Bonus Eventus

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Everything posted by Bonus Eventus

  1. Sorry for the lack of updates everyone. Unfortunately i’ve been dealing with some severe medical emergencies. I have an autoimmune disease that has been in remission until last October when I had a flair. The consequence of the flair was that I had a stroke. Fortunately, I recovered all function within hours of the stroke. No brain damage. Unfortunately in February my kidneys began to fail. I was hospitalized a week ago and have undergone several rounds of dialysis. Suffice it to say I have not been well, and I’ve had no time for modding. I’ll be pausing my patreon as of today. Mod development will be on hiatus. However, I’m not planing on stopping forever. But right now I need to focus on recovery. Once things stabilize development will start again. Once again, sorry for the delays.
  2. Mother is my new mod which will have many of the same features as KP+ did. I’m releasing the mod in stand alone chunks much like Roverdude and others have done. I’ll be releasing a landing legs pack sometime after the booster pack is released. I plan to include landing legs very similar in style to the KP+ legs.
  3. I think the post I previously made covers it:
  4. yes, I'm working on a new mod called Mother which is sort of an updated version of K+ that's meant to work with mods.
  5. Swamped with work. Updates coming soon.
  6. Block 2 will be command pods. Will include the new DA-42 capsule and a Ascent / Descent Vehicle ala Lockheed Martin basecamp.
  7. Updated to Version 1.5 * Fixed a bug where resource definitions for SolidFuel and XenonGas were missing in resources.js * Added "Open Settings" button for editing global variables. Thanks to @Pak for bringing the resource issues to my attention.
  8. Updated to Version 1.4 *fixed minor bug where monopropellant was labeled monoprop *changed name of ksp_tank_calculator.html to index.html *added KSP Tank Calculator web page https://bonus-eventus.github.io/KSP_Tank_Calculator/
  9. I believe directly modifying the texture violates the license agreement.
  10. Thanks to @Saltshaker @neistridlar @JadeOfMaar @cineboxandrew for helping me get this new nosecone drone core working. I've finally gotten the hang of smokescreen. The launch smoke and flare are almost where I want them. Block 1 is coming along nicely. Still need to finish another engine cluster (x9), finish the other nose cones and adapters, finish the air brakes, finish the decouplers (these are mostly in the bag), and finish the size 6 fairing. Also need to finish configs for modular fuels, IFS, and create some custom bulkhead icons for size 6 parts.
  11. Updated to version 1.3 *Fixed a bug where when non KSP fuels were selected then volumes did not update to the proper scale. *Added conical mode for nosecone tanks
  12. Getting there. Finally got the rcs effects where I want them. Now I'm tweaking the M1Ds. @The-Doctor it is one part
  13. Found a bug that effects fuel amounts at times if the tank ratio is lower than dry mass volume. Working on a fix today.
  14. I should have posted this in Tools and Applications. Please move at convenience.
  15. Ksp Tank Calculator 1.5 A simple browser app for configuring fuel tanks (or any tank) for use with default KSP fuels or Community Resource Pack resources. Enter the dimensions of the part you wish to make configs for. Add sub tanks with the 'Add Sub-tank' button. Or, remove tanks with the 'Remove Sub-tank' button. Sliders allow for customization of each tanks size or you can enter the ratio in the 'Ratio' input. Select the shape you would like to use for the volume calculation. Choose either Capsule, Cylinder, or Sphere. Select multiple fuel types for each tank. New in 1.2 is the CFG button which takes your resources for each tank, the total dry mass, cost, and calculated entry cost, then outputs those variables in CFG format. Newly added in 1.3 is conical mode. By toggling the conical button, a second diameter input will appear that will conform all sub tanks to a tapered cylinder. Useful for making nosecone fuel tanks. In 1.5 a new "Open Settings" button has been added, which exposes global variables. KSP Tank Calculator is pretty smart. It will automatically adjust the volume, density, and cost of a tank when default KSP fuels are selected. Under The Hood A typical tank setup in KSPTC consists of: Master Tank - The outer envelope for the Sub-Tanks. Sub Tank size/volume is constrained to the Master Tank. Master Tank Cost - Master Tank Inner Volume is subtracted from Master Tank Inner Volume, then multiplied by Dry Mass Cost. Master Tank Outer Volume - This is the total amount of space for the whole tank. Master Tank Dry Mass - By subtracting the Master Tank Inner Volume from Master Tank Outer Volume, the stiffener dry mass volume is attained. This value is multiplied by Dry Mass Density. Master Tank Inner Volume - This is the amount of space for all Sub-Tanks to occupy. Sub-Tank - Sub-Tanks are what contain resources. Each Sub-Tank you add subtracts from the space inside of the Master Tank. The more Sub-Tanks you add, the less volume each Sub-Tank can contain. Sub-Tanks form a hierarchy based on their order in the stack. The one bellow is constrained to the one above. This means, as you increase the ratio of the top most Sub-Tank, you decrease the left over space for the lower Sub-Tanks to occupy. Sub-Tank Outer Volume - This is the total amount of space that the Sub-Tank occupies. Sub-Tank Inner Volume - This is the amount of space within the tank which resources may occupy. Sub-Tank Resource Amount - The amount of a given