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Copernicus MTV components


Starwaster

Should I keep the carbon fiber look on the truss? (see pictures before voting)  

4 members have voted

  1. 1. Should I keep the carbon fiber look on the truss? (see pictures before voting)

    • Yes, carbon fiber is cool.
      26
    • Yes, but make it darker.
      8
    • No, I don't like the way that looks.
      3
    • What carbon fiber? (you DID zoom in on the pictures didn't you???)
      5
    • Other (post a suggestion)
      1


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Some screenshots playing with the new parts in 0.23.5

BTW, known issue: Truss adapter ring has way too much electricity; I know. It was scaled for Real Fuels and RftS, so it's actually scaled for real life where batteries have a lot more storage capacity and (IIRC) the solar panels and RTG was scaled down. So... lower output, lots of storage. (it's like a day of storage)

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I'm glad someone is finally doing this. I tried to get a project rolling for this a while back but for whatever reason it was stopped. We just need someone to make the lander (the complicated bit ) now! :P

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I'm glad someone is finally doing this. I tried to get a project rolling for this a while back but for whatever reason it was stopped. We just need someone to make the lander (the complicated bit ) now! :P

Nah the lander's not that terribly complicated either. Might be tricky to land. But I've made proof of concept landers using procedural fairing parts for the aeroshell. Worked well except that it refused to function as a heatshield with DREC. That situation has since been addressed. Of course if you don't use DREC at all then it doesn't matter.

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It never seemed too hard but I also never managed to pull it off. Of course I was trying in 0.21 back before Procedural Fairings and such. I almost had something that worked using NovaPunch parts but it was vulnerable to Kraken attacks :)

Do you have any .craft files for the proof of concepts? I'd like to see what kind of designs you have and see if I can develop them using Procedural parts and AIES (my favorite parts packs aside from PF). That;'s if you don't mind, of course ^_^

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It never seemed too hard but I also never managed to pull it off. Of course I was trying in 0.21 back before Procedural Fairings and such. I almost had something that worked using NovaPunch parts but it was vulnerable to Kraken attacks :)

Do you have any .craft files for the proof of concepts? I'd like to see what kind of designs you have and see if I can develop them using Procedural parts and AIES (my favorite parts packs aside from PF). That;'s if you don't mind, of course ^_^

No I'll put up some craft files tonight for the ship I posted the latest pics of. It mostly uses 0.23.5 stock plus porkjets hab

Actually it also uses SDHI...

Definitely think of it as just example work. It's actually impractical because I put the grapple where the CEV should dock and instead it sits in the half truss. Impractical but viable.

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Some craft files:

ARM-1 - Propulsion stage. Launch this first. Deploy solar panels in orbit and let it wait for the next stage

Demonstrates use of docking ring + truss adapter ring

ARM-Hab Porkjet Habitat, half-truss, hab adapter, large monoprop tanks. solar panels. crew excursion vehicle made from SDHI parts.

Demonstrates use of half truss, docking ring and hab adapter. Uses Porkjet, SDHI and RealChute

ARM-P.R.O.B.E. unmanned ship for asteroid retrieval.

Doesn't really demonstrate core Copernicus properties. Uses the adapter ring for battery and probe core ability. Good for automated asteroid retrieval.

Included just for fun. Enjoy. Also uses Real Chutes so you need that. Uses the inflatable heat shield from Deadly Reentry.

(P.R.O.B.E. stands for Purely Robotic Observation Beta Explorer)

https://www.dropbox.com/s/xh024inr8g6xndg/ARM-P_R_O_B_E_.zip

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Updated download files

tweaked docking ring attraction force

tweaked docking ring attraction torque even more

tweaked truss adapter ring battery charge to more sensible stock values instead of realism values. (a separate optional MM config file will be released that adjusts resource levels to realism values later)

Tried to adjust attach node sizes to take advantage of joint reinforcement that depends on node sizes but that's making it hard to attach pieces like the hab adapter so I scrapped that for now.

