sp1989 Posted June 6, 2014 Share Posted June 6, 2014 Oh, before I forget. I had an idea for a suitable nosecone for the Inline Cockpit.I think it would be nice to have it open to store small satellites or a docking port on the inside.The KSO allready has an opening nosecone, and I only use it with a dockingport on the inside.Something like this would be awesome!http://i.space.com/images/i/000/023/438/i02/you-only-live-twice.jpg?1352326901Check LazTek SpaceX Mod not only are they unbelievably accurate and pretty but he also added some of the thing SpaceX has planned but cant get off the ground. Like this Link to comment Share on other sites More sharing options...
Damaske Posted June 6, 2014 Share Posted June 6, 2014 (edited) Ah now I understand, you mean an adapter that arranges the three engines in a triangle. That makes a lot more sense than arranging three in a row. Why didnt I think of this? For a shuttle however, you also wanna have the engines tilted towards the common center of mass of the Spaceplane + External Tank. A fixed angle adapter probably wouldnt be of much help there either. It's actually really difficult to make a Spaceshuttle in KSP. I tried to make one with SP+ without using tons of reaction wheels and kinda got it working but it was very difficult. I used Editor extensions to radial attach nosecones with engines to the back so I had control over the tilt and direction of thrust. But this also only allows tilting in 5° increments which was not precise enough to make it perfect, but better than nothing. So to to enable you to build shuttles with SP+ I would rather design some clever radial attach engine mounts than a stiff adapter.I use a modified engine from the Kerbal Shuttle Orbital system, they have a higher than normal gimble and use up to 14 degree trim to allow off center of mass thrust. I've also read/seen that Dtobi's Space shuttle engines work in the same manner since KSO uses his plugin. So a stiff adapter as you put it would work fine for the application that I wish to use it in. Edited June 6, 2014 by Damaske Link to comment Share on other sites More sharing options...
Starwaster Posted June 6, 2014 Share Posted June 6, 2014 I use a modified engine from the Kerbal Shuttle Orbital system, they have a higher than normal gimble and use up to 14 degree trim to allow off center of mass thrust. I've also read/seen that Dtobi's Space shuttle engines work in the same manner since KSO uses his plugin. So a stiff adapter as you put it would work fine for the application that I wish to use it in.I like removing the custom gimbal plugin from that engine and replacing it with a stock gimbal but retaining the 14 degree range of gimbaling. Works a lot better than mucking around with manual trim or trim toggles... Link to comment Share on other sites More sharing options...
Porkjet Posted June 6, 2014 Author Share Posted June 6, 2014 Apprently Stupid_chris is working on some kind of animation plugin. http://forum.kerbalspaceprogram.com/threads/73283-0-23-x-AdvancedAnimator-ModuleAnimateGeneric-upgraded-v1-1-1-2-04-14 It might be interesting to check it outAh! Thanks for the hint, I missed out on that one. One can never have enough animation modules! What I like especially about this one is the option to play sounds with the animation!Wow, your really productive! I have I single wish for the IVA Please adjust the height of the Seats so our Victims.. uh brave Kerbals can actually see the incoming doom Have some Eyecandy http://i.imgur.com/nw6Iste.jpghttp://i.imgur.com/bAplgFX.jpgI'm trying to make it possible to see the horizon, but bear in mind that those cockpits naturally will have really bad visibility in IVA view. I hope this won't dissapoint you too much, afterall what else would you expect from those small windows.Oh, before I forget. I had an idea for a suitable nosecone for the Inline Cockpit.I think it would be nice to have it open to store small satellites or a docking port on the inside.The KSO allready has an opening nosecone, and I only use it with a dockingport on the inside.Something like this would be awesome!http://i.space.com/images/i/000/023/438/i02/you-only-live-twice.jpg?1352326901A part to consider, thx for the suggestion. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted June 6, 2014 Share Posted June 6, 2014 Ah! Thanks for the hint, I missed out on that one. One can never have enough animation modules! What I like especially about this one is the option to play sounds with the animation!There is also a WIP by BahamutoD and Vanguard plug-in, quite a collection . Link to comment Share on other sites More sharing options...
