Arrowstar Posted June 2, 2014 Share Posted June 2, 2014 Quite! Is this new or did I miss it somewhere? Link to comment Share on other sites More sharing options...
alexustas Posted June 2, 2014 Author Share Posted June 2, 2014 Done. Currently the probability is checked once per second while the craft is over 2g, if you want that implemented another way, just tell me.I tested the new version a bit, and that’s exactly what I wanted! Thank you! Just one more little feature request: The stock G indicator is not very readable. Could we have an on screen warning that we’ve reached 0.9 of the smallest MaxGee on the vessel? (Because different modules might have different MaxGee). Link to comment Share on other sites More sharing options...
alexustas Posted June 2, 2014 Author Share Posted June 2, 2014 Any new news?Not as much as I’d like. I spent a lot of time messing with colliders for SM and SMA. Also I added another, unanticipated part: ASET Attachment point.It’s completely analogous to the stock BZ-52 Radial Attachment Point, but has a different design, sizes and has a decoupler module.I also did a test KONQUEST delivery mission using a super-skycrane, I’ll post a video soon. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 2, 2014 Share Posted June 2, 2014 Excellent work, can't believe I hadn't seen this already.Slightly annoyed that it appears I'll have to install pFairings and NovaPunch just to get this thing into orbit.. Will they not fit into a KW 3.75m expanded fairing? PFairings + NP + all the other mods that give a point and use to Konquest = a dead Gamedata folder.Also, something you appear to have overlooked which I fully agree with: Looks cool, but why not make the SMA itself have a docking node? Then you wouldn't add on more parts by using the SR. ports, and it would look nicer, IMO.Given the game struggles with high part counts, any decent base will quickly become unusable thanks to various necessary connecting parts. I mean, just look at the hub - you have that Rockomax 90 degree adapter, 4 x 1.25-2m adapters around the outside, 2 docking ports per 'leg'.. That 12 parts right there. If I could suggest a part, how about a Konquest-styled 2m hub with docking modules on each surface? Link to comment Share on other sites More sharing options...
alexustas Posted June 2, 2014 Author Share Posted June 2, 2014 Here's another way to delivery and assembly of modules Link to comment Share on other sites More sharing options...
alexustas Posted June 2, 2014 Author Share Posted June 2, 2014 Looks cool, but why not make the SMA itself have a docking node? Then you wouldn't add on more parts by using the SR. ports, and it would look nicer, IMO. If I could suggest a part, how about a Konquest-styled 2m hub with docking modules on each surface?ok. I'll try to do it Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 2, 2014 Share Posted June 2, 2014 Dat skycrane.. it's times like these when I realise I have no imagination.. that is one sexy delivery method, I must say. Link to comment Share on other sites More sharing options...
YANFRET Posted June 2, 2014 Share Posted June 2, 2014 Alex I really like how this has developed!Perhaps in the future we make an adapter module between the Chaka Monkey habitat landers and the Konquest ones, to make an "International Duna Station" Link to comment Share on other sites More sharing options...
alexustas Posted June 3, 2014 Author Share Posted June 3, 2014 (edited) Will they not fit into a KW 3.75m expanded fairing?hmm... module fit but with zero clearance Edited June 3, 2014 by alexustas Link to comment Share on other sites More sharing options...
Horus Posted June 3, 2014 Share Posted June 3, 2014 Holy...! How come that I missed this thread?...This is PURE AWESOME!First, capsule (yes, still enjoying it a lot), now this. It becomes a complete space exploration & conquest set )))Great work! Great as always, man! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 3, 2014 Share Posted June 3, 2014 Yeah, I've been doing some unrelated testing and found that exact thing. I think the expanded fairings shroud the next size up (3.75m ex = 5m). I did think I'd have to install pFairings and NP for this, but then I realised that once Biotronic fixes the bug with TweakScale that breaks the KW fairings, I'll just tweak them up a size, no worries. I did try it and a 5m fairing fits comfortably.Anyway, any idea yet on the rough weight? I want to start preparing my landing designs now Link to comment Share on other sites More sharing options...
SessoSaidSo Posted June 8, 2014 Share Posted June 8, 2014 So. Any new progress?? I've been silently following this mod with great anticipation and these 5 days of silence are killing me. Link to comment Share on other sites More sharing options...
alexustas Posted June 8, 2014 Author Share Posted June 8, 2014 (edited) So. Any new progress?? I've been silently following this mod with great anticipation and these 5 days of silence are killing me. I have spent some time to solve a trouble with ALCOR's capsule collider, and now I'm working on Konquest Cargo Module . A very clever mechanism for doors opening has been created Edited June 8, 2014 by alexustas Link to comment Share on other sites More sharing options...
Voidryder Posted June 8, 2014 Share Posted June 8, 2014 That is one cool ramp. Nice job! Link to comment Share on other sites More sharing options...
