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selfish_meme

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Posts posted by selfish_meme

  1. On 31/03/2018 at 4:12 AM, MiffedStarfish said:

    MCRN Corvette Class Frigate

    The Expanse is my favourite TV and Book series of all time. It's third season is releasing in just under 2 weeks, so I thought I'd celebrate with a replica of its hero ship and my favourite spacecraft, the Rocinante, a Martian Corvette Class Frigate, legitemately salvaged and used by the survivors of the Canterbury.

     

    My replica is just under 1:2 in scale, and uses entirely stock parts, though taking advantage of the paint function of DoctorDavinci's wonderful DCK mod. As the insanely efficient Epstein Drive puts out a whopping 5m/s Delta-V, you'll have to use infinite fuel if you want to go anywhere with it, though there is a method of creating a functioning Epstein Drive with some part editing, so I might make of version of this which uses that in the future. Unfortunately, state of the art Martian tech is fairly intricate, and as such it consists of 1111 parts.

     

    it is capable of sustained 8g flight, though this can lead to strokes and isn't reccomended, unless you're chasing a runaway asteroid or something.

    It was built in 1.3.1, but I don't think uses any old parts, and should work in 1.4+. Action Group 1 toggles the Epstein Drive.

    Download: https://www.dropbox.com/s/ij18t8scjoinxeg/MCRN Rocinante.craft?dl=0

    Now to build a Donnager...

    Awesome, I'm a big fan of this franchise

  2. 4 hours ago, EvenFlow said:

    Currently attempting to build a 1:1 scale stock Sea Dragon rocket.

    Just finished the first stage engine bell and it already gives you a sense of scale of that project.
     

     

     

     

    Seadragon?

    1 hour ago, Castille7 said:

    DeepCore7
    Update: 03.30.2018
     

    Here is an idea that was suggested to add to the project. The bay area in my project will not have this air pocket but the KSP Space Suits will work perfectly as scuba gear.
     

     

    Very cool!

  3. Got to within a 100ms of landing this baby, with a TWR of 1.9 I started final burn with 7 Vectors at 3000m, I still had a little fuel left when I hit the surface and was slowing rapidly, the orbiter had been given a 50k apoapsis at separation and I got back to within a couple of Kilometres off the KSC beach. It's doable, the orbiter has a high enough TWR and enough fuel I don't need to baby it so high, which gets me back closer to KSC. I wonder how many lander legs I will need on this thing. Not many craft in KSP give you a big scale feeling but this has 'momentum'

    ijfvakJ.png

  4. 2 hours ago, A random ksp player said:

    Nice mod i like it alot! but im having problems putting my car on a rocket any help? (Recreating Falcon Heavy launch)

    He stopped developing the mod 2 years ago, Squad changed the whole wheel collidor functions so I doubt you could make it work anymore without rebuilding it from the models

  5. Did a bit of a stream tonight https://www.twitch.tv/videos/241896983 working on the BFR, mainly the booster, thanks @Dafni  for watching and chatting with me. Booster is coming along slowly, getting closer to a landing attempt

    AdGbF8a.png

    Is it madness? I am not sure yet, it's certainly going to take some tricky flying, and a bit of trial and error to nail the right distance for the heat sheild

    gdZISlw.png

  6. Quote

    First, Musk posted an artist's illustration he called "Moon Base Alpha" depicting SpaceX's Interplanetary Transport Vehicles (ITVs) at what appears to be base on the moon. Gray round domes in the distance offer a hint of habitation areas for astronauts while the Earth shines in the sky overhead. A second image, which Musk captioned "Mars City," shows an illustration of just that: a glass-domed city on Mars with SpaceX's giant ITV colony ships bathed in brilliant spotlights. 

    moon-bfr.jpg

    Just found out those images come from an artists impression that Elon liked, and has possibly used on the SpaceX site.

