Anariaq Posted March 30, 2012 Share Posted March 30, 2012 Well Nuka Corp has entered the world of shuttle.Currently I have of course going into something I have no Idea how to make it work So currently it is only 3d model Ill continue on. But will figure out sooner or later how to make it work inside KSP. So just gonna show the shuttle.The plan is to use this one as a recovery mission. To get out and catch a pod to return home to Kerbin. And secondary mission can be to send satellite out. Link to comment Share on other sites More sharing options...
DYJ Posted March 30, 2012 Share Posted March 30, 2012 Looking great, now all you have to do is all the boring work.I gave up on my first shuttle project made in blender (http://i.imgur.com/4RlEC.png) because cutting it apart and UVmapping everything simply took far too long and wasn\'t really that fun. So you should probably try to come up with a solid plan before you start wildly cutting it apart. Link to comment Share on other sites More sharing options...
Anariaq Posted March 30, 2012 Author Share Posted March 30, 2012 Looking great, now all you have to do is all the boring work.I gave up on my first shuttle project made in blender (http://i.imgur.com/4RlEC.png) because cutting it apart and UVmapping everything simply took far too long and wasn\'t really that fun. So you should probably try to come up with a solid plan before you start wildly cutting it apart.Thanks. I do have a edge with UV mapping airplanes. Have build couple of planes for X-Plane. The only problem is texture, not good at it Link to comment Share on other sites More sharing options...
ping111 Posted March 30, 2012 Share Posted March 30, 2012 Also, we have to discuss functionality:If you want this to catch satellites, you\'ll have to put two lander legs shaped like cargo bays on the belly or back to be able to do that. Link to comment Share on other sites More sharing options...
Anariaq Posted March 30, 2012 Author Share Posted March 30, 2012 Also, we have to discuss functionality:If you want this to catch satellites, you\'ll have to put two lander legs shaped like cargo bays on the belly or back to be able to do that.Thats the idea. Im planning to do that, but will as start only make a body without any cargo area. After testing and to see if I actually can make it fly. Then Ill start to make different type of cargo areas.little update, finally started to texture. As can be seen, Im not good at it Link to comment Share on other sites More sharing options...
Caleb1 Posted March 30, 2012 Share Posted March 30, 2012 Thats the idea. Im planning to do that, but will as start only make a body without any cargo area. After testing and to see if I actually can make it fly. Then Ill start to make different type of cargo areas.little update, finally started to texture. As can be seen, Im not good at it Wow this looks good Link to comment Share on other sites More sharing options...
Anariaq Posted March 30, 2012 Author Share Posted March 30, 2012 Well before I go and finish this one. I have decided to make a little shuttle first. To learn how airplane works in KSP.so far how it will look full connectedand the texturing so far.fuel tankAlso finished with the wings, only need to finish the engine. Then Ill go and figure out how to make it work in KSP. Will of course release it when Im done and it works. Link to comment Share on other sites More sharing options...
trbinsc Posted March 30, 2012 Share Posted March 30, 2012 I like the texture scheme on that, it looks like it has tiles. Link to comment Share on other sites More sharing options...
Anariaq Posted March 30, 2012 Author Share Posted March 30, 2012 Wow this looks goodMany thanks, though could look better if I knew how to texture properly Link to comment Share on other sites More sharing options...
Anariaq Posted March 30, 2012 Author Share Posted March 30, 2012 I like the texture scheme on that, it looks like it has tiles.Thanks. Was the idea with those lines Link to comment Share on other sites More sharing options...
Mynorus Posted March 30, 2012 Share Posted March 30, 2012 What are you using to model? Sorry if you said it already, I\'m very lazy. Link to comment Share on other sites More sharing options...
Anariaq Posted April 1, 2012 Author Share Posted April 1, 2012 What are you using to model? Sorry if you said it already, I\'m very lazy. Never said it before. But using Blender.And some update on the main shuttle. Finished with all but rear rcs.The nose that doubles as front RCSnew texture on pod.the ASAS that will be behind the podRCS fuel doubles as the main body of the shuttle.The fuel and engine holder. Note that it will look like it is OP with alot of fuel. But can\'t figure out how to make the wing contain fuel also. So the amount of fuel is from the wing and mainbody it self ( in the design )Last but not least. The wing Link to comment Share on other sites More sharing options...
