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[Parts,WIP] DaMichels Parts/Fuselage R2 (22.2.2015)


DaMichel

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I really like that cargo bay, the opening mechanism is very unique.

Small critique if I may. I know it's still a WIP, but perhaps tweak the final angle of the doors so that they are angled a bit further out. The attaching joint on the inside might have to be permitted a small amount of sliding to prevent interpenetration. This tweak would let cargo in and out of the bay without having to worry about hitting the doors as much.

dockingbay_fix.png

I look forward to all progress on these parts. +sub'd.

Edited by Daemoria
added image
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perhaps tweak the final angle of the doors so that they are angled a bit further out

the whole point of the unique opening mechanism, as DaMichel wrote:

different door mechanism which leaves room for side attachments.

The "tweak" you suggest would defy the point of this opening mechanism. For a lot of clearance just use the B9 S2 cargo bay.

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Yeah he made a good point tough and i increased the opening angle a little bit more. Let me show you

jMov03n.jpg

This works pretty well, regardless of the ******ed rover which will tip over on the slightest inclination.

Edit: Lol automatic censoring. Nice! :)

Edited by DaMichel
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What's even funnier is that it automatically censored url links as well, so i have to obfuscate some of my image names. :D

That's pretty impressive what you've managed to fit inside that one cargo section, it's a shame that the rover is so derpy. The opening angle for those doors looks perfect.

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Cargo bay for rovers!

I was looking for something like this for ages.

Finall simple way to take your rover back with you.

But, it seems that cargo bay has to be on specific heigh over ground. If its too low, rover ramp might tip over whole lander, if its too high, rover woudl be unable to ride back into bay.

Using servo controll mehanism from infernal robotics woudl probably solve this.

Edited by kiwiak
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  • 2 weeks later...

The ramp is actually a ladder part from B9. And i did in fact use infernal robotics to move them :)

My part is only the bay at the moment, though i'm thinking about making a ramp of some sort.

Now i think the part is ready for release. Texturing took a long time again. I always find it really hard to come up with something that looks really good. Anyway ...

R7r4h3l.jpg

More images in the album of the OP.

Edit: Here is a proof of concept "simulated" (read hyperedited) shuttle mission on Duna. Uses the cargo bay ofc.

Edited by DaMichel
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Nice parts pack, I always thought there was a shortage of "utility" like mods and definitely not very many good cargo bays around from what I've seen. Now to see if I can fit this carefully into my packed full gamedata folder without my computer exploding.

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Thank you all for your kind comments.

@bs1110101: I like the idea. I also thought that just a general adapter to a twin 0.625 m configuration would be nice. But i have to disappoint you because at the moment i have no definite plans for more parts.

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Hay Michel I had an idea for your flat fuselages.

I always have a problem with making SSTM planes and that sort where I ether have to use B9's crapy VTOL engines or make my plane look like crap do to several unaerodynamic engines sticking out of its bottom. Do you thing you could edit one of your fuselage parts to have an engine in the left or right side of it, not on the bottom just to one side. Basically a more aerodynamic radial engine.

I was thinking and ISP of 280-320 and a thrust of 175

If you dont have time to make it I know some basic modeling and could probably do it if you send me a .blend or unity file of your flat tank. :)

Edited by Tidus Klein
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Thanks! :D

EDIT:

Never mind michel I was able to import the .mu to blender, Starting work now :)

Ps I like how you put all your textures on one image.

EDIT 2: hay now just need to texture and load up to unity. :)

9QBAKSp.png

Edited by Tidus Klein
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Glad you like them.

@Tidus Klein: Well okay. A couple of bell-shaped nozzles inside the rectangular housing would be nice, unless it is supposed to be an aerospike engine in which case it is missing the spiky thingy. P.S. Still planing to upload the original model/textures.

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I was going for a box nozzle, because I thought It looked cool/ aerodynamic and went well with the part,

Having trouble thou texturing....(I suck at texturing) but its still up in the air

edit: HA I was able to texture it using you intakes texture :) next time you see it it will be in game.

Edited by Tidus Klein
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It seems the cargo bays do not open in a fresh install of 0.23 with only DM Tanks and KineTech animation installed. I dropped them into a 0.22 install and they worked with no problems at all. Is this a known issue? I hope that is helpful, these are great looking parts.

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  • 4 weeks later...

Questions/bug? The DM Flat Fuselage - End Piece: Could there be two versions, one in the Aerodynamic/Structure panel that does not have fuel and one in the Propulsion section with fuel? And second is it intended that this module does not cross-feed fuel?

I ask because I am building a small craft with these and needed to put in fuel lines to connect the center round tank to the outer tanks...something I had assumed it might do with out the added parts. Usually I do not assume...that was my bad. But I am curious if this is the intended behavior.

I know it may also be an off suggestion...but could you use the tweakables to allow the player to turn cross-feed on and off as an option? I could see a point to not having it on as well as having it on. And it would save on part counts (an added part I know...but I am a little **** about keeping the counts down to a minimum).

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