Jump to content

[WIP] Universal Storage


Recommended Posts

Daishi! You are in the 444 post! Good progress on the models/textures!

:P

Not anymore! I'm too slow to notice those things :P

Assets are 90% done, i'll start tidying up the maps and getting things ready to export to Paul tomorrow. Pics and stuff are cross-posted to the main thread, for more exposure and hypetrain shenanigans.

Link to comment
Share on other sites

Over on the research and config side of things I've been making some changes for 0.8

The processors have had their power requirements adjusted, based on new information on liquefying gases. The numbers are a little high as you can save power cooling things but using the ambient temperature of space. In fact I found a NASA paper that talks about doing just that, but it doesn't give the sort of power figures I need, so we're going with what I have until I find what I need.

I've also adjusted the weight of wedges, based on building a 1-1 scale model and working out how much it would weight in metal (I will share pics of this once it's finished). Over all everything is lighter.

A few of the processors have been modified so that they switch off when the resources run out. This should help with issues where you're solar powered craft goes into shadow. With the new system ships loosing power will reset their processors. Make sure you take batteries on space stations to keep things working!

Link to comment
Share on other sites

I've also adjusted the weight of wedges, based on building a 1-1 scale model and working out how much it would weight in metal (I will share pics of this once it's finished). Over all everything is lighter!

You're officially crazy - I love it! Can't wait for the pics :D

Link to comment
Share on other sites

If you don't mind me asking, what's the word on the TAC release and what do you plan on tackling next?

Yep i'm just re-exporting all the parts (!) with the new wedges, recompiling the textures because everything has new UV's, making sure its all backwards compatible, making a consistent set of new door labels and cleaning up their Unity projects while i'm at it. Overestimated the time it will take, but i'm working late so it won't be much longer. It'll be pretty :)

bgMpW3I.png

After TAC 0.8, i'm jumping in and making parts for Ippo's random failure mod, as well as a dedicated wedge for it. This wedge will be released with version 0.85, which will also include model tweaks and do-overs (fuelcell, 02, c02, all the radials, maybe the electron and sabatier).

Release 0.9 will include low-profile circular stack caps and adaptors, as well as the scrapping and redesign of the decouplers. Depending on the state of KSP at that time, we may swap over to Firespitter and experiment with different styles of corrugation you can swap out in the VAB.

Release 1.0 will happen when Paul and I are satisfied with the mod and decide to move onto other things :)

Link to comment
Share on other sites

Release 1.0 will happen when Paul and I are satisfied with the mod and decide to move onto other things :)

Noooo! ;.; You have to stay with this mod and maintain it FOREVER and EVER and EVER!

In all seriousness, great work guys! I hope that even after your mod is feature complete, you could at least update it for newer KSP/TAC/KAS versions and fix surfacing bugs.

Link to comment
Share on other sites

Noooo! ;.; You have to stay with this mod and maintain it FOREVER and EVER and EVER!

In all seriousness, great work guys! I hope that even after your mod is feature complete, you could at least update it for newer KSP/TAC/KAS versions and fix surfacing bugs.

Course we will! I've just got some other projects i'd love to muck around with after this.

Link to comment
Share on other sites

Just to double-check Last mention of how much consumables the EVA-X held was 15 hours. Is this still the plan for the TAC parts release? Also, does it include any waste storage ore is that just dumped?

I don't have the final amount yet but it will be around 15 hours.

There won't be any waste collection, just O2, H2O and food, plus monoprop and power.

-

Link to comment
Share on other sites

Thanks - I was just double-checking to see if it was around what I thought it was. Have to build a low-orbit work truck for moving kerbals around and generally doing stuff. Slapping one of those on it should stretch working life out a useful amount. I was going to just wait until you released the TAC pack, But it looks like Clueless Kerman wandered out an airlock. Gotta go pick him up. Again.

Link to comment
Share on other sites

Hiya, just chugging away on a few things at once to stop me getting bored :)

Concept for the ACD (Attitude Control Decoupler) - a low profile combination reaction wheel and decoupler, with extendible fairings for a sleek fit against the Mk1-2 pod (not shown). Should I have caution stickers on the outside rim, or keep them away from sight on the inside (until separation)?