resource for this Sub-Tank in Liters. If the fuel type for this Sub-Tank is a vanilla KSP fuel, his value is multiplied by 0.199813, the default value of KSP Volume Mult. Otherwise, Sub-Tank Resource Amount is multiplied by Volume Mult (the default is 1). Sub-Tank Dry Mass - By subtracting the Sub-Tank Inner Volume from Sub-Tank Outer Volume, the Sub-Tank wall dry mass is attained. This value is multiplied by Dry Mass Density. Sub-Tank Fuel Cost - By multiplying the Sub-Tank Resource Amount by the fuel type unitCost value (defined in resources.js) the cost of fuel is attained. Sub-Tank Dry Cost - The Sub-Tank Dry Mass volume is multiplied by Dry Mass Cost. If the Sub-Tank fuel type for this Sub-Tank is a vanilla KSP fuel type, KSP Dry Mass Cost is used instead of Dry Mass Cost. Sub-Tank Cost - The sum of Sub-Tank Fuel Cost and Sub-Tank Dry Cost. Total Volume - This is the sum of all Sub-Tank Resource Amounts. Dry Mass - The sum of all Sub-Tank Dry Mass and the Master Tank Dry Mass. Fuel Mass - The sum of all Sub-Tank Resource Amounts multiplied by each Sub-Tank fuel type density value (stored in resources.js). Total Mass - The sum of Fuel Mass and Dry Mass. Dry Cost - The sum of all Sub-Tank Dry Cost values and Master Tank Dry Cost. Fuel Cost - The sum of all Sub-Tank Fuel Cost values. Total Cost - The sum of all Sub-Tank Cost . Setup Download the KSP_Tank_Calculator zip file anywhere. Unzip the zip file. Open ksp_tank_calculator.html in any web browser (preferably Chrome or Firefox). Enjoy! Download Version 1.5 Github Online version: https://bonus-eventus.github.io/KSP_Tank_Calculator/ Changelog Version 1.5 * Fixed a bug where resource definitions for SolidFuel and XenonGas were missing in resources.js * Added "Open Settings" button for editing global variables. Version 1.4 *fixed minor bug where monopropellant was labeled monoprop *changed name of ksp_tank_calculator.html to index.html Version 1.3 *Fixed a bug where when non KSP fuels were selected then volumes did not update to the proper scale. *Added conical mode for nosecone tanks Version 1.2 * Fixed bug that caused volume calculations to be inaccurate at low ratios. * Added CFG output for easier copy/pasting. * Changed tank slider step amount from 0.01 to 0.0001 for more precise fine tuning. Licensing Author: Bonus Eventus This software is licensed under GPL 3. Check LICENSE file for more info. All other software, fonts, etc is licensed by their respective copyright holders.
  16. My guess is blender is auto triangulating on export to fbx. Like @SpannerMonkey(smce) said, try pre triangulating the faces to control where the splits happen. Likely you have extra verts on some of your edges. Extruding the faces is probably unnecessary. You can also try applying unique smoothing groups to those faces so the normals aren’t average with the other polygons around the window frame. I always use smoothing groups myself.
  17. Started working on SmokeScreen configs today. I dug into Real Plume configs to learn the gist of how it works. I was able to get something working for the hypergolic RCS thrusters. Still a little weird. I feel like the plume is not long enough. I think that I don't understand enough about SmokeScreen to make the correct custom particle model in unity. In other news I'm recruiting. If you'd like to contribute to Mother's Dev Team, check out this thread here for more info.
  18. Howdy, it's me, Bonus, the author of the unreleased mod Mother. I'm looking for: People who can make SmokeScreen Module Manager patches. People who enjoy beta testing weird parts and reporting bugs. People who can make KSPIE and Interstellar Fuel Switch Module Manager patches. People who are (at least somewhat) experienced with Unity. People who like making Module Manager patches. People who have experience with Kerbalism and can make Module Manager patches. People who like editing CFG files. People who can make Community Resource Pack and Community Tech Tree Module Manager patches So, why am I recruiting people to join Mother Dev Team? Mother is a parts pack for building BIG motherships. How big? That big. It also integrates with Kerbalism for life support and KSPIE for career progression. Mother comes packaged with a utility plugin Utilis, providing custom part modules, like centrifuges. Mother is a big project comparable in size to B9 or Near Future. The mod is being released in blocks. Here's what that looks like. Block 1 - Launch Hardware (Single resource tanks, Bipropellant fuel tanks, first/second stage M1 engines, decouplers, engine adapters, and size 4/6 fairings) Block 2 - Couplers (radial decouplers and docking ports) Block 3 - Trusses Block 4 - DA 42 Command Pod Block 5 - Truss Adapters Block 6 - Powerplant (solar panels and small fusion reactor) Block 7 - SAS and RCS Block 8 - Electrical (fuel cells, capacitors, and lights) Block 9 - Radiators Block 10 - Deep Space Engines (ion thrusters and fusion engine) Block 11 - Storage (rocket part containers, food containers, cargo bays, KIS containers) Block 12 - Manufacturing Module Block 13 - Docking Bays Block 14 - Habs Block 15 - Centrifuges At this time Block 1 is nearing completion and so I will need beta testers/cfg wranglers and people to make MM patches. Block 1 focuses on launch vehicles, so the most pressing concerns are: KSPIE compatible fuel tank patches using MM and IFS. Adding SmokeScreen configs for better particle effects for rcs, M1 sea level engine, and M1 vacuum engine. Kerbalism resource tank patches using MM and IFS. Play testing. If you have a few hours to spare and feel up to the challenge, reply to this thread or feel free to PM me. Thanks for your consideration