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Lunar Lander Module v0.5 !Zooom!


spacep00se2

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! Video not found

couple7HF8U.jpg

landertexturegameULJR6.jpg

landertexturePE21P.jpg

notes :

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 encounter

thanks !

[mod]This mod is out of date and has not been updated by the author since Aug 2011.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]

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sstZx.jpg

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.

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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!

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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!

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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?

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collisionmeshX5IN5.jpg

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

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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!

ZDPQ7.png

Chaining a couple of those puppies together makes for a quite passable, albeit somewhat shaggy, rocket!

jbO8R.png

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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

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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.

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i see

convex / 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 inverted

if 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

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http://kerbalspaceprogram.com/wiki/index.php?title=Part_Modelling_Guidelines#Collision_mesh_specifications

I 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

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tricky thing

actually its 1 solid mesh - extrudes sides for the legs

about 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 parts

and i hope it gets fixed rather sooner than later

its just too limiting

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