at some point. If you felt like starting to model that, I could always add it in later on.

Solidworks can export in .stl, along with most of the other commonly used methods. Still, I understand not wanting to open up a third conversion - it would triple the amount of file conversions we'd need to do.

I would be more than happy to unwrap/texture them, but the models should probably be set in stone before I do that, because I'm not sure how they work. Also, I use SolidWorks sometimes at work, and it has the same export options as most traditional 3D programs. However, I don't really trust CAD software with video game development.

Why don't you trust CAD software? The licensing issues?

I must have forgotten. No, they aren't finished, and unfortunately I don't know if I can finish them. I would be more than happy to unwrap/texture them, but I'm not sure what the game requires in terms of IVAs. Which is probably why I'll do those last, if at all. I would like to do them though, but with the redesign of the CM, the IVA itself needs to be redone.

I really hope they do get finished. If this is going to be the equivalent of the FASA Gemini - the be-all, end-all of Saturn V mods - which it looks like it's shaping up to be, with the phenomenal work done so far - the IVAs are just going to cement that line of thought. I'd be happy to work on the IVAs, if I knew more about it. It looks like you've gotten a good start, anyway.

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This. Is. AWESOME!

But...

I honestly think that the Service Module (Shown at bottom of page 14) Needs some work. For one thing, I think both the CM and the SM need to be lighter shades of gray. Further, I think that the Service Module's panel lines look drawn on in a cartoonish style. I think if possible, the CM should be shinier, and the SM as shiny as the CM currently is.

Additionally, The Decoupler Shrouds, while it is planned to use Ullage Motors, I also think they should work as a stack separator, not a decoupler, as in, decoupling both sides.

Edited by GregroxMun
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Why don't you trust CAD software? The licensing issues?

It's not that. As I said, I use CAD software in my job. The only problem I have with CAD software is it's not something you usually see in a video game environment.

This. Is. AWESOME!

But...

I honestly think that the Service Module (Shown at bottom of page 14) Needs some work. For one thing, I think both the CM and the SM need to be lighter shades of gray. Further, I think that the Service Module's panel lines look drawn on in a cartoonish style. I think if possible, the CM should be shinier, and the SM as shiny as the CM currently is.

Additionally, The Decoupler Shrouds, while it is planned to use Ullage Motors, I also think they should work as a stack separator, not a decoupler, as in, decoupling both sides.

I'm still playing with the colors on the textures. The reason I made them so dark is because if you make them too bright, they are essentially turned white from the specular of the sun. And I'm not sure what you mean by "cartoonish style," I simply drew dark gray lines, and applied a bevel to them. They would probably look a lot better if they had normal maps on them, however when I import the normals that I made for them, they are too strong, and Unity doesn't have a way to tone them down, and it looks really bad in game. As for shininess, I really have little control over that. Metal textures are tricky to replicate in a game with such restrictions. Metal, when light touches it, generally only has a shine on those particular parts where the light touches, unless the photons are bouncing off of other objects as well. That's why the reflections look the way they do. So, as far as the shininess goes, I'm afraid I can't do much with them, if anything at all. That is as close to metal as the game allows me to get. I do agree with you on the SM, and after looking at pictures of it, I have already changed it to more closely match the specular of the CM.

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Apollo RCS(including LM RCS) ~ These are underlined because they just need textures. The model is really well done.

While I agree with the LM's RCS, The CSM RCS is by no means accurate. Here is a picture. A19800081000cp01.JPG If you decide not to change it, I'll just use the KW RCS thrusters.

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While I agree with the LM's RCS, The CSM RCS is by no means accurate. Here is a picture. If you decide not to change it, I'll just use the KW RCS thrusters.

Alas, I said well done, not accurate. Changing them would require config file editing that is a bit out of my comfort zone. So if I do change the model, then it will certainly be one of the last things I do.

