This mod is not known to work with the latest version of Kerbal Space Program. Proceed with caution.
This will be a pack of parts that will be basically adapters between sizes. Each part will go from Size N to size N+1 unless I make some double story units. Each unit will be 1.426m tall, so they match the slope of the Mark 1-2 pod (the bigger stock pod).
Each unit will eventually come in several varieties, crew quarters, Science lab, various tanks, including a service module with a variety of tankage plus built in RCS. I also intend a cargo variant for each size (most likely type to get double story editions).
Once I progress past a 3.75m base, I'll be adding heat shields as I go as well. The main idea being that this can be used to create arbitrarily large pods by stacking truncated cones. As such, I am very much aiming at Stock look and feel (aka stock-a-like).
This first release has the crew quarters and science lab with mostly complete outsides, and rough sketchy (and so far identical) insides. Plus a very quick run at monoprop and dual fuel tanks, all for the 2.5m to 3.75m size. There's no real point in working from the largest size up. :-)
Final size plan;
Size 2 to Size 3
from 2.5m to 3.75m
Size 3 to Size 4
from 3.75m to 5m
Size 4 to Size 5
from 5m to 6.25m
Size 5 to Size 6
from 6.25m to 7.5m
Size 6 to Size 7
from 7.5m to 8.75m
Size 7 to Size 8
from 8.75m to 10m
Size 8 to Size 9
from 10m to 11.25m
Size 9 to Size 10
from 11.25m to 12.5m
Size 10 to Size 11
from 12.5m to 13.75m
Size 11 to Size 12
from 13.75m to 15m
Size 12 to Size 13
from 15m to 16.25m
Size 13 to Size 14
from 16.25m to 17.5m
Size 14 to Size 15
from 17.5m to 18.75m
Size 15 to Size 16
from 18.75m to 20m
Each size should eventually get the following parts
A combined fuel tank, battery pack, RCS, antenna unit
A fuel tank for monopropellant
A fuel tank for liquid fuel and oxidizer
Crew Quarters and Control
A control pod with some extra seating
A science lab with experiments and a science bay
Stores things behind doors
Protects things from re-entry heat
- might not do this. If I do, I might modify the plan to just do a short cylindrical battery like the stock inline batteries for each size beyond stock -
A reactor for electrical power
A fuel tank for Xenon gas
A tank for storing crushed ore
Hollow structural component for bridging part sizes
Aerospike style engine using a heat shield as it's truncated spike
NOTE: Splash image is a render, not from game. MK1-2pod, legs, lights all Stock, Oppy from NASA's 3D archives.
Released on 2018-04-22
Some quick fixups for ladder positioning on new pod
Released on 2018-02-11
Drag fix - Priscilla update Fix to an odd issue, where a badly configured deployable antenna caused drag cube issues, except not just with the part. But all parts calculated AFTER it during load. Which includes "mod packs" like "SQUAD". The "error" in deployable antenna was two-fold. The antenna config should reference the deployable module by module number, and clearly at some stage the numbering changed and it was pointing at some other module. And there actually was no animated meshes on the part to deploy. I noticed there was a texture for it, so maybe I accidentally deleted it at some stage.
Released on 2017-10-15
Made the props a separate mod, TDProps, that this is now calling as a dependency. If TDPops isn't installed, things still function, but the IVAs will look a bit bare. TDProps included in the zip file.
Released on 2017-10-11
Fixed up problems with rushed changes to ROMBOID engines to use the ModuleEngineFX rather than ModuleEngines. Sz4 had partial updated config, but did not have the updated .mu file, so just didn't work (although it was happy to eat your propellants). Also, effects weren't tied to the throttle on the sz4, and neither was the surface effects.
Released on 2017-08-24
Changed fasle to false.
Released on 2017-08-15
After Squad have been using it for a couple of years I've finally spotted I can separate engine FX from thrust vector/transforms when using the moduleEnginesFX module instead of the old moduleEngines. So, the heat shield aerospikes have been converted to a single thrust transform with multiple effects transforms, meaning if the physics engine is overloaded it won't drop an asymmetric random collection of thrust.
Released on 2017-05-27
added texturing to outside of Size 3-4 Science lab. Config is still not done properly. Internals not done at all. Updated manufacturer to 1.3 spec.
Released on 2017-05-18
Engine stabilization update: At times it seems KSP was not running physics simulation on all 36 nozzle thrust vectors for the aerospike engines. Probably not surprising. Vectors now cut down to half, or 18. This may not fix it, but it should limit it. If people are having issues still, please let me know on the forum.
Also, the non-ROMBUS style engine had a tilt to the vectors that, when added up would have caused rotation. Fixed that. And, made the fairings not show in VAB icons.
Released on 2016-12-11
Fix for science lab container reference, hopefully before people download 1.0.2
Released on 2016-12-11
Added two decoupler types. One short, very stockalike decoupler, the other a tall Russian style decoupler that can enclose other parts (think of it as a short, fixed length fairing with decoupling features). Further work on IVAs. Laptop completely revised. Telescope (non-functional) added. 3.75m-to-5m science lab (VERY WIP) added. It has no IVA, but borrows the 2.5m-to-3.75m IVA. The config file is basically just a minimally hacked version from that part as well. The part is still basically in the 3D modelling of exterior stage of dev. But included because it may be interesting to some people.
