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K.Yeon

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Everything posted by K.Yeon

  1. Yeah the k fuel tank is intentionally to be hollow for the moment. In future i might add a sealed off version k fuel tank. Thanks for the report I realized the double control from here problem too. Maybe the cockpit's controlFromHere doesn't stack well with the docking port's controlFromHere. The quickest fix would be delete the line "controlTransformName = CtrlNode" in the k_8m_cockpit config file, this would make you always control from the cockpit... The attachment problem is not really a bug, because the offset always tries to stick the object with a collider (i.e. the bottom of the bay or the sides). The same thing occurs with the stock parts also. The cargo ramp In future ill be making it adjustable, but for now is fixed at that position, its designed to line up with adjustable landing gear's large gear at default scale. About the memory leak,,, the only thing i can think of is because i used a single texture for the side profile of the fuselage parts, because thats the only thing i done differently to how stock parts are made. Anyway i haven't had much memory issue because im using the unofficial 64bit workaround fix maybe you can give it a try!
  2. Alright Here we go: update 1.7! Update OPT to 1.7 require deletion of previous version folder!Read Installation Guide included with the download carefully if you are not sure what to do. There are a few parts that has been deleted from previous version, you can download the legacy pack to avoid break previous saves. more details in detailed update note. Mod works by it self without other plugins! But Module Manager is still required and its bundled with the download (v2.6.6). This mod supports FuelSwitch(firespitter), RealFuel, KM_gimbal and FAR. Firespitter is no longer bundled with the download! If you don't have firespitter plugin installed already, i highly recommend download the plugin from here: http://snjo.github.io/. Part Count: 30! Simple Update Notes:-2 new cockpits -a new control surface (stabilizer type a) -A advanced turboramjet replaced original turboramjet -j and k adaptor plates are replaced by adaptors -Remodelled k fuselages and ARI engine -Rebalanced part's mass and lifting body values -Rebalanced Cost and techtrees -Wing's CoL is offsetted more towards the control surface -Various of minor bug fixes -FAR support -RealFuel Support -Added some basic IVA NewParts:j cockpit j bicoupler replaced j adaptor plate jk 3m adaptor replaced k adaptor plate k cockpit advanced turboramjet replaced original turboramjet type A stabilizer Remodeled k cargobay, k fuselage and k cargo tail Remodeled ARI engine ARI engine and Mk2 advanced turboramjet have gimbals now which can be smoothened by installing KMgimbal Increased part mass on most parts accordingly Fixed DragCube Fixed CargoNodes Linear Aerospike now has oxidizer gauage RPM fix Wing parts are offsetted towards the control surface so the control surface will be unlikely to invert when CoM changes Removed few parts: L, M, S landing gears, drop tank, 'avatar shuttle like' cockpit with it's adaptor and the turboramjet, these can be downloaded as 'legacy' pack DL link here: http://www./download/5eysme3eij61105/legacy_parts.7z FAR support, recalculated wing values, all fuselage parts works with the new voxel model RealFuel Support special thanks to Shad0wCatcher. But i haven't test it my self, if not working let me know KM_gimbal support, if you think the engine nozzle turns too fast or looks unatural, download km_gimbal plugin from here: https://ksp.sarbian.com/jenkins/job/km_Gimbal/lastSuccessfulBuild/artifact/ Lift Balance according to the Jebadiah's constant incase you wondering is 1/3.52 source:= thread118839 Heat Production and Max temperaturee balance. The new thermal values can still be 'overpowered' compare to stock, waiting for feedbacks. Cost Balance, cost of j parts are mostly between it's mk2 and mk3 counter parts, while most k parts cost more than it's mk3 counter parts TechTree Balance, most j parts are unlocked by supersonic and high altitude flight. K parts are unlocked by heavy aerodynamics, some special parts are unlocked under a reasonable tech. Lowest tech to unlock opt parts is level5 : supersonic flight known bug:The k-cargo Bay bug causes the aircraft shake out of control and breaks. This could still occur in 1.7. I think the bug could be a stock problem as i found nothing is wrong with my models (i could be wrong). Anyway i found the most likely trigger for this bug is offsetting parts into the k-cargobay. So try avoid doing that. Also to mention i added basic IVA for some cockpits, but they are still WIP, i wish to take a break before i complete them properly. Those large cockpit will have a cabin section so some kerbals wont be invisible in IVA. Im uploading the update to kerbal stuff so it should show up soon! any bugs please report in immediately! thanks!
