Beale Posted July 7, 2014 Author Share Posted July 7, 2014 (edited) Orbital Module IVA Done!Somewhat based on the real thing.But, what does this mean?It means I'm almost ready to release I solely need to mess with flag decal and get a few basic alternate colours out.EDIT:EH!?I have this problem with transparent vs none-transparent flags. Maybe someone can help?Transparent flags have issues. Edited July 7, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Mihara Posted July 7, 2014 Share Posted July 7, 2014 Transparent flags have issues.Try changing the shader on that mesh to a transparent shader. Quote Link to comment Share on other sites More sharing options...
Beale Posted July 7, 2014 Author Share Posted July 7, 2014 Try changing the shader on that mesh to a transparent shader.I feel silly not trying that!Thanks for all the help! Quote Link to comment Share on other sites More sharing options...
Helix935 Posted July 7, 2014 Share Posted July 7, 2014 WANT!!! can't wait to fly it along side my Soy-juice from HGR to the Mun on a modified stock launcher with Aerojet Kerbodyne parts Quote Link to comment Share on other sites More sharing options...
ZodiaK Posted July 8, 2014 Share Posted July 8, 2014 does this mean it's finished? Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2014 Author Share Posted July 8, 2014 does this mean it's finished?More or less.Expect a release tonight!Few tweaks:-Engines have been nerfed in the thrust department. The Tantares OMS now only produces 65, the Spica OMS down to 80.-The Tantares' parts are in the format "Tantares_X_A" rather than the old "Tantares_X_1", this means you can use the old one in conjunction if you wish. Quote Link to comment Share on other sites More sharing options...
Darth Lazarus Posted July 8, 2014 Share Posted July 8, 2014 today will be a great day Quote Link to comment Share on other sites More sharing options...
DasBananenbrot Posted July 8, 2014 Share Posted July 8, 2014 Can't wait for it Quote Link to comment Share on other sites More sharing options...
ZodiaK Posted July 8, 2014 Share Posted July 8, 2014 is it ready? Quote Link to comment Share on other sites More sharing options...
Darth Lazarus Posted July 8, 2014 Share Posted July 8, 2014 is it ready?soon Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2014 Author Share Posted July 8, 2014 (edited) soon NowRelease!Enjoy folks!As always, feedback is crucial to improvements and finding bugs! With this release, I wholeheartedly recommend RPM for the best experience!If you do not want to use RPM, then the IVAs will automatically switch to "60s" style stock IVA props.Extremely sorry to all the people who have contributed textures, re-scales and mod compatibility .CFGs. A new file structure and new models meant that they no longer worked, I am working hard to restore them to working order.(But any help would be much appreciated! )Thanks for all the support, people! Your wonderful images and feedback have kept this a lot of fun!Javascript is disabled. View full albumI also include a silly little flag...Also I have a proposition...With the Fuji / Polaris onwards, I made a great change to how I approach modelling and texturing, a new style is emerging. I would like to split the pack, new vehicles and old ones, the "old vehicles" pack would gradually shrink as I bring craft into the new style. Edited July 8, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
ZodiaK Posted July 8, 2014 Share Posted July 8, 2014 Hoooorayyy!! Quote Link to comment Share on other sites More sharing options...
ZodiaK Posted July 8, 2014 Share Posted July 8, 2014 a few things I found:the new solar panels are called '1x3' in the VAB, when they have 4 segments.the new OM can seat 2 kerbals, when it should only contain 1. Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2014 Author Share Posted July 8, 2014 (edited) a few things I found:the new solar panels are called '1x3' in the VAB, when they have 4 segments.the new OM can seat 2 kerbals, when it should only contain 1.This is why I need people to test I miss silly little things like this!Thanks a million! You have been a great help since the beginning ZodiaK!I'll upload a fix ASAP.EDIT:FIXEDThe solar panels were meant to be 1x3, with the second and third panels being wider than the first, but ran into issues with Texel density / animation. Edited July 8, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2014 Author Share Posted July 8, 2014 Re-added DR config, will upload in a minute...Have some alternate colours... Quote Link to comment Share on other sites More sharing options...
