wasmic Posted March 27, 2014 Share Posted March 27, 2014 Isn't FAR support just a matter of moving the CoM further forwards? If it wants to fly backwards, it means that it's tail heavy, so it should be made more front-heavy to work. Link to comment Share on other sites More sharing options...
Guest Posted March 27, 2014 Share Posted March 27, 2014 If it was a rocket, you'd be right. But it isn't. It's a plane. And wings are implemented in FAR in a rather complex way. I won't settle for a half-arsed "it flies well enough". It's either full FAR support, or nothing. Simple as that.In other news, I managed to get the SRBs to work. I think I'll release a new version this evening. Don't expect a revolution, but the SRBs will be nicer. There will be a performance drop, but it's small enough not to matter too much. Link to comment Share on other sites More sharing options...
Jovzin Posted March 27, 2014 Share Posted March 27, 2014 Yeah. Great news Dragoon. Will the SRBs work as planned? I mean they will not bumb the SSME anymore? Btw to modeling that airlock. I will try it just don't rely on me much. I do not want to dissapoint you or something. I will try to find some free time to model it. But it will take some time. Thank you for understanding. Link to comment Share on other sites More sharing options...
Guest Posted March 28, 2014 Share Posted March 28, 2014 OK, an update, the new SRBs will most likely be out today. They're not perfect, but they separate properly and look somewhat better. They do drag performance down, though, so be warned. Link to comment Share on other sites More sharing options...
Guest Posted March 28, 2014 Share Posted March 28, 2014 It's done and uploading! Changelog:Updated ET - now the correct size.Updated SRBs - now with custom particles and completely new models, courtesy of Piwa and 1096Bimu.Updated .craft files - replace the ones you have.Added a new SRB nosecone and separation motors.Added SRB smoke and particles. Link to comment Share on other sites More sharing options...
Jovzin Posted March 28, 2014 Share Posted March 28, 2014 Great news.I am going to test it right away. So I see there is this launch pad smoke effect right ? Thank you guys for you hard work.Really big thanks. Hope I will contribute in some time too Link to comment Share on other sites More sharing options...
Dolin Posted March 28, 2014 Share Posted March 28, 2014 It's done and uploading! Changelog:Updated ET - now the correct size.Updated SRBs - now with custom particles and completely new models, courtesy of Piwa and 1096Bimu.Updated .craft files - replace the ones you have.Added a new SRB nosecone and separation motors.Added SRB smoke and particles.Hello, I love the new SRB effects! KSP is bogged down slightly only if I look top-down, when the full trail of smoke comes into view. For the rest , it seems fine, although I can't open the new .craft files, not even in sandbox mode. It still says some parts are missing (it wouldn't be such a problem, if only I knew the proper way to attach the SRBs and their separator rockets). Also I saw you gave the aerodynamic parts, the SRBs and the engines proper tech tree integration, couldn't somebody do it for the whole set of parts, so we don't have to do it ourselves every time an update comes out?I would also like to share an experiment i've been working on this week. I decided that this spacecraft needed a proper IVA, I told myself "how hard could it be to just convert an existing one?"I started out with the cockpit from the Space Shuttle Ultra for Orbiter 2010, which is extremely detailed, and managed to import it into 3ds for editing. A very finely-modelled environment, with a whopping 150000+ polys and 60-something materials.Lots of detail just had to go away, all the switch guards, most 3d switches in the back panels and some overhead, some panels in the left/right rear sections, hard to see anyway. Still I was left with some 16000 polys in toto, which isn't unreasonable but poses a problem with texturing. Exporting a single texture per mesh, as Unity requires, is possible but since it's suicide to do it manually, and 3ds is a bit stupid at doing this, I had to use large images, to keep the individual textures at a reasonable level. All this to say that it's a lot lower-quality than it used to be, but that's the only way I managed to make it work. The final step was to add RPMs, HUDs, a couple of buttons and two kerbals.This is the result:Apologies for the Mechjeb windows, I didn't think about closing them before screening.As you can see, only two seats on the deck at the moment, but adding two more would take no time. There's no lower deck, though, and there probabily won't be, since I'm a total n00b at modelling beyond cutting and moving things (that is, short of finding some other existing model).Still, I' m pleased with the results, as I began without even knowing whether it would even work, but here it is, Tell me what you think and if I can improve it I'm not sure I can release it yet, I should ask permission to the creators of the original model before Link to comment Share on other sites More sharing options...
