Voculus Posted November 15, 2014 Share Posted November 15, 2014 I tried the bay doors, and the CFG file that Blowfish posted, but it wasn't meant to be. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 16, 2014 Author Share Posted November 16, 2014 Bleh, I'll nuke the nodes with the FAR cfg next version then. You'll just have to load the bay without guidance. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 16, 2014 Share Posted November 16, 2014 Or use part clipping... Quote Link to comment Share on other sites More sharing options...
cfds Posted November 16, 2014 Share Posted November 16, 2014 There are some mods out there that provide a certain control over attachment nodes, Procedural Fairings is the prime example. Perhaps it is possible to switch on an interior attachment node via the right-click menu that way? Quote Link to comment Share on other sites More sharing options...
SmiteZero Posted November 16, 2014 Share Posted November 16, 2014 Will try this out. Those parts look phat! Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 17, 2014 Author Share Posted November 17, 2014 Good progress on the IVA so far. Layout has gone well and I'm unwrapping bits as well as detailing. Going for a similar look to TB2's cockpit as well, so no complaining The lower area has a door leading to the airlock and theoretically through to the front hatch. Visibility is pretty nice and it fits the kerbals quite well with lots of room. It's a large cockpit. Large large. Quote Link to comment Share on other sites More sharing options...
Alewx Posted November 17, 2014 Share Posted November 17, 2014 That is a really nice cockpit.Is the plate in the back a mesh or a texture? Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 17, 2014 Author Share Posted November 17, 2014 It's a mesh for now. Lots of tris (~15k), might convert it to a texture later. It doesn't seem to have much of a performance impact though.I'm also trying to balance these parts a bit better now, so I appreciate input on numbers, particularly these points:Debating removing lift in stock aero from the monoprop segment to simplicity's sake.Still haven't decided whether to put maybe an FL-T400's worth of fuel in the Cargo Bay.How does mass/lift look in general? Quote Link to comment Share on other sites More sharing options...
mrmcp1 Posted November 17, 2014 Share Posted November 17, 2014 It's a mesh for now. Lots of tris (~15k), might convert it to a texture later. It doesn't seem to have much of a performance impact though.I'm also trying to balance these parts a bit better now, so I appreciate input on numbers, particularly these points:Debating removing lift in stock aero from the monoprop segment to simplicity's sake.Still haven't decided whether to put maybe an FL-T400's worth of fuel in the Cargo Bay.How does mass/lift look in general?It might just be that I am terrible at building large planes but I think that the lift of the parts should be large as I can't get the nose of the plane up, also the parts are far larger than the spaceplane + so I think they should have more lift. I think fuel is a good idea and that seems like the right amount, it would give the bumps on the side of the parts seem like they have a use. Regarding the monoprop segment if it makes things easier remove the lift, its such a small part I don't think it matter if it has lift. I am not sure if it is the lack of lift or just my designing so its up to you. Quote Link to comment Share on other sites More sharing options...
dreadicon Posted November 17, 2014 Share Posted November 17, 2014 The plane parts look awesome! Have you considered giving them small lift values? Not enough to get them off the ground wingless or anything, but planes with shaped bodies like these often have a small degree of lift from their own shape alone. Just a thought Will have to check it out later! Quote Link to comment Share on other sites More sharing options...
JorusAton Posted November 18, 2014 Share Posted November 18, 2014 Looking really good! Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 19, 2014 Author Share Posted November 19, 2014 The plane parts look awesome! Have you considered giving them small lift values? Not enough to get them off the ground wingless or anything, but planes with shaped bodies like these often have a small degree of lift from their own shape alone. Just a thought Will have to check it out later!Yes, they all have their own lift .Anyways, PartTools seems to have somehow nuked my slaved-over internal props config . Very depressed! I came here to post a picture of the finished control consoles, but... I got nothing. Back to stage 1. At least the textures for the inside are still intact (halfish done).So here's a picture of cabin lights? Quote Link to comment Share on other sites More sharing options...