Porkjet Posted June 12, 2014 Author Share Posted June 12, 2014 WIP screenshots of the upcomming spaceplane parts:(note: I'm running the new Super-Realism HD Mod) Link to comment Share on other sites More sharing options...
wasmic Posted June 12, 2014 Share Posted June 12, 2014 WIP screenshots of the upcomming spaceplane parts:http://upload.wikimedia.org/wikipedia/commons/a/a9/SR71_factoryfloor_SkunkWorks.jpg(note: I'm running the new Super-Realism HD Mod)pffft (that's the sound of a chuckle that you're trying to keep down). Anyway, those parts look good, albeit a bit memory intensive. Any chance for a Super-Realism LD alternative version? Link to comment Share on other sites More sharing options...
Starwaster Posted June 12, 2014 Share Posted June 12, 2014 WIP screenshots of the upcomming spaceplane parts:http://upload.wikimedia.org/wikipedia/commons/a/a9/SR71_factoryfloor_SkunkWorks.jpg(note: I'm running the new Super-Realism HD Mod)They got the color wrong; your Kerbals are pink. Link to comment Share on other sites More sharing options...
Albert VDS Posted June 12, 2014 Share Posted June 12, 2014 Needs more lensflare. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted June 12, 2014 Share Posted June 12, 2014 @Porkjet: it looks like you have a HAL9000 too !Any chance to have node attach coordinates fixed ?Here is the issue, it is impossible to get (easily ?) mk2 fuselage attached to a radial decoupler:Compared to stock parts: Link to comment Share on other sites More sharing options...
Starwaster Posted June 12, 2014 Share Posted June 12, 2014 @Porkjet: it looks like you have a HAL9000 too !Any chance to have node attach coordinates fixed ?Here is the issue, it is impossible to get (easily ?) mk2 fuselage attached to a radial decoupler:http://i.imgur.com/GlitVzB.pnghttp://i.imgur.com/B75tk14.pngCompared to stock parts:http://i.imgur.com/iom2NZ4.pngthey're designed that way so they will attach side by side in the SPH. They work as intended there. If they were 'fixed they wouldnt attach to each other properly. Link to comment Share on other sites More sharing options...
Justin Kerbice Posted June 12, 2014 Share Posted June 12, 2014 they're designed that way so they will attach side by side in the SPH. They work as intended there. If they were 'fixed they wouldnt attach to each other properly. editor/KSP ! Nodes should really be redo by a way or another, current nodes system is seriously too bad and too limited .(it will be completely stupid to make n parts for n attach ways !) Link to comment Share on other sites More sharing options...
Porkjet Posted June 12, 2014 Author Share Posted June 12, 2014 Yes, this is unfortunate. Basically we have to decide for one attach point location. It's not flexible. The way it SHOULD be is surface attachment should be defined by the models collision meshes alone, so you can rotate things around and attach them with any side you wish. I guess it was made that way because back in the very early days when those core things were implemented there really were only cylindrical rocket parts, for which this works out just well. Link to comment Share on other sites More sharing options...
Whirligig Girl Posted June 13, 2014 Share Posted June 13, 2014 This will be the new Seat for SP+ IVA'shttp://i.imgur.com/dHOV93N.jpgcomparing Pork Seat to the old default Seat. I think it turned out pretty good, also its a bit more efficienthttp://i.imgur.com/FYdrQuV.jpgIs it possible to ModuleManager those seats into stock parts? Link to comment Share on other sites More sharing options...
Starwaster Posted June 13, 2014 Share Posted June 13, 2014 Is it possible to ModuleManager those seats into stock parts?Yes. The IVA files are config nodes just like any other that we've always been manipulating with MM... Link to comment Share on other sites More sharing options...
Damaske Posted June 13, 2014 Share Posted June 13, 2014 PorkJet, I have a really big question to ask from you. Can you make Larger in height cargo bays? I was attempting to use your mod to lift some station parts from the KSO mod as I like that mods station pieces looks, But they clipped though both the top and bottom of the current cargo bays. I believe the KSO parts are 1.5 meter in size or very close to that. If this is not a planed feature then I'd be sad and find another way to use the KSO station parts or something. Also look forward to the new parts that you posted WIP pics of I and a huge SR-71 fan and sad that they are no longer flying... Just like the poor ole F-4's except they are not turned into RC controlled drones for weapons testing like the ole F-4's were. The Masked Guy Aka Damaske Link to comment Share on other sites More sharing options...