Kirondoll Posted July 8, 2014 Share Posted July 8, 2014 I wrote an alternative Deadly reentry patch, with this one the reentry modules has the same heat shield of a Command Pod MK1.@PART[Tantares_Crew_1]{@maxTemp = 1700 MODULE{name = ModuleHeatShielddirection = 0, -1, 0reflective = 0.05ablative = AblativeShieldingloss{key = 650 0 0 0 key = 1000 64 0 0key = 3000 80 0 0}dissipation{key = 300 0 0 0key = 500 180 0 0}}RESOURCE{name = AblativeShieldingamount = 250maxAmount = 250}}@PART[Tantares_Crew_A]{@maxTemp = 1700 MODULE{name = ModuleHeatShielddirection = 0, -1, 0reflective = 0.05ablative = AblativeShieldingloss{key = 650 0 0 0 key = 1000 64 0 0key = 3000 80 0 0 }dissipation{key = 300 0 0 0key = 500 180 0 0}}RESOURCE{name = AblativeShieldingamount = 250maxAmount = 250}}@PART[spica_Crew_1]{@maxTemp = 1700 MODULE{name = ModuleHeatShielddirection = 0, -1, 0reflective = 0.05ablative = AblativeShieldingloss{key = 650 0 0 0key = 1000 64 0 0 key = 3000 80 0 0 }dissipation{key = 300 0 0 0key = 500 180 0 0}}RESOURCE{name = AblativeShieldingamount = 250maxAmount = 250}}@PART[Polaris_Heatshield_1]{@maxTemp = 1800MODULE{name = ModuleHeatShielddirection = 0, -1, 0reflective = 0.05ablative = AblativeShieldingloss{key = 650 0 0 0key = 1000 320 0 0key = 3000 400 0 0}dissipation{key = 300 0 0 0key = 500 90 0 0}}RESOURCE{name = AblativeShieldingamount = 1000maxAmount = 1000}} Quote Link to comment Share on other sites More sharing options...
SpartanChief Posted July 8, 2014 Share Posted July 8, 2014 (edited) Wow, that texture is superb! Also, I can't remember if it was done before, but here is some code I've quickly slapped together to allow those modules to be used with Connected Living Space @PART[Tantares_Crew_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom }}@PART[Tantares_Orbital_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Tantares_Parachute_A]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Tantares_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom }}@PART[Tantares_Orbital_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Tantares_Parachute_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Libra_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = top, bottom }}@PART[Polaris_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom }}@PART[Orbital_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Spica_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true impassablenodes = bottom }}@PART[Spica_Orbital_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Vega_Crew_1]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Vega_Crew_2]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}@PART[Vega_Crew_3]:HAS[!MODULE[ModuleConnectedLivingSpace]]{ MODULE { name = ModuleConnectedLivingSpace passable = true }}Can't decide what to do with 0.625m docking port though, as it defined as impassable for crew both by in-game description and default config in CLS. I guess it should be left as is, but that ruins part of the reason why those ships need their orbital modules. Edited July 8, 2014 by SpartanChief Done goofed (also football) Quote Link to comment Share on other sites More sharing options...