Released on 2016-12-03
Added a simple resized Romboid engine for Size 4. Renamed most parts to a cohesive naming scheme. Many of the original names were very long descriptive things and were truncated in game. (The game's part internal names didn't change. If you're familiar with the cfg files, I've changed the "Title" field.) Cleaned up textures on the Romboid engine, as it was missing a layer on the last export. More texturing and some mesh improvements on props, most noticeably the laptop. Changed antennas for what seems like the umpteenth time.
Released on 2016-12-01
Finalizing some config changes, doing basic texturing on IVAs. Adding a few more props. Adding the first size 3to4 part (fuel tank). Mostly though, it's drawing a line in the sand and saying, not done, so much as, I promise not to break anyone's game with updates if they're already using these parts.
Released on 2016-11-28
Added more props to Science Lab module. The Lab now has a small ISRU and Fuel Cell capability. Revised layout for Crew Module and conversion to partial control module now standard. There's now two pilot seats with a first pass of control panel instrumentation. Plus inbuilt autopilot (aka probe core).
Released on 2016-11-22
Added antenna to the crewed pod, the science lab and the service module. The service module also got reaction wheels, which I've been forgetting to add for ages.
Tidy up on most textures.
Adjusted the diameter of the Aeroplug heat shields so they match stock size 3 parts, and provided a mini-fairing for the pod types that had rounded bottoms, so transitions are neater. Still WIP as the crew pod hasn't yet changed over to a pod proper, and the parts haven't had a pricing/tech level balance look. And the interiors are still pretty unfinished. but it's a slightly prettier version of the WIP than before.
Released on 2016-11-19
Functional interiors for the Crew and ScienceLab parts. Although I don't consider them complete, they're fairly usable and aren't obviously wrong. I'm working on a forward facing alternative to the crew arrangement in the crew pod, but that's not part of this, and I haven't decided which way to go yet. Cleanup of textures and meshes for the fuel tanks, both dual and mono propellant. Added some very early stages of texturing of the Rombus style engine. Added more props, which feeds back into that first note of more functional interiors.
Released on 2016-11-12
Added another alternative engine/heat shield unit. This time more heavily based on the ROMBUS design. It follows the contour shape from design work by Douglas Aircraft, and uses liquid fuel as the ablative resource. As it's deeper, designed for more thrust, and to match the Douglas design, it also includes a bit of fuel and oxidizer, plus a small amount of Mono. The part is also not finished. It's got a stretched, unchanged copy of the texture from the other shielding engines, and some parts of it aren't even unwrapped yet. The science lab now also has it's own mesh and texture. I tried to mix design elements from Squad's "Large Crewed Lab" and the Mk1-2 Pod. I'm not 100% convinced, so let me know on the forums if you hate it. The science lab has an inbuilt science bay (mini cargo bay). And it doesn't have a working interior yet (just borrows the crew quarters interior). Fixed up the Cargo module. It now has a series of smaller doors that hinge at the top. I had some trouble with the base collider not interacting with the ground. I don't know if it'll effect anyone's game, but it was annoying when testing. Please advise if you have issues with the part sinking through the ground.
Released on 2016-11-06
Added short truncated aerospike built around a heatshield for use in pods. Only 3.75m version so far. Tidied up some configs. Masses normalized and descriptions changed for the various parts. Added a (same model) variant of the service module that has no liquid fuel or oxidizer, just monoprop. Added a battery to the service modules. In the multifuel service module, switched fuels so 3/4 of volume if dual fuel, and 1/4 mono, instead of the 50:50 mix before. Because, if you need the dual fuel, you'll need more than mono. No update on unwrapping or texturing the cargo module just yet, I think I have to rebuild the doors.
Released on 2016-11-03
Added a completely untextured cargo unit. It's functional, but a bit ugly just yet. Split the fuel tank to bifuel and mono units. Further work on some textures.
Released on 2016-10-31
Progress on textures and shapes. Restarted on the fuel tank UV. Tidy ups on other UVs Added Podular Systems as a manufacturer.
Released on 2016-10-29
This is really just a"this is where it's headed" type update. Added in a service module with built in RCS, 50% Mono, 50% dual fuel. After a jaunt off to the Mun as a test, I think reducing the Mono and increasing the DualF would be a good idea. Also, I added a ladder transform to it after realizing it leaves kerbals with no way to the ground. But there's no visible sign of that just yet. The crewed pod unit has had it's mesh redone, and re-unwrapped, but isn't yet anywhere near finished. But hopefully you can see where it's headed. Porthole window is reduced in size (now no longer matches the interior, and I only just thought of that). Door made more symmetric, and a bit more stockish. Some idiot completely forgot the ladder when building the normal map, but it's just a temp normal map to see how the door worked anyway.
Raw stats are from the beginning of time until now. Each follower and download entry represents one hour of data. Uneventful hours are omitted.