Also, I should note, that I've been playing with thrust and weight values for the Saturn V, and also playing with mechjeb to see if I can recreate how the Saturn V actually reached orbit. I was able to get a near circular orbit in a single burn with mechjeb, and the trip to orbit took about 5 minutes(no time warp). This isn't really idea, since the actual trip to orbit took around...let's say 10 minutes. I am aiming for a 7 minute launch to orbit.

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While I agree with the LM's RCS, The CSM RCS is by no means accurate. Here is a picture. *snip*

Yeah, I've noticed that. It's strange, because the ones we have now are based on the models from NASA's website. I guess whoever did those models was working from early designs or something, because I've seen concept art that shows an rcs block like the ones we have here.

Razorcane, if you feel like remodelling that part, I can add the thrust vectors and make it functional fairly easily.

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I also find it odd that the windows have that cartoony two shades of blue, diagonally. You know what i mean? i think it should be the same shade of blue, a solid shade, as the stock CM.

I did that to try and mimic reflection. I suppose I will remove it.

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Yeah, I know why it was done, but it looks awkward.

Fair enough. The windows themselves look rather bad, in my opinion. But I plan on redoing the command module before the mod is finished, so it's no big deal.

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The thing is Gregox, this game isn't our main priority. We have very busy lives outside of KSP, and those must always come first. I'm very busy at work, and in fact I've had to work 12-14 hours days for the last week, so I've had no time to work on the mod. You're going to have to be patient. While this mod is important to you and everyone else, we have other things that need to be taken care of, in our own lives. That being said, I have the next three days off, so I will probably put in some time with the mod.

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Patience. It won't help to nag these guys about the mod - I'd rather it takes a while and is as good as it could be than have a rush job.

Thanks. We also want to make these parts be as good as they can be, and since we're both working on them less than part time, it will take a while to finish. As Razorcane said, we both have a lot going on in our real lives at the moment, so doing this stuff must take a back-burner position. We are making steady progress, though, and we'll hopefully have a completed CSM by the time I'm out of commission for a little while, starting in two weeks.

Thanks for being patient. It will be worth it, I promise

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I have some good news and some bad news. The bad news is, I have pink eye. The good news is, I don't have to work at all this week because of it, so I can put in a fair amount of time on the mod. Be prepared!

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I have some good news and some bad news. The bad news is, I have pink eye. The good news is, I don't have to work at all this week because of it, so I can put in a fair amount of time on the mod. Be prepared!

Eyeball licking: not even once.

Just kidding. Sorry to hear that. I hope it clears up soon. Looking forward to seeing what you're able to come up with in your downtime. I'll be sending you some parts later today

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Sorry to hear about your illness, Razorcane. But it's good that you have something to occupy your time whilst you convalesce. Get well soon!

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Thanks. We also want to make these parts be as good as they can be, and since we're both working on them less than part time, it will take a while to finish. As Razorcane said, we both have a lot going on in our real lives at the moment, so doing this stuff must take a back-burner position. We are making steady progress, though, and we'll hopefully have a completed CSM by the time I'm out of commission for a little while, starting in two weeks.

Thanks for being patient. It will be worth it, I promise

I've been in your shoes before - and the constant requests for updates - especially when they're less than four hours apart - can be a bit overwhelming. I'm happy to wait to use this mod - it looks like it'll be the definitive Saturn V for KSP, forever. That's something I'm willing to wait for. Keep up the great work, guys. We're all here to support you.

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So, having pink makes it hard to work. Since I can only use one eye essentially, and my eyesight is poor without having pink eye, it's really hard to get any work done. However, I have started to work on the SPS. However, it's kind of an odd shape, and I am having difficulty with it. I may come back to it and do something simpler until my eye gets better.

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So, having pink makes it hard to work. Since I can only use one eye essentially, and my eyesight is poor without having pink eye, it's really hard to get any work done. However, I have started to work on the SPS. However, it's kind of an odd shape, and I am having difficulty with it. I may come back to it and do something simpler until my eye gets better.

Don't worry too much about it. Wait until you feel better before working on it. Don't strain your vision.

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