Beale Posted July 8, 2014 Author Share Posted July 8, 2014 (edited) Both added to first page!I wrote an alternative Deadly reentry patch, with this one the reentry modules has the same heat shield of a Command Pod MK1.-snip-Fantastic! I've replaced mine with yours, I think these stats are more suitable for size! Thanks!Wow, that texture is superb! Also, I can't remember if it was done before, but here is some code I've quickly slapped together to allow those modules to be used with Connected Living Space -snip-Can't decide what to do with 0.625m docking port though, as it defined as impassable for crew both by in-game description and default config in CLS. I guess it should be left as is, but that ruins part of the reason why those ships need their orbital modules.I saw CLS before and had guessed the 0.625m docking ports wouldn't be crew friendly (Even though I'm sure a Kerbal could squeeze through). I'm not sure what would be best, as to override 0.625m port's CLS settings would be quite a big thing. So, transferring into a station, no.But being able to pop from the crew module to orbital module is very cool! Thanks a great much for maked these!I also thank you both a lot for adding lines for old Tantares also! I know some had preferences for the old one. Edited July 8, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
SpartanChief Posted July 8, 2014 Share Posted July 8, 2014 (edited) -snip-I saw CLS before and had guessed the 0.625m docking ports wouldn't be crew friendly (Even though I'm sure a Kerbal could squeeze through). I'm not sure what would be best, as to override 0.625m port's CLS settings would be quite a big thing. So, transferring into a station, no.But being able to pop from the crew module to orbital module is very cool! Thanks a great much for maked these!-snip-All right, then EVA transfers it is. A small price to pay for such a wonderful crew transport craft, honestly.Edit: I also got distracted and forgot to put one line in description of Vega (damn you German football team, why you had to score 5 goals in such a short span of time) passable = true I'll add that to my original post (and sorry for this error). Although, I'm not sure if it would make a big difference for the plugin, since the pod was already defined to be, in effect, EVA accessible only. Edited July 8, 2014 by SpartanChief Quote Link to comment Share on other sites More sharing options...
Axl'Wolf'Lipid Posted July 8, 2014 Share Posted July 8, 2014 Sorry to be a bother but have you considered adding a compatibility patch for your antenna based on the mod Remote Tech?BTW,lovely set of capsules,keep up the good work Quote Link to comment Share on other sites More sharing options...
Darth Lazarus Posted July 9, 2014 Share Posted July 9, 2014 great thunderstorm outside so i can't sleep -.-on the other hand, i had the time to test this new Tantares ... god i love her (or he?). the CoM is now again a bit lower then the decoupler (btw: it's still a seperator) and so i can place the RCS on the gridstructure again without worrying to much about torgue, no SAS needed for docking my Tantares: equiped with additinal dockingsearchlight, some antennas and basic scienceequipment. Quote Link to comment Share on other sites More sharing options...
DGatsby Posted July 9, 2014 Share Posted July 9, 2014 Beautiful parts, and a great update! Thanks so much! I'll try and get some pictures soon. Quote Link to comment Share on other sites More sharing options...
Beale Posted July 9, 2014 Author Share Posted July 9, 2014 (edited) Edit: I also got distracted and forgot to put one line in description of Vega (damn you German football team, why you had to score 5 goals in such a short span of time)I'll add that to my original post (and sorry for this error). Although, I'm not sure if it would make a big difference for the plugin, since the pod was already defined to be, in effect, EVA accessible only.Haha! Glad I released it before the match began!I will add your fix when I can!Sorry to be a bother but have you considered adding a compatibility patch for your antenna based on the mod Remote Tech?BTW' date='lovely set of capsules,keep up the good work [/quote']Yes very soon, just adjusting its capability (10Mm atm).great thunderstorm outside so i can't sleep -.-on the other hand, i had the time to test this new Tantares ... god i love her (or he?). the CoM is now again a bit lower then the decoupler (btw: it's still a seperator) and so i can place the RCS on the gridstructure again without worrying to much about torgue, no SAS needed for docking my Tantares: equiped with additinal dockingsearchlight, some antennas and basic scienceequipment.Schle? Good to hear the RCS problem is fixed!I do like your layout on Tantares.Beautiful parts, and a great update! Thanks so much! I'll try and get some pictures soon.Glad it is liked! Edited July 9, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
Darth Lazarus Posted July 9, 2014 Share Posted July 9, 2014 hey Beale, here have a link to download my Tantares versions. your ship with my things glued to the hull, Antennas and such download:-> Tanta! <- Quote Link to comment Share on other sites More sharing options...
Beale Posted July 9, 2014 Author Share Posted July 9, 2014 (edited) I'd like to know what people think, scale wise.Scaling the TKS to stock (even with the liberty of 1.875m) sizes is like trying to square the circle.Any suggestions?hey Beale, here have a link to download my Tantares versions. your ship with my things glued to the hull, Antennas and such download:-> Tanta! <-Nice! I'll try it when I have a chance. Edited July 9, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
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