spacep00se2 Posted July 21, 2011 Share Posted July 21, 2011 ! Video not foundnotes : engines can only be selected by clicking on the pods (the thruster part itself can not be selected)when attaching the SaS module -make sure its attached properly - there is some snapping between the top and bottom nodes as they are very close together please report any issues you encounterthanks ![mod]This mod is out of date and has not been updated by the author since Aug 2011. Be warned that it does contain bugs.[/mod] Link to comment Share on other sites More sharing options...
Scorch Posted July 21, 2011 Share Posted July 21, 2011 Landed on the tower with the module. The issue I noticed so far is that the capsule doesn't actually attach to the CM, so if you turn too far it simply pops right off the top of the lander. Link to comment Share on other sites More sharing options...
Scorch Posted July 21, 2011 Share Posted July 21, 2011 The main issue with the lander is its freaking easy to break off from the rest of the ship, seeing as its a lander it should have much more rigidity. Link to comment Share on other sites More sharing options...
venku122 Posted July 21, 2011 Share Posted July 21, 2011 awesome. downloading now Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 21, 2011 Author Share Posted July 21, 2011 changes : new model addedtexture bake doneminor cfg tweaksdownload v0.2 @ first post Link to comment Share on other sites More sharing options...
Legoasaurus Posted July 21, 2011 Share Posted July 21, 2011 Very nice! i love it! I was thinking, looking at the OP, that this needed textures! tried it, and it won. ;D Link to comment Share on other sites More sharing options...
ledo1222 Posted July 21, 2011 Share Posted July 21, 2011 Wow amazing work, now you should animated when its the last component the legs pop out u can safely land it, just like the parachute.Non the less amazing work, hope too see more in the future! Link to comment Share on other sites More sharing options...
rastab0b Posted July 21, 2011 Share Posted July 21, 2011 very nice look forward to playing about with this.on the subject of landers the next gen of space ships including a lunar lander can be seen here http://www.bbc.co.uk/news/science-environment-14089297also gave the game a wee plug here http://www.bbc.co.uk/news/science-environment-14161940 thought it fitting Link to comment Share on other sites More sharing options...
Dwight Schrute Posted July 22, 2011 Share Posted July 22, 2011 Really nice! You should replace the images in the first post with the new ones! Hmm! Upon testing it does seem to be a bit unbalanced as it want's to tip over north all the time after launch.Also, the ammount of fuel is very over the top! Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 22, 2011 Author Share Posted July 22, 2011 noticed the tilting too but could not figure it out yet(tested this on a rocket using stock parts - it tilts too)new release first post Link to comment Share on other sites More sharing options...
Darrknox Posted July 22, 2011 Share Posted July 22, 2011 Great work, with the model and the textures. I'm downloading now. Any chance I could see your collision mesh? I'm curious about the legs of the lander being apart of the model, do they conflict with tanks and boosters? Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 22, 2011 Author Share Posted July 22, 2011 collision = pink :-*the only conflict i ran into was due to the booster sitting inside the landers collision model selection in the assembly is done by collision mesh bounding box ( why i added the capsule tanks as a handle)should probably go back to a more simple collision mesh since the detail for the legs is not required/used ;D Link to comment Share on other sites More sharing options...
Jack Posted July 22, 2011 Share Posted July 22, 2011 I'm pretty sure collision meshes have to be convex. Does it work ingame? Link to comment Share on other sites More sharing options...
deltagear Posted July 22, 2011 Share Posted July 22, 2011 The only problem I have is the coupler point is visibly lower than the bottom of the lander. Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 23, 2011 Author Share Posted July 23, 2011 New Release - See Post 1@ jack : yes it works.. more or less @ deltagear : can you post a screen ? Link to comment Share on other sites More sharing options...
venku122 Posted July 23, 2011 Share Posted July 23, 2011 this looks beautiful. Im amazed at how fast you updated these!!! Link to comment Share on other sites More sharing options...
Warringer Posted July 23, 2011 Share Posted July 23, 2011 You should replace the USA flag and the NASA tag with the KSP tag. Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 23, 2011 Author Share Posted July 23, 2011 thanks :-* ;D Warringer said: You should replace the USA flag and the NASA tag with the KSP tag. ksp tag for nasa tag ok ! ;D does kerbal have a flag ..yet?USA -> US of Kerbal ? ;P Link to comment Share on other sites More sharing options...
SmallChange Posted July 24, 2011 Share Posted July 24, 2011 Awesome design. I was trying for a bit to land somewhere cool in the space center, but the subtleties of a soft landing seem to elude me.The only thing that struck me as odd about the lander module was it's impressive fuel capacity for such a small package. Strap a vanilla liquid fuel engine on there and you can go pretty darn far!Chaining a couple of those puppies together makes for a quite passable, albeit somewhat shaggy, rocket! Link to comment Share on other sites More sharing options...
FoC400 Posted July 24, 2011 Share Posted July 24, 2011 spacep00se2 said: New Release - See Post 1@ deltagear : can you post a screen ?This is for the Engine component.I'm going to look into the cfg file and see if I can change fix it and I'll let you know ;D Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 24, 2011 Author Share Posted July 24, 2011 its an ugly solution i agreebut there is no other way because once collision models intersect they start jumpingcosmetic solution : decoupler shrouds Link to comment Share on other sites More sharing options...
FoC400 Posted July 24, 2011 Share Posted July 24, 2011 As for the collision model for the fuel tank, because the mesh has to be convex, the importer might be converting it to a convex shape during the import process. (Not sure how the importer works, just a guess) Which would explain why collision occurs when something is placed between the legs.Maybe you could make the legs themselves a separate part, and add attachment nodes to the tank. Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 24, 2011 Author Share Posted July 24, 2011 i seeconvex / concave refers to the mesh normals right ? all ok normals / inverted normals ? silly term gonna try >_>edit : makes no difference convex concave normals normal or invertedif i move the mouse pointer between the legs (empty space) it will highlight the lander using the bounding box for part selection is one ugly solution ;D Link to comment Share on other sites More sharing options...
FoC400 Posted July 24, 2011 Share Posted July 24, 2011 http://kerbalspaceprogram.com/wiki/index.php?title=Part_Modelling_Guidelines#Collision_mesh_specificationsI think this is referring to the overall shape of the mesh. Because the collision mesh in the earlier picture is 4 'L' shaped blocks for the lander legs, the convex solution to that would be a 4-sided pyramid, with a square connecting the 4 feet of the legs. Which would be why anything placed between the legs would cause a collision.It's a bit hard to explain polygons in words, so here's a webpage I found that explains it with pictures.http://regentsprep.org/Regents/math/geometry/GG3/Polygon.htm Link to comment Share on other sites More sharing options...
spacep00se2 Posted July 24, 2011 Author Share Posted July 24, 2011 tricky thingactually its 1 solid mesh - extrudes sides for the legsabout your pyramid : doing that would cover up the entire bottom area of the lander would it not ?if yes it would cause the same issue iam having now ( not sure if i get it right but if you could do a quick over-paint and show me the placement of that pyramid)as long as there is collision mesh covering up functional parts they will not be selectable anymore since my lander has 4 legs and they all need collision to function + the engine is sitting in the middle of it inside the collision (probably a special case scenario)i dont think there is a fix for that at the moment a convex collision mesh would cover up the space between the leg area anyways.and thats what my model is doing either way even tho the mesh is different (why i say its the bounding box )its still a very ugly way to do the selection of partsand i hope it gets fixed rather sooner than laterits just too limiting Link to comment Share on other sites More sharing options...
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