  3. the emmisive for the large engine is so beautiful! Is the large engine going to be part of the new mkiv pack? i think the 2.5m jet engine has been missing since the beginning of kerbals edit: cant wait till i can hear what those engine sounds like XD
  4. Thanks blowfish,, i knew it had to somehow relate to jeb hahahaha
  5. I encountered a question while trying to balance part's deflectionLiftCoeff for stock aerodynamics, from the data i collected for stock parts it seems the deflectionLiftCoeff = Area * 0.28 * the average angle value of the surface. For example the Mk2_short fuselage top view has an area of 4.6875, if i use 4.6875 * 0.28 * 0.66 (i.e. 60degree/90degree) = 0.78, and the stock value is 0.35?. (i eye estimated Mk2 's side slope is about 60degrees) Another example the bigS delta wing has area of 17.71, i use 17.71 * 0.28 * 1 (90degree/90degree) = 4.95, and the stock value is 5. how does it works? is there a proper way of working it out? I cant confirm the 0.28 because the mk3 doesnt even have a lifting surface, if i use 0.28 as this 'random coefficient' the mk3 long fuselage should have a lift rating of 2.6... Edit: anyway the 0.28 works most stock wing parts, any idea where this came from?
  6. I only plan for 10 kerbals, 4 at front near windows and 6 at back. Because the back half of the cockpit is actually empty for cargo space. And probably not, because im looking forward to use the new mk4 also! no point make a duplicate I didn't notice much change to the actual parts config in 1.04, the only difference seems to be stock parts doesnt have the thermalMassModifier anymore. I didn't find any documentation about them yet. Yes, i plan to add the config files for FAR, RealFuel, MFT. If there are other mod i missed out just tell me ill add it, its pretty easily done thanks to module manager
  7. May i ask which link you downloaded from? because i didn't update the small patch for curseforge so try kerballstuff link see if it fixes it! thx for the report, ill be fixing them, but for the k cockpit you can click on the hatch and see all the kerbals you can do EVA. and i dont think Mk2 nosecone is from this mod... I been working on the k fuselages, they will be all hollow including the fueltank, so if you need more fuel you can simply stick a stock fueltank in there! There was also a few suggested a 'native' k cockpit, heres what i come up with: it does have a built in docking port the next update will adds a few new parts but is mainly going to be balancing and bug fixes, i think ill need about two weeks to put up the next patch so yeah.. sorry the last patch was full of bug hahaha
  8. must be from another mod try alt-f12 and check the non strict part attachment option, ill fix the nodes in future update If you download v1.6, you can find the values for the chords and ratios in the wing configs... But the problem i named the control surface transform object "ControlSurface" instead of "obj_ctrlSrf" and im not sure if FAR module has the option like "transformName = ", maybe it only recognize obj_ctrlSrf... Anyway if you are using FAR i suggest use V1.6 wings for now WIP: a new sleek j cockpit! and working on a few remodelling (edit: texture done!)
  9. Ill make a small update soon (before sunday?) mostly updating the textures to dds that InsanePlumber provided. Ofcourse and some small bug fixes As for the Cargo ramps it will have to wait for the next big update ( maybe around early july ) Because i plan to redo the K parts to something more realistic and useful. Im afraid fixing these will also have to wait till V1.7... The adaptor plates will be remodelled because they are too thin at the moment. I saw your post about the side profiles and i think they are great! Very useful thanks for making them! edit: In case you dont know that adjustable landing gears updated and now have some very awsome looking large landing gears that goes well with OPT! http://forum.kerbalspaceprogram.com/threads/99660-1-0-Adjustable-Landing-Gear-v1-1-1-%28FAR-steering-fixes-DDS%29-May-6
  10. I thought the cargo bay weren't pressurized so it wont matter Wow thanks!! Ill definitely use it in future. it almost make OPT loading time non-existent. May i ask what did you use to convert? or just simply rename the png to dds thanks i missed that out, did this cause the previous saved craft with labs not function? because i didnt change the part names at all. for now i wouldn't fly with FAR haha the OPT wings also wouldn't work with far because they are not using the far controlsurface module. Anyway ill take a look at the new FAR (yes... i havent seen it!) kitchen... sink?