    The most confusing thing about the official SpaceX videos is the Booster is shown landing in a crib and also with legs! Mind is racing on how to implement that with my own stock build

    Spoiler

    Z8Vq0Z7.png

     

  7. Dudes, don't want to get in this argument, I just thought I would show an interesting bit from the IAC presentation. Also there were two versions of the BFR shown, one in the engineering and main presentation, and one in a media video showing the BFR in action, which is an artists take on it. The engineering descriptions, show no flanges. They only appear in the artists video.

    In regards to the re-entry alignment on mars....it is interesting

    Also SpaceX's Sep 2017 video BFR Earth to Earth shows no flanges

    The only ones I have seen with flanges is from a guy called Hazygrayart on youtube

     

  8. 3 hours ago, Electrocutor said:

    @Shadowmage keeps his source on github; though I'm not sure if it's the TU repo or the SSTU repo that is the active development area for his shaders.

     

    The best stock parts patch for TU is from @Manwith Noname because he has spent the time to create masked textures. You'll have to ask him if he will be building new masks for those.

    For myself, I've had a number of people request to make things much simpler to the effect of 'just drop something into gamedata and all pbr stuff magically works'. I am trying to head down that direction along with hopefully utilizing the new GUI for 'variants', but it will be tricky since the variant stuff extremely limited, so the only way it could work is if I am able to hook into with fake variants while running my code to do things.

    I'm also trying to leverage "what will people use" as a priority; and honestly, very few people currently use TU for whatever reason, so I was thinking of spending some time packing VenStockRevamp and Porkjet's Part Overhauls into a variant-enabled mod so people can just switch between models/textures using the stock GUI. I am also hoping to pull in some of the deprecated art files and put those into variants as well, so people can choose for themselves, but licensing for both porkjet's and previous version art is a bit tricky, because nothing I package can include the actual assets or derivations of them with the new agreement.

    ----

    I have a tendency to scope-creep dramatically and then never release anything, so... what do you all want to see in KSP most? regardless of mechanics, pbr, variants, property balancing, etc?

    I use your configs quite a lot, I mainly use stock parts and pretty much kept to stock and porkjet stock, plus Airplane plus and KAX

  9. On 3/17/2018 at 7:31 AM, Gordon Dry said:

    @1.4.1:

    After I started a new test career I recognized something:

    The USI Sounding Rockets had no plumes and no sound (except the "wind" sound).

    So I checked the KSP.log and found a few

    
    Cannot find an effect type with node name of 'MODEL_MULTI_PARTICLE_PERSIST'

    I googled that and this sent me to the board thread of SmokeScreen.

    Then I have seen the changelog of SmokeScreen which says

    
    2.8.0 KSP 1.4 support. MODEL_MULTI_PARTICLE_PERSIST is gone and  only MODEL_MULTI_SHURIKEN_PERSIST is there now. Support for single transform fx (RCS) 

    So I searched all files inside GameData for the phrase "MODEL_MULTI_PARTICLE_PERSIST".

    There were only 4 files affected:

    • GameData\ModuleManager.ConfigCache <- of course
    • GameData\Bluedog_DB\Compatibility\RealPlumes\BDB_Apollo_LES.cfg
    • GameData\RealPlume-Stock\BahamutoD\bahars68b.cfg
    • GameData\RealPlume-Stock\UmbraSpaceIndustries\Sounding_Rockets.cfg <- aha, here it is!

    So I just did a humble crash course find & replace over the last 3 files and replaced all instances of MODEL_MULTI_PARTICLE_PERSIST by MODEL_MULTI_SHURIKEN_PERSIST.

    The game started without MM errors, so far, so good.

    So I loaded the last vessel - USI Sounding Rocket - and launched it again.

    Now it got a plume and smoke (provided by SmokeScreen) but still no engine sound...

    So somehow it only affects a few SRB engines but I don't have a clue what is causing the lack of sound.

    I think you would need to find the wav file location

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