Caleb1 Posted April 1, 2012 Share Posted April 1, 2012 Many thanks, though could look better if I knew how to texture properlyIt\'s better than I can do lol. How untill it\'s done do you think? Link to comment Share on other sites More sharing options...
Anariaq Posted April 1, 2012 Author Share Posted April 1, 2012 It\'s better than I can do lol. How untill it\'s done do you think?Don\'t have a clue when It will be done. Have a lot to learn about how setting up the .cfg in the different parts. The wings will be my biggest problem. The only thing I have done so far is only pod and a experimental SAS, engine and fuel for Mun lander MK2 that I have not released. Link to comment Share on other sites More sharing options...
trbinsc Posted April 1, 2012 Share Posted April 1, 2012 Wow, looking great! Link to comment Share on other sites More sharing options...
Anariaq Posted April 1, 2012 Author Share Posted April 1, 2012 Wow, looking great!Many thanks!Now little update. Finally got some of the models in to KSP.My biggest problem right now. Is that I cant my head around how to make the wings and the RCS to work cant understand how they work ???Anybody can give a hint on how they work so I can finish it? Link to comment Share on other sites More sharing options...
Mynorus Posted April 1, 2012 Share Posted April 1, 2012 Nice. Can\'t help you with that, but that looks pretty nice. If only I could model... Link to comment Share on other sites More sharing options...
Monkthespy Posted April 1, 2012 Share Posted April 1, 2012 DAYUM. Nice man. Link to comment Share on other sites More sharing options...
Tiberion Posted April 1, 2012 Share Posted April 1, 2012 My biggest problem right now. Is that I cant my head around how to make the wings and the RCS to work cant understand how they work ???Anybody can give a hint on how they work so I can finish it?Well, thats a bit of a broad topic, as we don\'t know what you do understand yet.Wings: there are two part types: Winglets which are static, non-controllable wing that just provide Lift based on how far 'deflected' from horizontal they are. Usually you need these to be \'rotationally mirrored' which means if you spin them around and attach them upside down on the other side of a cylinder, they would look the same; You do this so you can attach them in 2x symmetry (allowing you to attach controlsurfaces to them in 2x as well.. more on that in a minute)Control Surfaces: These are the controllable winglets, like rudders, ailerons, elevators, and so on. If you attach elevator-type winglets in 2x symmetry, they work as a unit to give you roll control (one goes up, one goes down, you roll over) if you don\'t attach them in 2x, they work alone and only provide pitch controlYou can either make your main wings 'winglets' and attach the control surfaces to their trailing edges (as the C7 wings work) or you can build the elevators/ailerons/flaps into the main wing as a single unit, making the whole wing one big controlsurface (the config lets you set what percentage of the overall surfacearea is counted as 'moving' as far as figuring turning power)For the Controlsurfaces, there are three objects required:node_collider - a normal collider defining the physical constraints of the wing as a whole, including the moving partobj_base - the non-moving portion of the wing, typically what attaches to the shuttle or whatever its connecting to. Can be oriented in any direction using is pivot point or by rotating the actual mesh in \'edit mode\'obj_ctrlSrf - this part moves; it actually rotates around the X axis at its pivot point (the direction of rotation is determined by whether its located in front of or behind the center of gravity of the ship as a whole) So you MUST orient its mesh to be aligned with the X axis so it can rotate properly; Then you can rotate the whole object in Object mode via Transform to any orientation. So you can set up the flap to rotate, then rotate the whole object 90 degrees and it will appear to rotate perpendicular to the X axisOnce you get your brain around that, you can tackle advanced connection angles via the configI\'ll leave the RCS system explanation to someone else, though you can look at the RCS nosepiece in my TiberDyne Shuttlepack for an example of a complex single RCS unit with 6 different thrusters. Link to comment Share on other sites More sharing options...