  11. I planned to make some custom RPM props in future, but they won't be ready anytime soon.. so try these: http://www./download/s2n77zf7ic97f4f/OPT169RPM.zip But you have to download RPM from RPM'sPage first it adds is the MFDs and HUDs hope it helps!
  12. Summary of 1.6.9: - Turboramjet have only 1 mode now for the moment (previously built craft need reassemble the turboramjet in SPH to work i think) - Darkdrive is very efficient now and ARIE is less efficient - Added K, JSL, ILS cockpit IVAs while others remain WIP - remodeled wings, the Wing-A has 300 LFuel - changed the connection face textures (because the old one look horrible i think) - Most parts have more Lift than before - the Js adapter will be deleted, its now integrated with the ij adaptor Problems i know exist: - Cargobay does not have dragcubes, so they could have weird drags - K-CargoTail does not have option to deploy ramp, currently it does nothing - K cargobay can cause things to explode for no reason - May not work with FAR (i havent test with FAR) - textures are not in DDS format ( i tested with OPT load time increase by about 40 seconds ) TBH there are so much more stuff i wanted to add and fix ,, sorry if this update is buggy .. Im still not understand how to make custom dragcubes or how the new jet parameters work... Ill fix up a better and more stable update after my exams haha be back in a month
  13. Yeah b9 has some nice square side attached landing legs, but ill see if i can make something blend in with this mod better once i finish those IVAs haha im still currently working on the IVAs for all the cockpits i made... I never thought IVAs would be this time consuming :| This is the second time i modelled interior stuff so... is not as good as the stock ivas... ill improve them as time goes on i guess :s Anyway i have quite alot of parts to balance and test for 1.0, i'd say i have a small patch ready in one or two weeks. Im sorry for the long waits
  14. At the moment no.. i made the default IVA same as the stock Mk3 cockpit. When i have time ill definately work on it I fixed the nodes, as well as the nose cone now should see less clip throughs I also added this prebuilt aircraft: Enjoy
  15. i have plans to make crew modules, and more side attached engines. And do you mean make a cockpit part similar to the tail? if so i have already been working on that! Thank you!! Thanks for that! I just looked at it, it works but i wanted something much simpler... i looked at it's source code and it seems the coding is much simpler than what i expected, ill be writing one my self haha
  16. Its unlikely i will modify the K parts, as they are designed to be bulky so it can compete with the famous MK4 system hahaha:P And ill see what i can do for non-Far users once 1.0 comes out! Im experimenting on a new k cockpit, kind of like the J cockpit, very flat but with the crews sitting in a control-tower-like circular bridge above the main body. Ill be following that up with some pictures later on. I wont be making that as the shapes are too different, even if i make it fit it will still look strange i guess. ill probably leave that for other modders I hope someone will model it after the Boeing BWB aircraft! I have finally finish the tail cargo part, except i havent find a way to make the ramp work. I wish to make it so people can manually control the ramp's height (i.e. if press and hold a deploy button, the ramp will follow the deploy animation until the animation ended or player let go of the key), so players can decide how high or how low the ramp will be. Does anyone know if such a plugin has already been made? I have looked at InfernoRobotics and Firespitters so far but doesn't really fit the descriptions. the B9 and Mk4 cargo tail are just using single animations which doesnt allow adjustments... If no such convenient plugin exist i might have to figure something out And also does anyone know how to take down the poll from a thread? i can't find that option anywhere... i think i set the poll option to be 'forever' :C
