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SuicidalInsanity

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Everything posted by SuicidalInsanity

  1. @01010101lzy;RF engine config, nice. Mind if I stick a link to it in the OP? @Horus;Eye-like one? You mean a tail that has an integrated attach point for an engine? @naf5000; I would prefer to stick with stock textures for two reasons. First, it keeps the RAM footprint down, and second, I'm not a texture artist; I'm passingly competent at getting my ancient copy of PaintShop to do what I need of it, but any attempt at custom textures has a good chance of looking worse than what things are like now. That said, I understand your concerns, and I have remodeled and retextured several parts already; I can take a look and see where UV map improvements can be made, or where possible custom textures might work, but any texture improvements wouldn't appear before version 1.5 at the soonest. @Kolago;Aargh! I'll get that fixed. Edit: Hotfix for the 5-way RCS and a few other minor things is now up on Kerbalstuff Edit: Version 1.4.5 for KSP 1.03 is now up on Kerbal Stuff [Version 1.4.5 ============== KSP 1.03 update -thrust of all jet engines nerfed ~30% to bring them inline with stock jets -Isp of all jets nerfed ~30-50% to bring them inline with stock jets -Velcurves of jets tweaked slightly -'Afterburn' TRJ now uses the new shockdiamond jet FX -Pluto thrust buffed slightly and heat production reduced slightly -'Wedge' Aerospike weight reduced slightly -cockpits now have appropriate breakingforce/torque values -all engines now have a skinInternalConductionMult value -all parts max temp increased slightly to be inline with stock mk2 parts
  2. Not that I've gotten that far in KSP - Heh, I can't remember the last time I actually had time to play, starting up the game for part tests doesn't count - but can't you use the augers on asteroids as well? I agree about the rocket VTOL engine need, though, and the prototype model for the Rontgen would have served nicely as a retro-rocket nosecone... Hmmm. Challenge accepted.
  3. @Toyotawolf;The R-71 cockpit does have an IVA. As to why it isn't appearing, can you post your output_log? @volcanicshrimp;the HS-X cockpit comes later in the tech tree; it's supposed to be a more advanced cockpit. What other parts did you have in mind?
  4. That would be simpler than stuffing ISRU bits in cargo bays; Mk2 ore tanks would be easy enough. I've never tried making drills before, not sure how those would turn out. Oh well, there's a first time for everything.
  5. @LitaAlto et al; CKAN users, it looks like the CKAN masterlist was updated a few hours ago, so 1.4.2 will download properly now @vardicd; From the mod list I'm not seeing anything that seems immediately obvious or conflicting. Could you post the output log? Also, was this a one time thing for that plane, or is it happening for any plane using that engine? Edit: Poking at the engine some, I know what happened - the engine is running out of Intakeair, and rewatching your video it looked like you were using a single radial Air intake; while the resource panel looks like it has a decent supply, it was showing .03 of .05 Intake Air. The stutter is the engine flaming out, then getting enough IntakeAir since the engine isn't running, using it all and flaming out again over and over. Throttling down slightly, flying slightly lower, or using more intakes will solve the stutter.
  6. @KroShan; In the update from 1.3 to 1.4 CRP was added as a dependency. I updated the netkan metadata yesterday evening to include the new dependency, so depending on when pull requests are done, the netkan might not yet be up to date. @LitaAlto; CKAN's Mk2Expansion netkan wasn't up to date. @vardicd;That is weird. I've never seen that before when I was testing the engine. I can poke at it some more, though. What mods are you running? @ZentroCatson;It does look a bit different in terms of style - it went through a bunch of iterations to try and find a balance between something that would work and something close to what I had in mind. I might rework the model sometime in the future, but after working on three cockpits and IVAs back to back, I don't really want to make more cockpits for a while. As for the MATTOCK, yeah, it is a powerful little engine. Used it to made any planes without any control surfaces of any kind yet?