On that subject, I'm not getting any feedback from people and that's one area that I need it. I am not personally experiencing any structural issues with these parts but I need to know if that's true for other people. If not then I need to do something about those node sizes. Anyone have anything to contribute...? Opinions...? something?

https://www.dropbox.com/s/hwxonsya6cnvlrz/Copernicus-Beta1.zip

More craft file will be put up later today for the 5 meter pieces using stretchy tanks for launchers.

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Updated download files

tweaked docking ring attraction force

tweaked docking ring attraction torque even more

tweaked truss adapter ring battery charge to more sensible stock values instead of realism values. (a separate optional MM config file will be released that adjusts resource levels to realism values later)

Tried to adjust attach node sizes to take advantage of joint reinforcement that depends on node sizes but that's making it hard to attach pieces like the hab adapter so I scrapped that for now.

On that subject, I'm not getting any feedback from people and that's one area that I need it. I am not personally experiencing any structural issues with these parts but I need to know if that's true for other people. If not then I need to do something about those node sizes. Anyone have anything to contribute...? Opinions...? something?

https://www.dropbox.com/s/hwxonsya6cnvlrz/Copernicus-Beta1.zip

More craft file will be put up later today for the 5 meter pieces using stretchy tanks for launchers.

I just downloaded this pack for the first time, so expect some feedback relatively soon!

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can you put all the needed mods in one pack because i almost installed every mod that exsist and it dont work

sorry for my english

That sounds like you're asking me to redistribute other mods, which I'm not going to do.

I will compile a list of useful links to other mods that I used to build Copernicus style ships. Mostly those are Stretchy Tanks, Procedural Fairings and Porkworks inflatable habitats. I also like to use Lionhead Aerospace just for the round solar panels. (I don't use much else from those packs) And I've also used AIES and RemoteTech for the nice looking communications dishes. None of those last three packs are crucial since they're just stylistic.

I said earlier that I was going to put up some more craft files which I haven't done yet. I'm working on stability issues with the larger 10 meter parts which have very small attachment nodes that makes them too weak when attached to very massive parts like 10m fuel tanks. Unfortunately if I make the attachment nodes any larger they envelope the other attachment nodes making it hard to snap to the right ones. I have an idea for that which I'm pursuing that will allow small nodes in the editor that get scaled up when you load the ship into flight mode. It's a plugin that I'm working on which will be useful in any situation where you might want to have small nodes but can't because of the weak joints that they have. So far it's not working though :(

But anyway when I put up the new craft files I'll update the front page with links to useful mods to have.

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Hey, I just now found your thread, while looking for reference pictures for my own project. I really didn't know you were already doing this! Here's my thread: http://forum.kerbalspaceprogram.com/threads/76841-%28RSS%29-Constellation-Essentials-v1-Copernicus-MTV-Trusses

I am totally down to join forces with you, if you are willing. Its unlucky that we picked the same part to start off with (major facepalm).

Edited by BahamutoD
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Hey, I just now found your thread, while looking for reference pictures for my own project. I really didn't know you were already doing this! Here's my thread: http://forum.kerbalspaceprogram.com/threads/76841-%28RSS%29-Constellation-Essentials-v1-Copernicus-MTV-Trusses

I am totally down to join forces with you, if you are willing. Its unlucky that we picked the same part to start off with (major facepalm).

I don't mind collaborating but what do you propose exactly?

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Updated download:

Nothing major. Got rid of ugly normal map on the saddletruss radiator unit. Replaced with nicer looking mesh.

Also added a small plugin: NodeResizer. This plugin resizes attach nodes immediately after a vehicle loads into the world and before it goes on-rails. This lets me have teeny tiny little attach nodes in the editor (which are easier to snap together) but are large enough in the world to provide structural integrity to large parts.

Yay.

RapAOPol.png

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I looked through the parts in the pack and found them to be pretty satisfactory as a whole. A few little comments though: the texture on the drop tank looks more like a gel or the surface of a liquid than a metal foil; the trusses seem to have a flat, almost painted look rather than a polished metal one; the drop tanks looks to be suspened invisibly when attatched to the truss and there is no clear means of attatchment; also the 3.75m drop tank hold almost 32000 liquid fuel when a normal tank of the same size holds around 6000; finally could you explain the purpose of the truss radiator in-game?