BFGfreak Posted November 20, 2014 Share Posted November 20, 2014 Sad face indeed. Anyway I'm hoping you can get that sorted out, the mesh you posted was really great. Now I just have to think of some way to plop that cockpit on my grand tour vessel. Quote Link to comment Share on other sites More sharing options...
Neutrinovore Posted November 20, 2014 Share Posted November 20, 2014 -Snip-So here's a picture of cabin lights?http://www.areadenialgames.com/ksp/mk4lights.jpgCabin lights look great, Nert. I actually think that windows with togglable lights, placed judiciously, create a more immersive gameplay experience for me than do super-detailed IVA views. I don't fly IVA, and if a cockpit or command pod or crew cabin or habitat module, whatever, has an IVA view, I'll go look in there maybe once or twice when I first fly the part(s), and then I usually totally ignore it from that point on. What I'm saying is, on my own personal list of priorities, lighted cabin windows comes WAY before any kind of IVA modeling. Besides, having too many IVA views full of Kerbals REALLY slows down my frame rate, so there you go. Not that we were talking about IVA's, sorry. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 20, 2014 Author Share Posted November 20, 2014 (edited) Cabin lights look great, Nert. I actually think that windows with togglable lights, placed judiciously, create a more immersive gameplay experience for me than do super-detailed IVA views. I don't fly IVA, and if a cockpit or command pod or crew cabin or habitat module, whatever, has an IVA view, I'll go look in there maybe once or twice when I first fly the part(s), and then I usually totally ignore it from that point on. What I'm saying is, on my own personal list of priorities, lighted cabin windows comes WAY before any kind of IVA modeling. Besides, having too many IVA views full of Kerbals REALLY slows down my frame rate, so there you go. Not that we were talking about IVA's, sorry. Cabin lights are a great 20 minute diversion to improve morale . It's odd, I don't fly IVA either, but I am far more inclined to use (not download, I'll download anything, but actually place on my ship) parts that have IVAs than ones that don't. Must be the Kerbal portraits or something.It's also something I'm not terribly good at, so I like to work on it to improve. This cockpit is leaps and bounds ahead (technically and artistically) of the Mk3-9 and Itinerant pod IVAs that I've done before, so the work pays off. Bodes well for the SSPX IVAs, whenever those get done. Edited November 20, 2014 by Nertea Quote Link to comment Share on other sites More sharing options...
Angelo Kerman Posted November 20, 2014 Share Posted November 20, 2014 I know who to talk to when I want to create my first IVA. I salute your art skills, fantastic work! Quote Link to comment Share on other sites More sharing options...
Fraz86 Posted November 20, 2014 Share Posted November 20, 2014 It's odd, I don't fly IVA either, but I am far more inclined to use (not download, I'll download anything, but actually place on my ship) parts that have IVAs than ones that don't. Must be the Kerbal portraits or something.It's also something I'm not terribly good at, so I like to work on it to improve. This cockpit is leaps and bounds ahead (technically and artistically) of the Mk3-9 and Itinerant pod IVAs that I've done before, so the work pays off. Bodes well for the SSPX IVAs, whenever those get done.It's funny, the same is true for me: I rarely ever actually go to the IVA view, but knowing that a part has a nice IVA makes me far more likely to use it. I think it's mostly about the immersiveness of being able to go inside and look out the window, even if I never actually fly the ship from that perspective.I'm especially looking forward to the greenhouse you mentioned for SSPX. Quote Link to comment Share on other sites More sharing options...
JamesL86 Posted November 21, 2014 Share Posted November 21, 2014 OMG!!! It's so CUTE! I'm sure that's not exactly what you had in mind when you came up with it. BUT IT IS!!! It's adorable and very kerbal-e-looking. Are these parts going to be stock aero compatible? (please, please, pretty please?) Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 21, 2014 Share Posted November 21, 2014 OMG!!! It's so CUTE! I'm sure that's not exactly what you had in mind when you came up with it. BUT IT IS!!! It's adorable and very kerbal-e-looking. Are these parts going to be stock aero compatible? (please, please, pretty please?)The configs are set up for stock aero by default. Quote Link to comment Share on other sites More sharing options...