Gaalidas Posted June 9, 2014 Share Posted June 9, 2014 My words upon seeing that door opening and the ramp folding out were, from what I can remember, "oooohhh... purdy!" Link to comment Share on other sites More sharing options...
Tux Posted June 9, 2014 Share Posted June 9, 2014 very niceI think there should be a module dedicated only for snacks though. Snacks are important kerbal signature. Link to comment Share on other sites More sharing options...
YANFRET Posted June 9, 2014 Share Posted June 9, 2014 very niceI think there should be a module dedicated only for snacks though. Snacks are important kerbal signature.I demand Monkey Snaxx Link to comment Share on other sites More sharing options...
Starwaster Posted June 9, 2014 Share Posted June 9, 2014 I demand Monkey SnaxxWe have Monkey Kibbletm. Four out of Five monkeys were unable to tell the difference. And a real steal at only K0.99 per kilogram. Link to comment Share on other sites More sharing options...
YANFRET Posted June 9, 2014 Share Posted June 9, 2014 We have Monkey Kibbletm. Four out of Five monkeys were unable to tell the difference. And a real steal at only K0.99 per kilogram.It's all about the Fifth Monkey Link to comment Share on other sites More sharing options...
cappedu Posted June 10, 2014 Share Posted June 10, 2014 Absolutely Love the project so far but maybe two suggestions Is there any way to make the top of the landing leg section also a parachute and also a landing gear section with controllable rover wheels. You can make the wheels them self a separate piece and have them fold out. One last thing if you add the parachutes make them toggle so you can remove the from the tree for non-atmospheric landings. Keep up the good work and I look forward to you releasing this project. Link to comment Share on other sites More sharing options...
Darknighthb Posted June 11, 2014 Share Posted June 11, 2014 That door is simply a piece of art. A wonder of Kerbal engineering. Can't wait for this mod to come out! Link to comment Share on other sites More sharing options...
Gaalidas Posted June 15, 2014 Share Posted June 15, 2014 I'm unsure if I could call it a "wonder of Kerbal engineering" given that Kerbal engineering can be a bit wonky at times. This is more the work of a Kerbal prodigy of some sort... you know, the kind that usually get shot out into space in something really far fetched and die a horrible and spectacular death before leaving the launchpad. If this were truly Kerbal it would have to (as stated in the rule sheet which I conveniently dropped in the rocket testing bucket, and has by now certainly been incinerated along with other incriminating evidence that, as I assure you all, does not exist) have some sort of explosive device used to push the ramp out from its storage space in the main module. This explosion would have at least a 48.67% chance of destroying the main housing unit of the ramp itself and a 22.3% chance of killing everyone on board. Very good odds, I assure you.However, this is one instance that I am glad the rules (which do not exist... at least not after Jeb excitedly pushed the ignition switch of our last batch of test rockets before we had a chance to lock down the testing arena) are being ignored. It's looking fantastic. Link to comment Share on other sites More sharing options...
wasmic Posted June 15, 2014 Share Posted June 15, 2014 I'm unsure if I could call it a "wonder of Kerbal engineering" given that Kerbal engineering can be a bit wonky at times. This is more the work of a Kerbal prodigy of some sort... you know, the kind that usually get shot out into space in something really far fetched and die a horrible and spectacular death before leaving the launchpad. If this were truly Kerbal it would have to (as stated in the rule sheet which I conveniently dropped in the rocket testing bucket, and has by now certainly been incinerated along with other incriminating evidence that, as I assure you all, does not exist) have some sort of explosive device used to push the ramp out from its storage space in the main module. This explosion would have at least a 48.67% chance of destroying the main housing unit of the ramp itself and a 22.3% chance of killing everyone on board. Very good odds, I assure you.However, this is one instance that I am glad the rules (which do not exist... at least not after Jeb excitedly pushed the ignition switch of our last batch of test rockets before we had a chance to lock down the testing arena) are being ignored. It's looking fantastic.You know, nothing the Kerbals make blows up, EVER. Have you ever seen an engine-out due to turbopump malfunction? I think not. The only things that fall apart in KSP is the stuff that the player makes. Kerbals are near-perfect engineers, but they're also quite stupid - they let the players design their spacecraft. Link to comment Share on other sites More sharing options...
Starwaster Posted June 15, 2014 Share Posted June 15, 2014 (edited) You know, nothing the Kerbals make blows up, EVER. Have you ever seen an engine-out due to turbopump malfunction? I think not. The only things that fall apart in KSP is the stuff that the player makes. Kerbals are near-perfect engineers, but they're also quite stupid - they let the players design their spacecraft.That was pretty stupid... (letting me design anything I mean. Or pilot anything...) Edited June 16, 2014 by Starwaster Link to comment Share on other sites More sharing options...
simonplundgren Posted June 16, 2014 Share Posted June 16, 2014 How far away from initial release is this? Been checking in every day since the thread strarted... Can't wait. Link to comment Share on other sites More sharing options...
Recommended Posts