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A Dead Mod.


Deathsoul097

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YES!!!!!!!!!!!!!!!!!! IT WORKED!!!!!!!!!!!!!!!!!

The pod has been UV mapped, and the textures show up properly (No invisibility what-so-ever)

Oddly though, the hatch doesn't work. (And yes, I followed your tutorial to the letter, I think, so I have no Idea what is going on.) For some reason though, the hatch works when an EVA kerbal tries to get in, but I cant get the kerbals out by clicking on the hatch.

Edited by Deathsoul097
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Are you getting a hatch obstructed message, or can't you click on the hatch at all?

Funnily enough, in my updated capsule I managed to break hatch functionality, causing the all too common hatch obstruction message. I think there were some conditions missing from my instructions that my first version of capsule accidentally followed.

I'll do some investigating.

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Sorry for the double post, but UPDATES!

Download for the pod is in the OP, and the thread name has been changed, along with adding a list of goals to the OP.

EDIT: Started on the upper stage for the "Volkom", my rocket for the "Draco". My plan is to have the Volkom be a standard rocket, nothing special, just a utilitarian nessecity.

For those of you who are russian, you will quickly realise that my rocket name means wolf. (I am not russian, I am just using google translate to get good names for my rockets and parts. ^_^)

I am going to try and balance these out as much as possible, but this means that these parts are going to be pretty much only endgame parts, essentially, as compared to stock they are kind of OP.

Just in case you ask, here is a pic:

tkJNN72.png

It looks pretty crap at quater res textures which I normally play at, so I went up to full res for the screen. (TBH, I have no idea why I use 1/4 res, when my laptop manages full res just fine. Old habits, I guess.)

Edited by Deathsoul097
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  • 2 weeks later...

Hi all. Two things:

1) This isn't dead!

2) Bump!

In other news, a progress report:

Javascript is disabled. View full album

So far I have begun on the model of the greenhouse, made the fairing's base and fairing, along with completely remaking the Volkom, and massively optimizing the Draco for improved texturing, along with a texture that is several thousand times better than the original.

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Because of my ineptitude in texturing, S3416130 is making a texture for the pod. As he is doing this, that frees up some time for me to start on the internal model:

ibOzuHR.png

Five seats:

-Pilot (Horizontal)

-CoPilot (Horizontal)

-LandingPilot and Rondevouez seat (Will be for a passenger most of the time.)

-Passenger x2

Big thing on the left is a container for the internal propellant, of which there will be four, one for each engine. I plan on using the RPM "Glass Cockpit" to create the landing and pilot stations, and using it for many informational displays and a navball, along with cameras facing straigt down, straight up, and in several lateral directions as well. You should be able to do an entire mission from only IVA and Map views. Central ladder provides pilot and copilot with a way to get up and down from their seats, along with a way to get to the top "airlock". (Will actually be non-functional (Untill we get more advanced IVAs), but will look as if it is used to get from the Draco into the DTV, and vice versa, without EVA.

Looking at the ladder now, I think it has twice as many rungs as needed. I will work on fixing that soon.

Edited by Deathsoul097
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Thank you! That picture of the pod is my attempt at texturing it, and compared to the work that S3416130 makes, it looks pretty bad. I will try to release the updated (And many thousands of times better) pod as soon as the texture is ready. After that it is a case of texturing the rocket parts, setting up the CFGs, and releasing them as well.

Here is a little snippet of something I have been working on also:

gyPga1W.png

I am planning KAS support, and more specifically, a kerbal backpack, with a science experiment, transmitter and internal RTG or Solar Panel. This should massively increase the usefulness of kerbals on EVA. They will be able to take surface samples, EVA reports and on-site experiments from the backpack, along with being able to slowly transmit these experiments and reports back on their own. (Will be a lot slower than the other antennae though.) It will also add another unit of EVA fuel. It will be surface attachable for storage on rovers and in bases, and the Draco will have a small storage unit for one or two of the packs, internally.

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  • 2 weeks later...