mythbusters844 Posted March 28, 2014 Share Posted March 28, 2014 Hello, I love the new SRB effects! KSP is bogged down slightly only if I look top-down, when the full trail of smoke comes into view. For the rest , it seems fine, although I can't open the new .craft files, not even in sandbox mode. It still says some parts are missing (it wouldn't be such a problem, if only I knew the proper way to attach the SRBs and their separator rockets). Also I saw you gave the aerodynamic parts, the SRBs and the engines proper tech tree integration, couldn't somebody do it for the whole set of parts, so we don't have to do it ourselves every time an update comes out?I would also like to share an experiment i've been working on this week. I decided that this spacecraft needed a proper IVA, I told myself "how hard could it be to just convert an existing one?"I started out with the cockpit from the Space Shuttle Ultra for Orbiter 2010, which is extremely detailed, and managed to import it into 3ds for editing. A very finely-modelled environment, with a whopping 150000+ polys and 60-something materials.Lots of detail just had to go away, all the switch guards, most 3d switches in the back panels and some overhead, some panels in the left/right rear sections, hard to see anyway. Still I was left with some 16000 polys in toto, which isn't unreasonable but poses a problem with texturing. Exporting a single texture per mesh, as Unity requires, is possible but since it's suicide to do it manually, and 3ds is a bit stupid at doing this, I had to use large images, to keep the individual textures at a reasonable level. All this to say that it's a lot lower-quality than it used to be, but that's the only way I managed to make it work. The final step was to add RPMs, HUDs, a couple of buttons and two kerbals.This is the result:http://imagizer.imageshack.us/v2/1024x768q90/21/cxxv.pnghttp://imagizer.imageshack.us/v2/1024x768q90/31/tf7t.pnghttp://imagizer.imageshack.us/v2/1024x768q90/812/4q75.pnghttp://imagizer.imageshack.us/v2/1024x768q90/46/zt30.pngApologies for the Mechjeb windows, I didn't think about closing them before screening.As you can see, only two seats on the deck at the moment, but adding two more would take no time. There's no lower deck, though, and there probabily won't be, since I'm a total n00b at modelling beyond cutting and moving things (that is, short of finding some other existing model).Still, I' m pleased with the results, as I began without even knowing whether it would even work, but here it is, Tell me what you think and if I can improve it I'm not sure I can release it yet, I should ask permission to the creators of the original model beforeThat's beautiful! I can't comprehend how much that would have taken the original creators to make! It would be awesome if the IVA was that. Link to comment Share on other sites More sharing options...
wasmic Posted March 28, 2014 Share Posted March 28, 2014 -snip-I would also like to share an experiment i've been working on this week. I decided that this spacecraft needed a proper IVA, I told myself "how hard could it be to just convert an existing one?"I started out with the cockpit from the Space Shuttle Ultra for Orbiter 2010, which is extremely detailed, and managed to import it into 3ds for editing. A very finely-modelled environment, with a whopping 150000+ polys and 60-something materials.Lots of detail just had to go away, all the switch guards, most 3d switches in the back panels and some overhead, some panels in the left/right rear sections, hard to see anyway. Still I was left with some 16000 polys in toto, which isn't unreasonable but poses a problem with texturing. Exporting a single texture per mesh, as Unity requires, is possible but since it's suicide to do it manually, and 3ds is a bit stupid at doing this, I had to use large images, to keep the individual textures at a reasonable level. All this to say that it's a lot lower-quality than it used to be, but that's the only way I managed to make it work. The final step was to add RPMs, HUDs, a couple of buttons and two kerbals.This is the result:http://imagizer.imageshack.us/v2/1024x768q90/21/cxxv.pnghttp://imagizer.imageshack.us/v2/1024x768q90/31/tf7t.pnghttp://imagizer.imageshack.us/v2/1024x768q90/812/4q75.pnghttp://imagizer.imageshack.us/v2/1024x768q90/46/zt30.png-snip-Wow, that's beautiful. No, I haven't got anything else to say. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 28, 2014 Share Posted March 28, 2014 WOW that interior is awesome is it a WIP or is it available for download Link to comment Share on other sites More sharing options...
Dolin Posted March 28, 2014 Share Posted March 28, 2014 It's still WIP but it will soon be finished. I don't know if I can release it, as I said, due to copyrights. I sure hope I can, after all, that's why I made it. Link to comment Share on other sites More sharing options...
Guest Posted March 29, 2014 Share Posted March 29, 2014 Lovely. I want this. Do you think you could add some functional switches and gauges, like in FASA Lunar Module? Try to at least rig some of them for possible future use, a whole lot could probably be done as props, not as "fused" cockpit elements. When you're done, send it to me, along with the links to the source material. I'll work out the license and add it if possible. Oh, and try to get more Kerbals in there. The Shuttle seats 7. 4 of them are on the flight deck, so I'd like to have at least that many. Further 3 are on the middeck, it'd be awesome if you somehow implemented this as well (into the same IVA, preferably), but no problem if you don't.As for the missing parts, I'll look into it. Be sure to download all the required mods. It's possible that I goofed up with the .craft files, so try downloading recommended mods as well (HullCamVDS and FASA, notably). That should do it. Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 29, 2014 Share Posted March 29, 2014 Trying the new download dragon the provided craft files dont load Link to comment Share on other sites More sharing options...