BvNth53.png

Getting specular maps finalized on the wedge structures, so they'll actually look like metal and will glint on ascent. Still not 100% on it, but its a start.

BHiLtjF.jpg

Also getting every current asset together and polishing them up, keeping assets and features between them consistent in both size and style. New oxygen tank concepts pictured, as well as new radial tanks (which will extend into food, water, and o2 for short trips).

S3tMmu4.png

Plus a few more things, but they can stay secret for now ;)

Edited by Daishi
Link to comment
Share on other sites

Given Kerbal nature you can never have enough warnings. Everything looks great. Happy about spec shaders finally. Not many people bother with them.

Thanks! Yeah, I was holding off until I had a reasonable idea of what I wanted this mod to look like - no fun making spec maps for everything only to remake them later on down the track. They're also deceptively tricky to get right, I've found :|

Also decided to make a 6-bay core, if anyone missed it in the main thread.

5hO1Da7.jpg

Link to comment
Share on other sites

Just a shot in the dark as I haven't read through the whole thread, have you considered a deployable RCS wedge? Doors open, RCS block slides out a bit. Integrated monoprop tank, etc.

Bonus points if it can deploy itself when RCS is enabled and pack itself away when RCS is disabled.

Link to comment
Share on other sites

That could be accomplished if integrated with the mod from B.Dynamics (which coincidently has RCS that does exactly that!)

I didn't know B.Dynamics RCS popped out automatically like that. Very neat.

I like US though because I can KAS attach them to vessels. I have two ships in orbit which I call Variable-Payload platforms. They're mostly superstructure with some US wedge storage, crew accommodation, fuel storage and some high efficiency engines. I can swap out their payload with KAS, to include science instruments via the US wedges. Its very handy and fun to EVA and reconfigure a craft. Unfortunately when I built them I neglected to include any RCS, so some KAS attachable RCS wedges would be nice to have.

Link to comment
Share on other sites

... to stop me getting bored

We don't want you to get bored. Here is something I always wanted:

O5gyUAF.png?1

KAL 9000

For MechJeb and/or Kerbal Engineer.

(I didn't do the model, just slapped a textures on a imported sci-wedge)

Love your mod, btw. Very usefull and the models are so well done. :)

Link to comment
Share on other sites

Concept for the ACD (Attitude Control Decoupler) - a low profile combination reaction wheel and decoupler, with extendible fairings for a sleek fit against the Mk1-2 pod (not shown). Should I have caution stickers on the outside rim, or keep them away from sight on the inside (until separation)?

I'd have some on the outside. It's a smallish part. And knowing where your rocket is designed to fall apart never hurts.

KAL 9000

I'm Sorry Jeb, I - That's no problem I'll get right on it. Please put the crowbar and magnet away, Jeb.

Link to comment
Share on other sites

Just a shot in the dark as I haven't read through the whole thread, have you considered a deployable RCS wedge? Doors open, RCS block slides out a bit. Integrated monoprop tank, etc.

Bonus points if it can deploy itself when RCS is enabled and pack itself away when RCS is disabled.

That'll be waay too hard to do, sorry. I don't even know how to make a liquid fueled engine yet :|

We don't want you to get bored. Here is something I always wanted:

http://i.imgur.com/O5gyUAF.png?1

KAL 9000

For MechJeb and/or Kerbal Engineer.

(I didn't do the model, just slapped a textures on a imported sci-wedge)

Love your mod, btw. Very usefull and the models are so well done. :)

Evil AI can take a back seat, I still have a ton of stuff to do. Currently working on a new set of radial tanks, I'll flick up a picture after I sort out the labels and specular. And thanks for the kind words!

I'd have some on the outside. It's a smallish part. And knowing where your rocket is designed to fall apart never hurts.

Now that we're going down the firespitter road (did I say we were going down the firespitter road?), we'll have both options available as a tweakable. I cant decide what looks the best :P

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...