  17. Hey guys, sorry for not checking in much, ive been really busy with life..... But dont worry it wont be abandoned haha, just might take a while! I have read all of your comments and combined the suggestions with a previous planned list. im glad to see so many suggestions! Anyway hopefully this list answers many questions 1.6.9: (Mid april) -IVAs (6 in total) -k cargo ramp -proper support for CLS, DRE, tweakscale wings and FX-collision landing gear fix -Experimental Jet VTOL Engines (i want to make it so it does not require action group, tilt is controlled by top 10% of the throttle; yet to be proven to work) 1.7 (July) -k tricoupler (3x 2.5m adaptor); -k bicoupler (2x mk3 adaptor) -k 2m service module (reaction wheel, fuel, electricity) -k crew tank -k hollow structural fuselage (cargo without doors) -j Bicoupler -j mk3 adaptor -j service module -J 8m fuel tank -J 8m cargobay -J 2m fuel tank - All-moving wings/fins - more wing types 1.8: December -2 radial attached cockpit (bridged ver, Pod ver with escape racks) -more wing types if needed -Engine Gimballing and redo engine FX using sarbian's SmokeScreen plugin 1.9: -VTOL engine Finalized (large shrouded propeller ver, Jet ver) -MultipurposeStructuralFuselage (n?) system (triangluar parts that will make J parts look rectangular if attached to it's angled surfaces, ideal platform for wings and landing gears; also good for medium sized drones) 2.0 (before March next year) -Fix bugs? + release I have a short break around mid April, which i should be able to finish 1.6.9. Everything else would have to wait till later this year. Ofcourse this list is not fixed, more suggestions are always welcome! And a while ago i suddenly had a urge to make a mk2 cockpit (because the stock mk2 cockpit is just slightly difference texture). well HERE IT IS! as a thanks for the supports! hope everyone likes it (sadly iva also comming soon.... im bad with ivas and making new styled props for RPM is abit time consuming)
  18. I don't know why i forgot to make that part ill add this part for sure! Thanks for the suggestion! I will add some gimbal to all engines in future, as well as some fancy throttle animation I haven't look at other mod tech trees yet but heres the ideas behind the engines: Turboramjet: Very efficient in dense atmosphere, still pretty efficient in thin atmosphere; If compare with stock turbojet, which goes out at around 30km on kerbin, turboramjet will remain active until 46~47km or speed > mach 7. I would think of it as a hypersonic engine LinearAerospike: just an larger version of stock aerospike, slighly more efficient than normal rocket engines at all altitudes, but still consumes fuel at fairly fast rate. Dark Drive: Just a over powered LFO engine that looks cool. Not suitable within atmosphere but once in space you have enough dv to go any where ARIE: alternate to the stock rapier engine. Difference is that is much more powerful at all altitude; in high-medium dense air it can have high fuel consumption, but still much lower to that of normal rocket engine. I once did a test to compare ARIE and rapier engine, both got the small spaceplane to 700km altitude, but ARIE required only half the time.
  19. The ERV! i once wanted to include a command pod for my space planes, but i decide to use aircraft cockpit instead. Anyway i still have the model of the command pod, it was based on the ERV in mars direct documentary: is not yet textured, but if you want to use it i can texture it asap EDIT: Textures done
  20. This is possibly because i did all my testings with FAR enabled... The values for lifting surface (stock aerodynamics) for many of parts in 1.6 are just my very rough estimate and likely to be incorrect... I want to wait till ksp1.0, and balance all parts once and for all. Thanks!! Yes i did change the turboramjet they are much more efficient now; about the autoswitching, i think i need to write a plugin for that, and squad didn't really document their code so it might be tough. It might be easier if i just make it a single mode engine that works in thin atmosphere. Thanks! ill adjust that in future! i sort of copy and pasted the values, i think i forgot to change the liquid fuel Yes... IVA... Im slowly working on them ill need to attend classes soon so this might take a while... But yes ill definitely use RPM.