  7. Thanks. I don't use Quiztech, although quickly glancing at Quiztech's parts list I can see how they would synergize nicely.
  8. @Bonesbro; Issue noted, Agency decals have been converted back to .png @maverickSawyer et al; After some testing, I figured a workaround for R4-D decay using stock modules. Doing some back of the envelop calculations is works out to a core lifetime of 2222 kerbin days at full thrust. Once the integrated supply of EnrichedUranium is consumed, the engine will cease to function. Refuelling the engine at this point in testing doesn't exist, so if you somehow manage to run the engine continuously at full thrust for 5.2 years, you might have a problem. For those who want to play around with it: @PART[M2X_AtomicJet] { @mass = 3.45 @MODULE[ModuleEnginesFX] { PROPELLANT { name = EnrichedUranium ratio = 0.000025 DrawGauge = True } PROPELLANT { name = DepletedFuel ratio = -0.000025 DrawGauge = False } } RESOURCE { name = EnrichedUranium amount = 20 maxAmount = 20 isTweakable = false hideFlow = true } RESOURCE { name = DepletedFuel amount = 0 maxAmount = 20 isTweakable = false hideFlow = true } } Its one of those things that seems obvious in hindsight, but I never thought of trying earlier. Edit: 1.4.2 hotfix up on kerbal stuff.
  9. @LitaAlto; The AtomicJet uses intakeAtm which isn't stock, and included in the CommunityResourcePack which is bundled with 1.4.1. The freeze on load happens because KSP can't find the resource on load. Did you install the CommunityResourcePack along with everything else in the 1.4.1 package? @DarthWall;Yes, it uses the CRP IntakeAtm, because that allows it to function in non-oxygenated atmospheres - Eve, Duna, and Jool. The consequence of this, though, is that stock intakes won't supply the R4-D with resources. There isn't really anything I can do about this, short of hacking together an MM patch that adds an IntakeAtm resource collector to all air intakes.
  10. @Whizzkid;Just IntakeAtm. Ideally, thrust would be tied to the part's heat in the stock heat system, but barring a bespoke plugin that's not going to happen. It doesn't require fuel in the traditional sense, but it's heavy, has a low top speed, and will explode if you push it too hard. @MaverickSawyer;The old Pluto research and some other stuff was the primary inspiration. Such a very kerbal period of USAF aerospace R&D. As for dead zones on the 'Wedge': do you have the same problem with the 'Vector' and MATTOCK? All three engines use the same KM_Gimble module, and I haven't really messed around with parameters for it. Asking on the Klockheed Martain thread wouldn't hurt. @Val;Like the others have said, reactor heat instead of fuel combustion for thrust. It is very much an end game engine. I was toying with the idea of also having it very slowly consume Fuelrods or EnrichedUranium, but then there's the problem of losing mass over time. Its also sort of heavy and potentially explosive if run for too long. RE: the freeze on loading: that is my fault, I forgot to bundle the CRP with the mod. A 1.4.1 hotfix is now up with it included, or you can simply dl the CRP by itself. Apologies for the inconvenience. Edit: CKAN USERS: Netkan metadata has been updated to reflect the CRp being bundled, so CKAN users should be able to get the newest version as soon as the pull request goes through. For now, just get the CRP seperately
  11. Thanks for waiting patiently, everyone! Update 1.4 is now out.
  12. Update 1.4 is finally here, featuring new parts and reworked textures and models of old ones for Genuine Imitation Spamjet goodness. Version 1.4 ============ -new part: Dropship cockpit w/IVA -new part: Advanced Hypersonic cockpit W/IVA -new part: Mk2-1 single seat cockpit w/IVA -new part: tricoupler -new part: R4-D Nuclear Thermal Jet -new part: MATTOCK engine -new part: Mk2 crewed Science lab jr. -model rework: Hypersonic Nosecone; new texture, RCS thrusters -model rework: nosecap; new texture, rCS thrusters -fixed CTT MM patch - Wing root chines no longer in improved Nuclear Propulsion -added RPM IVA MM patch Download from Kerbalstuff
  13. I hope to have a release out within a few days. I'm currently finishing up a third cockpit that should be useful for rovers/VTOLS and finalizing balance tweaks for the new engines.