Just a small update:

Still waiting on S3416130 for the texture, as he seems to be very busy with RL. I am also helping out the guys over at Defcon Corp, so several models of mine may pop up in both mods. I also found an ASCII art generator, so this is now in the ReadMe for the next update:

    ___  ___   ___ _____   __ _                _____           _           _        _           
/ \/ _ \ / _ \___ | / _\ |_ __ _ _ __ \_ \_ __ __| |_ _ ___| |_ _ __(_) ___ ___
/ /\ / | | | (_) | / / \ \| __/ _` | '__| / /\/ '_ \ / _` | | | / __| __| '__| |/ _ \/ __|
/ /_//| |_| |\__, |/ / _\ \ || (_| | | /\/ /_ | | | | (_| | |_| \__ \ |_| | | | __/\__ \
/___,' \___/ /_//_/ \__/\__\__,_|_| \____/ |_| |_|\__,_|\__,_|___/\__|_| |_|\___||___/

Also, I have modelled the Boosters and second stage of the "Slonov". (Explained in OP.) I also had an idea to create the launch smoke everyone wants so badly. I will have a part (Most likely invisible) with a bunch or Thrust transforms below the pad, with the SRB FX effect. You stage that, wait a second, then Launch!

Edited by Deathsoul097
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Yup. Volkom DEFINATELY needs a rework. Just did a mission to duna, on the Volkom and Draco alone. Turns out, the Volkom can just manage to put about 5.5T on to a Trans-Duna Orbit. (The payload has to aerobrake and circularise/land on it's own.)

Now I have five kerbals landed on the surface, and currently no way to get them home. I'm sure they're happy though, they finally get to stretch their legs after about a month. And one of them forgot to pack the right flag. I'm looking at you Lozor. (Yes. One of the kerbals was called Lozor.)

JATN4cZ.png

(The Draco renders weirdly sometimes. Perhaps due to not having a shader?)

EDIT: At the current number of views and posts, I can say that ~10% of all views of a thread result in a response. (May or may not be accurate due to the amount of times I have posted.)

Edited by Deathsoul097
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Absolutely! Runs on monoprop, so it can dock without any sill containers strapped to the side. All you have to do is place the ports. I am going to be making a dedicated parachute/docking ring for the top of the pod, but until then there are two top nodes provided, one slightly lower in the part. Just place a normal Clampotron on the top node, and a Drogue on the one inside the model. You should be able to do that without turning on part clipping.

In fact, here is a picture of it in flight:

yCjge9A.png

This is an unreleased texture unfortunately, so your won't look like this. I advise you to be careful however, it has an inbuilt decoupler in the bottom. I am removing the inbuilt decoupler in the next update, giving the pod a better texture, along with removing the Volkom parts as they are due for the appointment at the scrapyard.

Edited by Deathsoul097
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Hi guys, just a quick update. I have an estimate of an ETA on the next update. (This could change at any moment, of any hour, of any day though.) I think it will be a couple of weeks, at the most. By that point, the new Volkom parts at least should be textured and finished (Most likely excluding the Fairings and Fairing Base.). The Draco is being finicky, so I am not sure on that one.

Just a quick preview of the Volkom's new lower stage:

(Don't mind the graininess, this was just a quick render sent through to me.)

4SsLxms.png

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Looking really good, soul. Especially liking the monolithic stages (part count, ho!).

Thanks! I run on a lower end machine, and part count is especially important for me, so minimization is key. The engines for the Volkom should be able to be attached without using extra parts to do so, so hopefullympart count will be lowered considerably. With the current Volkom Rocket and Draco, you can get to Duna on 6 parts. Yeah. I think that takes the cake when it comes to lowest part count of a staged rocket to duna.

EDIT:

OP updated. New picture of Volkom-1K in game. Can anyone xplain why the engines wobble about the way they do? They line up fine in the VAB, but on the pad the engines fire and slide around. I changed breaking force and breaking torque to ~2000, but it did nothing. Any ideas, or is this what HarvestR was talking about fixing?

Edited by Deathsoul097
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  • 3 weeks later...
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