Porkjet Posted June 13, 2014 Author Share Posted June 13, 2014 Is it possible to ModuleManager those seats into stock parts?No, I don't think so. The seats are components of the model mesh they can't just be replaced by CFG.PorkJet, I have a really big question to ask from you. Can you make Larger in height cargo bays? I was attempting to use your mod to lift some station parts from the KSO mod as I like that mods station pieces looks, But they clipped though both the top and bottom of the current cargo bays. I believe the KSO parts are 1.5 meter in size or very close to that. If this is not a planed feature then I'd be sad and find another way to use the KSO station parts or something. Also look forward to the new parts that you posted WIP pics of I and a huge SR-71 fan and sad that they are no longer flying... Just like the poor ole F-4's except they are not turned into RC controlled drones for weapons testing like the ole F-4's were. The Masked Guy Aka DamaskeThis calls for a new type of fuselage, which I'm interrested in doing, but there's only so much stuff I can work on at once. Link to comment Share on other sites More sharing options...
Starwaster Posted June 13, 2014 Share Posted June 13, 2014 No, I don't think so. The seats are components of the model mesh they can't just be replaced by CFG.Oh, so they're not separate meshes... Link to comment Share on other sites More sharing options...
Damaske Posted June 13, 2014 Share Posted June 13, 2014 This calls for a new type of fuselage, which I'm interested in doing, but there's only so much stuff I can work on at once.Ah ok, I understand the so much you can work on at once bit, I look forward to the new type of fuselage. Maybe you can expand into the MK III fuselage some? Since the last one that worked on it left due tot he shutdown of Spaceport and refuses to hoist up his mods anymore last I knew. I have not heard if something changes his thoughts on the matter. I do hope that he has not given up, but that's another topic and i don't want to sidetrack the thread with something else. I really LOVE your work that has gone into this and look forward to more goodies that you have planed for us all, and thrilled that your interested in doing an new type of fuselage. If I was able to help in any matter I'd offer it but I am very limited in my modding skillage. But I have been monkeying around in the code with a few adjustments to things in the config files so far. I've been thinking of maybe trying my hand at some models But I can not texture to save me wife, er life. As I found out during the mods I attempted for Freelancer, and homeword (all three games).The Masked GuyDamaske Link to comment Share on other sites More sharing options...
Porkjet Posted June 15, 2014 Author Share Posted June 15, 2014 hi. Link to comment Share on other sites More sharing options...
Starwaster Posted June 15, 2014 Share Posted June 15, 2014 hi.http://i.imgur.com/C5Nedil.jpghttp://i.imgur.com/n0H7Hek.jpgInteresting. It never occurred to me that there wasn't room for the pilot and copilot to sit side by side with reasonable access to the viewports for both of them. D'oh!Seems like there's a bit of wasted space to either side of the copilot. Any plans for that space? Link to comment Share on other sites More sharing options...
Damaske Posted June 15, 2014 Share Posted June 15, 2014 Looks nice, but any change the pilots chair can be shifted to look directly out one of the two windows? Or provide a special hull cam monitor for a true forward view. It is kinda hard as heck to see what is right in-front of you, but then again its not stopped a Kerbal from flying before. Link to comment Share on other sites More sharing options...
Tommygun Posted June 15, 2014 Share Posted June 15, 2014 I personally don't have a problem with the seat placement, but maybe the seats could be lowered slightly and inclined backwards a little.That may reduce the overall height and allow them to be placed side by side and give a windowed centered view out for each pilot. Link to comment Share on other sites More sharing options...
Angelo Kerman Posted June 16, 2014 Share Posted June 16, 2014 Newbie spaceplane designer question: Do wings allow fuel crossfeed, or do I need to have fuel lines from tanks at the outer edges of the wings ? Link to comment Share on other sites More sharing options...
Konnor Posted June 16, 2014 Share Posted June 16, 2014 http://i.imgur.com/C5Nedil.jpghttp://i.imgur.com/n0H7Hek.jpgThat's rather unfortunate for me, as I've been hoping for a side by side seat arrangement. Link to comment Share on other sites More sharing options...
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