Caleb1 Posted April 1, 2012 Share Posted April 1, 2012 Don\'t have a clue when It will be done. Have a lot to learn about how setting up the .cfg in the different parts. The wings will be my biggest problem. The only thing I have done so far is only pod and a experimental SAS, engine and fuel for Mun lander MK2 that I have not released.Buy that time we will have a universe to explore. Lol. The wings sound like they would be hard. That SAS will that be advanced or regular? It would be really cool if it were a Hybrid of both. Link to comment Share on other sites More sharing options...
Mynorus Posted April 1, 2012 Share Posted April 1, 2012 It\'s not that hard to make a .cfg out of nowhere. (coming from a programmer) Link to comment Share on other sites More sharing options...
Anariaq Posted April 1, 2012 Author Share Posted April 1, 2012 Well, thats a bit of a broad topic, as we don\'t know what you do understand yet.Wings: there are two part types: Winglets which are static, non-controllable wing that just provide Lift based on how far 'deflected' from horizontal they are. Usually you need these to be \'rotationally mirrored' which means if you spin them around and attach them upside down on the other side of a cylinder, they would look the same; You do this so you can attach them in 2x symmetry (allowing you to attach controlsurfaces to them in 2x as well.. more on that in a minute)Control Surfaces: These are the controllable winglets, like rudders, ailerons, elevators, and so on. If you attach elevator-type winglets in 2x symmetry, they work as a unit to give you roll control (one goes up, one goes down, you roll over) if you don\'t attach them in 2x, they work alone and only provide pitch controlYou can either make your main wings 'winglets' and attach the control surfaces to their trailing edges (as the C7 wings work) or you can build the elevators/ailerons/flaps into the main wing as a single unit, making the whole wing one big controlsurface (the config lets you set what percentage of the overall surfacearea is counted as 'moving' as far as figuring turning power)For the Controlsurfaces, there are three objects required:node_collider - a normal collider defining the physical constraints of the wing as a whole, including the moving partobj_base - the non-moving portion of the wing, typically what attaches to the shuttle or whatever its connecting to. Can be oriented in any direction using is pivot point or by rotating the actual mesh in \'edit mode\'obj_ctrlSrf - this part moves; it actually rotates around the X axis at its pivot point (the direction of rotation is determined by whether its located in front of or behind the center of gravity of the ship as a whole) So you MUST orient its mesh to be aligned with the X axis so it can rotate properly; Then you can rotate the whole object in Object mode via Transform to any orientation. So you can set up the flap to rotate, then rotate the whole object 90 degrees and it will appear to rotate perpendicular to the X axisOnce you get your brain around that, you can tackle advanced connection angles via the configI\'ll leave the RCS system explanation to someone else, though you can look at the RCS nosepiece in my TiberDyne Shuttlepack for an example of a complex single RCS unit with 6 different thrusters.Many thanks. Did make me understand better how they work in KSP. I got some problems though.whenever I try to use symmetry when I attach the wing. It will go to single automatic.what I\'m I doing wrong?anyway start to look good It\'s not that hard to make a .cfg out of nowhere. (coming from a programmer)Ya my problem is that I\'m not a programmer Link to comment Share on other sites More sharing options...
Tiberion Posted April 1, 2012 Share Posted April 1, 2012 When using stack nodes with symmetry like that, you need to tell the middle piece how many connections to accept; this is done via the config parameter stackSymmetryIt uses the counting method that programmers use; so you start at 0 for 1 connection; 1 is 2 connections, 2 is 3 connections, and so on.For you, you\'d want:stackSymmetry = 1typically you put it under attachRules = ....And this goes in the main body\'s config. Link to comment Share on other sites More sharing options...
Anariaq Posted April 1, 2012 Author Share Posted April 1, 2012 Many thanks. It work... kindaDon\'t know what I have done wrong but the symmetry wing it self is placed a location that is not where I want it Link to comment Share on other sites More sharing options...
NovaSilisko Posted April 1, 2012 Share Posted April 1, 2012 You need to make individual left and right wings. Symmetry can\'t mirror parts like that (yet, anyway) Link to comment Share on other sites More sharing options...
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