  21. Just an update, here are just some major changes: I have fixed issues relating to landing gear breaks; The engines are now less likely to suddenly overheat and explode, but it still over heats sometimes... just throttle back abit around 1000m/s when using the turboramjet; (if it still overheats try place it on a 'hardpoint' or 'pylon') The turboramjet is also more efficient with liquid fuels. I also rebalanced the fueltank fuel amounts abit, im not sure if is a positive change but personally i think the new values are more suited for spaceplanes. If you think the fuel amount is too little or you have worked out an even better values, please PM me!! I havent added a tail cargo bay ramp in this update because is kind of a difficult part to make, i will be working on it.. And lastly, if you have better names for these planes let me know they all fly pretty well when using FAR! Enjoy!
  22. As a modder and a year old ksp player, I wish to suggest better support for modded gameplay. Current Problem from my point of view: - A few parts pack mod will make tech tree confusing, - Part catalog easily gets cluttered by part packs - lack of above ground structures on kerbin I know they could be solved individually, but I have proposal that could solve all of them as well as have endless gameplays that depends on modders. So here is the core idea: Each mod can have it’s own R&D building, mission control or both! It begins at the kerbal space center menu, there you will have another option to go to ‘Kerbal Mod Town’ (like the old kerbTown mod) where you can see each mod’s own facility, and they are all accessible. If you click on a mod’s R&D facility, it will have it’s own tech tree as well as the ability to turn a mod part on or off in the VAB or SPH. If you click on a mod’s mission control, it will have the mod’s own mission listed as well as rewards. This enable modders and setup their own balanced tech tree without interfere with stock tech tree. And like KSC, the town made up of modder’s own facilities and it will have it’s own site somewhere near KSC. Players can fly to it to turn in samples to unlock more parts or tech from that mod. If you have lot’s of mod it could be quite a site to visit. Ofcourse, the modder can choose not to have a building at all, or a building simply for good looking. Heres a few example facility of mods I’d like to see: FAR: Mission control with flight missions B9: R&D for it’s own tech tree to unlock b9’s parts using science. In conclusion the biggest benefits will be: Stock tech tree and missions remains untouched; Players can have more option to progress with mods; Player can choose to let the specific mod part show in VAB/SPH; Easy to access modder’s missions; You can show off your little or big town that’s made up of mod’s facilities; Disadvantage: Could cause lag? Modders have to spend extra time to model their own buildings; Lots of coding; Lastly this is just my view of where ksp could go with mods, as mods are very essential to my own kerbal space program edit: i didn't put this on add-on development discussion because i wish squad could do this, kind of like how squad made modding easier simply by putting mod folders in gamedata
  23. Thanks!! just updated the cockpit abit, now it have lights, it's less pointy than before, i also adjusted the color to more fit stock mk3 heres my jet xD uses b9 procedural wings and adjustable landing gears and some opt intakes
  24. use parachutes what can go wrong with parachutes? Otherwise i recommend B9's pack You should! with your skill, making parts should be more than enough xD before i met ksp i use to model stuff like those as well! fighter,drone. I think we have similar taste in aircraft designs hahaha after im done with next update i might do a video tutorial on how i make my parts! is actually pretty simple, each part takes me about an hour to create including texture, is just concepting takes more time. I think more people should start aircraft parts pack, id love to see more designs and have more choices on styles when playing ksp
  25. Thanks Flashblade!! With this release, im actually pretty happy with how the overall part turned out except for some minor texture problems. So i am sure i wont be deleting any parts from now on! The cargobay node is currently 3, like: node_stack_top = 0.0, 2, 0, 0.0, 1.0, 0.0, 3 <---- maybe change the 3 to or 5 will help the nodes to be stronger. About the old cockpit, i disliked it not because how it looks; i designed it with long forward windows because i thought it would allow you in IVA see the runway better, but it didnt Dx, i didnt know so many people actually liked it, so i will add that to the next update aswell ( remodel and new textures) If you are wondering what im working on, i was working on the IVAs and wing parts, but i kind of hit a deadend... ill either have to wait ferram help me or ksp v1 and see whats the new wing parts are like. So today i started working on K parts, the cockpit is inspired by Avatar's valkyrie xD is my favorate spaceplane after all haha i hope it turns out flyable and good looking...
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