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[1.0.2]HGR 1.875m parts(v1.3.0 released)


Orionkermin

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I like your pod, I would love it if you made it deadly reentry and raster prop monitor compatible.

edit: Just saw your post that you are going to make it compatible, yay! =) I have tried to make my own deadly reentry config for it but it just keeps burning up.

Yea right now the center of mass is too high and it will tend to tumble on reentry, especially with FAR installed. I would look at the 1.25m heatshield config as that's what I'm pretty much using and it seems to work.

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Yea right now the center of mass is too high and it will tend to tumble on reentry, especially with FAR installed. I would look at the 1.25m heatshield config as that's what I'm pretty much using and it seems to work.

I have FAR installed and noticed the tumbling problem. I'm able to keep it stable on re-entry with mechjeb smart A.S.S. pointing retrograde.

I realized my re-entry profile was incorrect for DR by testing with a mk1 pod. I'm new to DR and forgot that when I was entering before, I was applying retrograde thrust also, but I figured out a good profile without needing any thrust, so a config similar to the 1.25 heatshield or mk1 should work fine, thanks!

Edited by lantay77
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For better FAR compatibility, all that should be needed is to offset the CoM downwards with the comOffset = [...] line in the cfg file. I don't remember the syntax, though.

Wow. Right now I have the problem fixed by moving all the objects up in unity. I'll have to do some searching around under comoffset, thanks this will probably lead to a better solution than I have currently.

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So I took some screens from a recent test flight I thought I'd share for a little feedback and to keep ppl interested. I still don't have all the props arranged in the IVA so I didn't take any pictures of the interior itself yet. With this mission I was trying to see if i could dock more or less just looking out the window. Some shots are of the new exterior, some are from the Kerb eye view, but most window shots are from the window collider view. (double click on windows)

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Let me know what you guys think.

I also had the idea to add a second bottom attach node that could be used when you want to use the pod with 2.5m parts, that way a different fairing spawns and you wont need any adapters or anything and it should look a little cleaner. I don't really want to do the work to make it if there's no interest though.

Edited by Supernovy
Fixed album embedding
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My only critique is to paint an alpha texture onto the windows so the center is a bit more transparent that the edges. It will make it easier to see out of and look a bit better.

Would that mean painting the texture itself transparent rather than just using a transparent shader?

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Yes you would add an alpha channel to your texture and paint white for the opaque parts and black for the transparent parts. Put the color picker alpha to white, and it will use the alpha for your transparency. I use the unlit transparent so I can control it a bit better and it doesn't glow in the sunlight.

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Thank you Frizzank, the windows are looking much better now. I still have some more cleanup to do to them but, your advice made a huge improvement.

I also set up the second bottom attach node and large fairing. (It was easier than I thought) It's reusing the original's texture to save space. I also added a physics mesh to both fairings so that FAR recognizes them correctly and you can stick radial stuff to them.

img] <img src=

I also did a first pass at the interior prop layout.

<a  href=%7Boption%7Dhttp://i1276.photobucket.com/albums/y477/morrowindorion/2014-01-10_00001_zps1ab71805.jpg' alt='2014-01-10_00001_zps1ab71805.jpg'>

The new version is getting closer to an actual release. If anyone wants to help, I may need some people to test it soon, let me know if you're interested.

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Thank you Frizzank, the windows are looking much better now. I still have some more cleanup to do to them but, your advice made a huge improvement.

I also set up the second bottom attach node and large fairing. (It was easier than I thought) It's reusing the original's texture to save space. I also added a physics mesh to both fairings so that FAR recognizes them correctly and you can stick radial stuff to them.

a>a>

I also did a first pass at the interior prop layout.

a>

The new version is getting closer to an actual release. If anyone wants to help, I may need some people to test it soon, let me know if you're interested.

Me! Me! Me! Me! Me!

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I don't know if anyone else is having this problem, but the large-scale fairing that is supposed to connect the pod to a large decoupler seems to be perminently spawned on the pod. What mods are needed to run this piece?

Does the pod spawn with it or did it get stuck on after first connecting another part? If its the latter, it could be that a small part connected to the large node and the fairing is covering it so that it cant be removed. Otherwise it's something I've never seen and hopefully I can fix it @_@

It shouldn't require any mods to run, the fairings work using the same methods as stock engines. All of it's mod functionality comes from a few .cfg files in its parts file. Maybe deleting the one's pertaining to mods you aren't using will help.

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