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[OLD]Tundra Exploration


tygoo7

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Don't get me wrong love the first one but your mod is TUNDRA Exploration might be nice to see it as a logo with name at top where SpaceX name is have TUNDRA Exploration or just TUNDRA and where the dragon is have your mountain logo and name hehe all good no matter to me :)

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Don't get me wrong love the first one but your mod is TUNDRA Exploration might be nice to see it as a logo with name at top where SpaceX name is have TUNDRA Exploration or just TUNDRA and where the dragon is have your mountain logo and name hehe all good no matter to me :)

First one it is then! So the logo on the cargo dragon itself, what about a flag decal? I also just started texturing. I should have the texture done by tomorrow.

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The Rodan comes together nicely, I like the possibility of powered Landing with it.

But I noticed some strange behaviour with it (v0.2).

- The capsule is causing fps issues in editor and in flight until you deploy and retract the landing gear and open/close the cover once. After that, the fps are normalizing.

- The trunk's solar panels function seems to be offset to the left (when you look at the panel texture) of where it should be based on the texture.

- MechJeb (Build 426) has some troubles to calculate dV for the capsule, also with automatic executing of maneuver nodes.

- The ablative shielding does not decrease during re-entry (with DRE v6.4).

Maybe its better to separate the heat shield from the capsule?

Anyway, nice done! :-)

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Wait, you are seeing the engines from the inside? I thought I fixed that. Could you share a screenshot or something? I'm not too keen on having a bumpmap since I'm not the best at making them. It didn't come negative, atleast to me, thanks for the compliments about the pod though!

Well, pretty simple actually. The props, were not a child of the model and I had the model attached to a gameobject with the prop generator thing but that needed to be attached on the model itself. :P

I'll give the latest version a try, and will report back :)

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The Rodan comes together nicely, I like the possibility of powered Landing with it.

But I noticed some strange behaviour with it (v0.2).

- The capsule is causing fps issues in editor and in flight until you deploy and retract the landing gear and open/close the cover once. After that, the fps are normalizing.

- The trunk's solar panels function seems to be offset to the left (when you look at the panel texture) of where it should be based on the texture.

- MechJeb (Build 426) has some troubles to calculate dV for the capsule, also with automatic executing of maneuver nodes.

- The ablative shielding does not decrease during re-entry (with DRE v6.4).

Maybe its better to separate the heat shield from the capsule?

Anyway, nice done! :-)

I can confirm the FPS drop. I will fix that in the next version.

Hmm, can you give a screenshot of the trunk?

I have not tried it with Mechjeb or DRE, I'll try it with them.

I tried separating the heatshield from the capsule, and I didn't get any pretty results. :P

Here some more of me playing around with textures https://dl.dropboxusercontent.com/u/72893034/Untitled%20Folder/TUNDRA2.png

Haha, nice!

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I can confirm the FPS drop. I will fix that in the next version.

Do you know what causes the FPS drop? I thought I was the only person experiencing it thanks to my elderly computer.

I'm really curious how it happens :) Would be good to know if I ever run into similar problems.

There's a good reason that thte VA never flew crewed - the Soviet Union kinda collapsed. But you're completely right, it makes no practical sense to store food and water in the trunk of the Dragon.

The VA was pretty ready for crew in the early 1980s IIRC, I think the major guffle was the need to launch on the less-reliable and more expensive per launch Proton (There was a Proton failure during one of the VA tests).

It could've flown manned in the decade before the collapse of the Soviet Union, but as far as I can tell, it was just not as attractive as the Soyuz for "everyday" use.

Still, I'll agree that hatches in the heatshield are really naughty.

Edited by Beale
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Do you know what causes the FPS drop? I thought I was the only person experiencing it thanks to my elderly computer.

I'm really curious how it happens :) Would be good to know if I ever run into similar problems.

I think I have fixed it. The colliders on the shroud were clipping inside eachother a bit.

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I think I have fixed it. The colliders on the shroud were clipping inside eachother a bit.

Ah, that makes sense. Thanks for the info.

I have used clipping colliders quite a lot, but never on something that moves. I guess that would cause issues. :)

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New version is on KerbalStuff.

-Optimized Rodan

-Changed folder layout to save RAM

Ah, that makes sense. Thanks for the info.

I have used clipping colliders quite a lot, but never on something that moves. I guess that would cause issues. :)

Yeah, I knew it had something to do with the moving colliders.

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- MechJeb (Build 426) has some troubles to calculate dV for the capsule, also with automatic executing of maneuver nodes.

That dev build of MJ has a bug that happens to more than just this mod, it still has i suppose.

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- The capsule is causing fps issues in editor and in flight until you deploy and retract the landing gear and open/close the cover once. After that, the fps are normalizing.

- The trunk's solar panels function seems to be offset to the left (when you look at the panel texture) of where it should be based on the texture.

- MechJeb (Build 426) has some troubles to calculate dV for the capsule, also with automatic executing of maneuver nodes.

- The ablative shielding does not decrease during re-entry (with DRE v6.4).

I can confirm the FPS drop. I will fix that in the next version.

Its clearly better now in 0.2.1, but not all gone.

Hmm, can you give a screenshot of the trunk?

Yes.

Here the panels are aligned to Kerbol.

Here turned in 90°.

I have not tried it with Mechjeb or DRE, I'll try it with them.
That dev build of MJ has a bug that happens to more than just this mod, it still has i suppose.

Yes, I see, its gone in current MJ build 428, sorry. :-)

New one:

- Model path in the Rodan_Capsule.cfg from Ven-Patch is wrong, still pointing to the old folder layout.

- And something strange with placement of RCS blocks, since 0.2.1.

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Its clearly better now in 0.2.1, but not all gone.

Yes.

Here the panels are aligned to Kerbol.

Here turned in 90°.

Yes, I see, its gone in current MJ build 428, sorry. :-)

New one:

- Model path in the Rodan_Capsule.cfg from Ven-Patch is wrong, still pointing to the old folder layout.

- And something strange with placement of RCS blocks, since 0.2.1.

I can indeed confirm the model path and the RCS bugs. Will fix ASAP.

The solar panels are pretty much the best I can get them since they can't be blocked by themselves. Just test it with a stock solar panel and flip it upside down and you will still get sunlight.

- - - Updated - - -

New version on KerbalStuff

Version 0.2.2

-Fixed bugs with Ven-Patch and RCS

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