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New Command Modules and Pods


CommanderSmith

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So when I was playing KSP, I noticed there were no cylindrical modules in the 0.625m scale. I then took it upon myself to start making one. This idea gently formed into a grand design of new command modules and pods, all with full tech tree integration. My idea was to create modules that would, as you gain more advanced technologies, get lighter, more advanced, and maybe with a few extras on the side…:wink:. I do not know when I will have this project completed. Most likely I will release modules as I make them. Each one should take a while to make. There will be no guarantees on the timings. I do have school and this is just a hobby. Some of the larger and more complex ones will require a fair bit of time, but you should see some nice simple ones coming fairly soon. Pictures will be coming soon.

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One problem with using the ,5 (unscaled) scale radius for command pods is that they are almost too small to fit Kerbals into. You need to consider instrument panels and power supplies take up some amount of interior space as well, in addition to maintaining a minimum thickness for the walls and bulkheads themselves.

But don't let me stop you, creating new and interesting craft in KSP is the best part of this game, and anything people add to create more options is always awesome. I look forward to seeing what you come up with.

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Lack posted a great picture showing kerbal scale. An 0.625m cockpit would actually be the perfect and most realistic size for a kerbal, assuming you're talking about something like an aircraft cockpit with a bubble canopy. Take a look at a human-piloted aircraft sometime, and note that in most small planes, it's not possible to stand up in the cockpit, you need to be seated to fit inside. They're not exactly spacious, especially on a fighter or single-seat light sports aircraft. A similar cockpit scaled to kerbal size would come in at under 625mm easily.

Edited by Gaius
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Ive been thinking the same thing.

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Dev textures sure are pretty, aint they? Obviously though my zero previous experience with Blender shows (I mean I only started this in the first place to take a break from Vessel Viewer - dont question my logic -and had (and still dont unless I miraculously learn how to texture) no plans to release it, I just wanted to see if I could do it.)

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I was thinking, maybe a 0.625m inline pod might not work, but a 1.25m pod with some adapters might do it.

Anyway, here are some ideas:

1. A series of 0.625m inline probe cores.

2. A 1.25m inline command pod.

3. A 2.5-0.625m command pod, bridging the gap between the Mk. 1-2 pod and the Mk. 1 pod

4. A 2.5m inline pod.

I was originally struggling to find a way for launch escapes with inline pods, until I remembered that great little button: "Revert Flight". If you want a method of launch escape, please let me know and I will try to come up with some ideas.

If you have any ideas of your own that you think would be very good, please let me know and I will see what I can do for you.

Edited by CommanderSmith
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  • 1 month later...

So has there been any progress on this? Came here after looking into the discontinued pod from Copenhagen Suborbitals, Tycho Brahe.

Recently I've been focusing more on minimalist launchers, my Neutron fleet is....not that large :sticktongue:

Anyway, if somebody is working on this, I would really appreciate a link :wink:

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