Dolin Posted March 29, 2014 Share Posted March 29, 2014 Lovely. I want this. Do you think you could add some functional switches and gauges, like in FASA Lunar Module? Try to at least rig some of them for possible future use, a whole lot could probably be done as props, not as "fused" cockpit elements. When you're done, send it to me, along with the links to the source material. I'll work out the license and add it if possible. Oh, and try to get more Kerbals in there. The Shuttle seats 7. 4 of them are on the flight deck, so I'd like to have at least that many. Further 3 are on the middeck, it'd be awesome if you somehow implemented this as well (into the same IVA, preferably), but no problem if you don't.As for the missing parts, I'll look into it. Be sure to download all the required mods. It's possible that I goofed up with the .craft files, so try downloading recommended mods as well (HullCamVDS and FASA, notably). That should do it.Hi, thank you I already added the two new seats, and fixed a couple of textures. I think i could learn how to create a flickable switch prop, and probabily work out how to assign a function to it. However, apart from a switch for the landing gear, one for the SAS, what else could be implemented? many actual Space Shuttle switches correspond to functions that of course can't be recreated.The only thing i'll do now, I think, is isolate the switches as a single prop and add them to the cockpit , as you suggested. About gauges, apart from the fact that there aren't that many in the cockpit itself, as most is displayed by the monitors, I'm really clueless about how to create them, so that'll take longer.Also, I already sent a message to the developer of SS Ultra, SiameseCat , but as of now he hasn't replied yet. Link to comment Share on other sites More sharing options...
Guest Posted March 29, 2014 Share Posted March 29, 2014 Well, you could do cockpit lighting via an IVA switch (like in the LEM), perhaps also a few switches assigned to action groups. That's about it for now, but when RPM adds more functionality, it'd be nice to already have switches for it in place. Link to comment Share on other sites More sharing options...
Dolin Posted March 29, 2014 Share Posted March 29, 2014 Very well, but wouldn't it be better to integrate the function with the cockpit? I mean: is there an actual switch in the space shuttle cockpit labeled "light switch" ? Maybe I should refer to Space Shuttle Mission 2007 to find it, so I don't put the light control somewhere at random Link to comment Share on other sites More sharing options...
Guest Posted March 29, 2014 Share Posted March 29, 2014 This might be a good idea. Anyway, looking forward to what you can come up with. Link to comment Share on other sites More sharing options...
acc Posted March 29, 2014 Share Posted March 29, 2014 She's a beauty - well done!What's the payload diameter? Because I build some ISS alike modules (3m diameter). Link to comment Share on other sites More sharing options...
Jovzin Posted March 29, 2014 Share Posted March 29, 2014 Wau awesome work. I was planning to do something simmilar after this airlock. But this looks great even better than in my own vision I have in my head. Nice keep up the good work guys. I am happy that this mod has got a second wind... Link to comment Share on other sites More sharing options...
gZoD1705 Posted March 29, 2014 Share Posted March 29, 2014 Thank you so much for doing this! i had edited the KSO cockpit into the CSS just to use IVA but was still desperately wanting working landing gear! Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted March 29, 2014 Share Posted March 29, 2014 So what is up with the .craft files? I can't load them. Are you able to fix this anytime soon? I have no clue how the SRB's and their seps go, so it's kinda a problem. Link to comment Share on other sites More sharing options...
Guest Posted March 29, 2014 Share Posted March 29, 2014 (edited) For the NRO version, you need FASA, ScanSat and HullCamVDS. I'll look at the Plain version and check, it's possible that something from FASA slipped by.EDIT: Found the problem. RealChutes! I was testing a simple drogue chute and forgot to take it out. It'll be fixed once I finish moving to Windows 7 (today or tomorrow). In the meantime, you may install RealChutes mod. Edited March 29, 2014 by Guest Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted March 30, 2014 Share Posted March 30, 2014 (edited) For the NRO version, you need FASA, ScanSat and HullCamVDS. I'll look at the Plain version and check, it's possible that something from FASA slipped by.EDIT: Found the problem. RealChutes! I was testing a simple drogue chute and forgot to take it out. It'll be fixed once I finish moving to Windows 7 (today or tomorrow). In the meantime, you may install RealChutes mod.Thanks alot, Edited March 30, 2014 by Thesonicgalaxy Link to comment Share on other sites More sharing options...
Virtualgenius Posted March 30, 2014 Share Posted March 30, 2014 (edited) Hi Folks anyone still having craft file issues with the new release I have recreated the Space Shuttle - Plain craft file you can get it here http://www./view/87duzp74eriyi6j/Space_Shuttle_-_Plain_6_0_1.craft its orientated correctly and centered on the launch pad download it if you need it. The file is named Space Shuttle - Plain 6.0.1 you can view the file prior to downloading to check whether its dodgy.VG Edited March 30, 2014 by Virtualgenius Link to comment Share on other sites More sharing options...
Thesonicgalaxy Posted March 30, 2014 Share Posted March 30, 2014 Hi Folks anyone still having craft file issues with the new release I have recreated the Space Shuttle - Plain craft file you can get it here http://www./view/87duzp74eriyi6j/Space_Shuttle_-_Plain_6_0_1.craft its orientated correctly and centered on the launch pad download it if you need it. The file is named Space Shuttle - Plain 6.0.1 you can view the file prior to downloading to check whether its dodgy.VGAs dragon told us, all you need is RealChute. Link to comment Share on other sites More sharing options...
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