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I looked through the parts in the pack and found them to be pretty satisfactory as a whole. A few little comments though: the texture on the drop tank looks more like a gel or the surface of a liquid than a metal foil; the trusses seem to have a flat, almost painted look rather than a polished metal one; the drop tanks looks to be suspened invisibly when attatched to the truss and there is no clear means of attatchment; also the 3.75m drop tank hold almost 32000 liquid fuel when a normal tank of the same size holds around 6000; finally could you explain the purpose of the truss radiator in-game?

Drop Tank texture: More people (barely) seemed to like that one overall. It looks better if you use the reflective shader plugin. Also, I have some other textures that will look better; I'll bundle them in a pack and you can use the one you want.

Truss texture: The truss material, according to Stanley Borowski at GRC is proposed to be a graphite epoxy composite. I'll be honest, I have no idea what it would look like IRL but it's not going to look like polished metal. I gave it something I thought looked like a carbon fiber appearance and I admit that's probably wrong too. If anyone can tell me what a 'graphite epoxy composite truss' looks like, I can probably do something about that.

Drop tank volume: You shouldn't see that much capacity unless you're using Real Fuels, in which case, the volume capacity should be correct because it's scaled in liters. In stock or Real Fuels, it should hold more than a correctly configured tank of comparable size because it has little to no volume dedicated to structural components, being closer to a balloon tank. Most fuel tanks you see in the game are meant to be part of a stage, so they have structural reinforcing and that decreases the amount of space that can be allocated for fuel.

The radiator is only a functional component when using Real Fuels and its purpose is to refrigerate the fuel tank. (in Real Fuels, cryogenic fuels can boil off if they are not kept cool)

Thanks for the feedback, I'll make the other drop tank textures accessible and I'll double check it as to volume, though as I said it should be correct. (unless you're seeing inflated volume when you're not using Real Fuels, in which case something is really wrong)

(and I'll see about modeling some latches for the drop tank)

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I looked through the parts in the pack and found them to be pretty satisfactory as a whole. A few little comments though: the texture on the drop tank looks more like a gel or the surface of a liquid than a metal foil; the trusses seem to have a flat, almost painted look rather than a polished metal one; the drop tanks looks to be suspened invisibly when attatched to the truss and there is no clear means of attatchment; also the 3.75m drop tank hold almost 32000 liquid fuel when a normal tank of the same size holds around 6000; finally could you explain the purpose of the truss radiator in-game?

OOooooooh ho..... I think I just realized what the gel comment is about. The 10 meter tank looks a little translucent. Which is strange because the other three don't and they all use the same textures and the same model....

sigh, I think I know why.

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Download updated.

  • 10m tank translucency eliminated.
  • Additional tank textures. Firespitter Texture Switcher enabled.

Thanks, that is much appreciated! Any thoughts on where you want to take this pack or are you going to take a break for now?

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Thanks, that is much appreciated! Any thoughts on where you want to take this pack or are you going to take a break for now?

I might widen the struts on the trusses a bit but that's a pain because it basically means rebuilding the whole thing from the ground up. That wasn't fun the first time.

Some custom RCS definitely. Those will be slightly higher ISP based on AMBR - Advanced Material Bipropellant Rocket. Not anymore powerful than stock or most mod RCS, but more efficient. In appearance they'll be similar to the arrangement to what you see in most of the Copernicus RCS. (I recommend twice as many as it is usually depicted with)

Maybe an engine. Maybe.

And I still need to put some craft files out. I'm so bad about that :(

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  • 3 weeks later...
Hey, is this still being updated? Or is this it?

Of course, you have a job well done!

I plan on doing some minor model reworking of some parts. The trusses will have their struts thickened a little, but not a lot. (if you look at any of the NASA /GRC concept art, they're not that thick to begin with being made of advanced composites). Some art reworking and the plugin for node resizing will be updated to remove debugging messages.

I'm not sure beyond that what more I'll do as I don't see a lot of feedback except from a few people. and one of those on someone else's thread :\

Oh and some updated craft filez to take advantage of the new Procedural Fairings update, including the procedural thrust plate.

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  • 3 months later...
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