stoland Posted April 9, 2014 Author Share Posted April 9, 2014 Looks perfect for a lifeboat!EDIT: All it needs is a booster-rocket pack to achieve space!According to the stats the 4 x LOX/Kero rockets each have 2500-2900 lbf of thrust. So thats 10,000 lbf PLUS. Therefore power to weight ratio plus fuel capacity would mean no booster rockets needed. Easily achieve 100km orbit in space. (conversion of thrust would be needed for Kerbin and differant scale so the actual in game thrust would be far lower) Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted April 9, 2014 Share Posted April 9, 2014 Looks perfect for a lifeboat!EDIT: All it needs is a booster-rocket pack to achieve space!There's not an obvious place for a docking port, how will we dock it? Link to comment Share on other sites More sharing options...
stoland Posted April 9, 2014 Author Share Posted April 9, 2014 There's not an obvious place for a docking port, how will we dock it?Original design was not intended to dock but I have 3 obvious options.1) Underbelly docking port that retracts/extends to be hidden. (Will see if I can finalise the animation so everyone can see)2) Top just behind canopy (retracts/extends to be hidden) (Will see if I can finalise the animation so everyone can see)3) Nose cone similar to KOS.(Didn't really want to do this)Other suggestions welcome. (others have just mentioned the use of KAS) Link to comment Share on other sites More sharing options...
Mekan1k Posted April 9, 2014 Share Posted April 9, 2014 Top-behind-canopy docking port. Link to comment Share on other sites More sharing options...
stoland Posted April 9, 2014 Author Share Posted April 9, 2014 Top-behind-canopy docking port.Thanks Mekan1k as that was my actual preferred option. Just trying to work out entry point as XCOR Lynx site shows no information as to how entry to the pressurised cabin is achieved. So instead of having entry near cockit where docking port will be I am thinking of the cockpit animating open to show visible the pressurised cabin. (Could always move hidden docking port further back???) Link to comment Share on other sites More sharing options...
Commander Hoek Posted April 10, 2014 Share Posted April 10, 2014 Lookin good man. Link to comment Share on other sites More sharing options...
stoland Posted April 10, 2014 Author Share Posted April 10, 2014 Lookin good man.Once I finish this I will continue the other project I started which is more historical. "Dynosoar". Hoping to speak to Frizzank as it can actually tie in with his parts. Link to comment Share on other sites More sharing options...
blackheart612 Posted April 10, 2014 Share Posted April 10, 2014 Hmmm, ask sirkut too?http://forum.kerbalspaceprogram.com/threads/60540-WIP-X-20-Dynasoar Link to comment Share on other sites More sharing options...
stoland Posted April 10, 2014 Author Share Posted April 10, 2014 Hmmm, ask sirkut too?http://forum.kerbalspaceprogram.com/threads/60540-WIP-X-20-DynasoarAhh. Ok. Missed that post somehow. Thanks for making me aware. Will leave that one for sirkut. Link to comment Share on other sites More sharing options...
blackheart612 Posted April 10, 2014 Share Posted April 10, 2014 I meant if you could ask sirkut to help you lol Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted April 10, 2014 Share Posted April 10, 2014 Retractable docking port behind canopy sounds good, this is becoming very interesting.Sirkut says he's set the Dynosoar aside for now to deal with IRL issues. Link to comment Share on other sites More sharing options...
stoland Posted April 10, 2014 Author Share Posted April 10, 2014 Retractable docking port behind canopy sounds good, this is becoming very interesting.Sirkut says he's set the Dynosoar aside for now to deal with IRL issues.Thanks. Pushing through to get an Pre test version for some people to test as soon as possible.Issues at present are:- centre of mass and thrust and finalising rocket engine design.- landing gear- IVA Link to comment Share on other sites More sharing options...
stoland Posted April 13, 2014 Author Share Posted April 13, 2014 (edited) Update:Engine Clusters Design Complete.Engine UV layouts exported for texturing.Finalising control surfaces.Finalising Internals so I can then work on IVA in unity. Edited April 14, 2014 by stoland Link to comment Share on other sites More sharing options...
Green Skull Posted April 14, 2014 Share Posted April 14, 2014 Did you work out how to do the thrust transforms for the engine? Link to comment Share on other sites More sharing options...
stoland Posted April 14, 2014 Author Share Posted April 14, 2014 Did you work out how to do the thrust transforms for the engine?Hey. Eventually did. Will go with the 4 engine cluster for now with grouped 4 X transform. Later I will redesign the engines in more detail so they are individual so they can be fired separately.Have exported the UV maps so now need to look at textures for the LOX/Kero engines. Link to comment Share on other sites More sharing options...
stoland Posted April 14, 2014 Author Share Posted April 14, 2014 Landing gear partially done with constraints for animation. Link to comment Share on other sites More sharing options...
stoland Posted April 14, 2014 Author Share Posted April 14, 2014 Quad engine thrust transform test prior to texturing to get correct centre of thrust for all 4 engines. Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted April 14, 2014 Share Posted April 14, 2014 Thank you for the progress reports, it's looking good. Link to comment Share on other sites More sharing options...
stoland Posted April 15, 2014 Author Share Posted April 15, 2014 (edited) Can anyone help with control surfaces. Cant seem to get the orientation right.Looks correct in VAB and attaches correct but seems to be incorrect on launch.The control surfaces will be attached as one part and I am able to get the pivot but the orientation is wrong when imported to KSP If I change things then the control surfaces then respond with the wrong keys (e.g. Left right / up down)Some one to rotate one part in unity so it imports correctly to KSP would be appreciated so I can see where I am going wrong. Edited April 16, 2014 by stoland Link to comment Share on other sites More sharing options...
stoland Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) PartsThe small controls surfaces named obj_ctrlSrf will be attached the main parts obj_base. Pivot works when orientated in Blender and imported to Unity and then KSP. Edited April 20, 2014 by stoland Link to comment Share on other sites More sharing options...
stoland Posted April 16, 2014 Author Share Posted April 16, 2014 Stuck on control surfaces so started additional work on internals and created atmospheric internal capsule. Link to comment Share on other sites More sharing options...
stoland Posted April 17, 2014 Author Share Posted April 17, 2014 Engines re-modelled. Just need to be textured now. Link to comment Share on other sites More sharing options...
stoland Posted April 19, 2014 Author Share Posted April 19, 2014 Update:Worked out the control surfaces for the wings with the combined flaps.Pivot point now works as does correct direction pivot.Just need to now import all control surfaces into KSP and testSo close now for a testing release.Now final hurdle will be:1) Texturing all parts (Will need stock textures possibly, default textures, custom textures - e.g. Carbon look)2) IVALooking for any assistance as I am not really that good at texturing. Link to comment Share on other sites More sharing options...
stoland Posted April 20, 2014 Author Share Posted April 20, 2014 Control surfaces all imported into KSP and tested. **Huge thanks to Tiberion for his knowledge on this. **Attach nodes completed and now working on the IVA. Link to comment Share on other sites More sharing options...
Mecripp Posted April 20, 2014 Share Posted April 20, 2014 (edited) Looking great Job can't wait to take it up. Edited May 13, 2014 by Mecripp2 Link to comment Share on other sites More sharing options...
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