Nertea Posted November 21, 2014 Author Share Posted November 21, 2014 It's funny, the same is true for me: I rarely ever actually go to the IVA view, but knowing that a part has a nice IVA makes me far more likely to use it. I think it's mostly about the immersiveness of being able to go inside and look out the window, even if I never actually fly the ship from that perspective.I'm especially looking forward to the greenhouse you mentioned for SSPX.I still haven't fully decided what it's going to look like . I am thinking that the 2.5m one will be an realistic orbitally oriented greenhouse with no orientation, so will look something like a tube with very tiny closeable windows all over it. The growing space would be radial and there would be a simple crew access tube down the centre. Plants grown in hydroponic drawers, a few of which I'd make clickable to open. The 3.75m one could be more ground-oriented with a less realistic design. Quote Link to comment Share on other sites More sharing options...
Bomoo Posted November 22, 2014 Share Posted November 22, 2014 Yes, they all have their own lift .Anyways, PartTools seems to have somehow nuked my slaved-over internal props config . Very depressed! I came here to post a picture of the finished control consoles, but... I got nothing. Back to stage 1. At least the textures for the inside are still intact (halfish done).So here's a picture of cabin lights?http://www.areadenialgames.com/ksp/mk4lights.jpgDem inclined wingtips. Mmf. Quote Link to comment Share on other sites More sharing options...
hcalves Posted November 22, 2014 Share Posted November 22, 2014 (edited) I'm unable to build anything that doesn't flip over on take-off with FAR using these fuselages.Once I start pitching up it seems the air hits the flat bottom and the drag increases too much making it flip over, even with a lot of tail control authority.Any ideas how to tweak this?BTW, these MKIV models are awesome! Just need to figure out how to tweak the aerodynamics. Edited November 22, 2014 by hcalves Quote Link to comment Share on other sites More sharing options...
hcalves Posted November 22, 2014 Share Posted November 22, 2014 After playing with it for a while, I must say I'm not a fan of the side bulges. It's serving no purpose and hindering a lot of possibilities. So here's two ideas:1. What about extending a bit further and adding attachment nodes here (like in the 3-adapter), these would be great to fit custom air intakes, compressors, shock cones:2. Or keep the same width, but instead of bulges make the fuselage more streamlined like in the Dreamchaser:Right now the bulges are just making it hard to fit either wings or side tanks. Quote Link to comment Share on other sites More sharing options...
blowfish Posted November 22, 2014 Share Posted November 22, 2014 I'm unable to build anything that doesn't flip over on take-off with FAR using these fuselages.Once I start pitching up it seems the air hits the flat bottom and the drag increases too much making it flip over, even with a lot of tail control authority.Any ideas how to tweak this?BTW, these MKIV models are awesome! Just need to figure out how to tweak the aerodynamics.The simplest solution is to bring the CoP (CoL) farther back behind the CoM. To determine what AoA is safe, you can look at the FAR static analysis and sweep the AoA - whever the Cm line goes from decreasing to increasing is where you should keep the AoA below. Quote Link to comment Share on other sites More sharing options...
hcalves Posted November 23, 2014 Share Posted November 23, 2014 The simplest solution is to bring the CoP (CoL) farther back behind the CoM. To determine what AoA is safe, you can look at the FAR static analysis and sweep the AoA - whever the Cm line goes from decreasing to increasing is where you should keep the AoA below.Got it, but it can't be just that. I had the CoL almost on the tail and it would still catastrophically flip over after a certain (small, <10 deg) AoA.What I'm thinking now is that the wide body blocks the air and makes the tail control surfaces stall too easily on pitching. I'll experiment with different designs, the one I was trying was a short delta wing. Quote Link to comment Share on other sites More sharing options...
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