  14. Did the texture have an Alpha channel? From what I understand of Unity, the KSP/Alpha/translucent shader only renders things translucent if it can read an alpha channel from the texture, or if the texture has less than 100% opacity.
  15. @DavidBowman; Or play sandbox. Balance it is. @Dr. Jet; The mk2 Form is deceptively large: I could easily fit two kerbals in a mk2 science lab, with room for some equipment. Just don't expect much in the way of Science yields. As for IVA tutorials, there's TT's IVA tutorial from a while ago, it covers most of the basics, but is more geared towards the Unity end of things. On the modeling end of things, You have two options. A: You just leave a hole in the mesh where the window goes. make sure this lines up with the window on the external model, though! A quick and dirty way of doing it, but you miss out on window details like dirt streaks/tint/whatever. On the model, take the faces that make up the window and turn them into a separate object. This will allow you to apply a seperate normal map to the windows. Then, in Unity, you assign the usual KSP/Diffuse|Specular|Bumped shader to the IVA components, then to the window you add the KSP/Alpha/Translucent shader, and make sure that your window texture has transparency or an alpha layer. I can throw up some pics later if those would help.
  16. @Dr. Jet; My thoughts about a mk3 science lab? It would be a useful part, and would be fairly easy to create. The IVA, on the other hand... I already have two other IVAs on the backburner, and I'm not looking forward to them. I suppose I could always follow SQUAD's lead and use GenericSpace3 as a placeholder for a while, though... @CptRichardson; Aerospike wings would fall firmly into the 'Awesome but Impractical' category, but I do plan on including at least one Linear Aerospike for Mk3. On the topic of engines, what is everyone's thought on end-game engines? I have two new mk2 engines I made as a way of relaxing after working on cockpit IVAs, but I'm wondering what the best way to go about balancing them is, or If I should release them in the first place, since they pretty much render everything else obsolete. The first was made as an experiment in nuclear jet engines, and resulted in an engine with infinite range on any planet with an atmosphere, oxygenated or not, and the M.A.T.T.O.C.K. (Multi Axis Thrust Toggled Operating Cycle Kombustion) dual-cycle engine:No control surfaces? No problem!
  17. @ObsessedWithKSP: the Mk3 expansion was from the beginning going to be a separate mod. IVA progress for those WIP cockpits I posted earlier: The quasi-Blackbird-ish cockpit IVA. Could use a second round of texture mapping/detailing. Lots of niggling little bits left to improve. The other cockpit (really need a name for it). I'm much happier with how this one turned out. Not looking forward to filling it with props:(.
  18. @DavidBowman; Stack or Inline? @CptRichardson;Can do. Intake chine would likely be a separate part
  19. @DavidBowman: Yes it is. At present the proposed list of Mk3X parts is similar to the Mk2X parts list: Aero Mk3 chines in the usual three flavors Mk3 intake chine cap Hypersonic nosecone rounded nosecap Heavy Radial/Inline intakes? Fuselage & Structural Service bay Mk3-Mk2 tricoupler Mk3-inverted Mk2 adapter ?Mk3 X-hub? Mk3 inverter fuselage mk3 clamp-o-tron -shielded? -inline? Control & Command Mk3 formfitting RCS blocks Mk3 OMS pod Mk3 Drone Core Engines Mk3 sized dual cycle engine
  20. @Bit Fiddler; Chines in nuFAR will generate a little lift - the ESTOC example craft shows this off to good effect; chines will also help with nuFAR's area ruling. @TomatoSoup; No,no it is not. Thats supposed to be in 'subsonicFlight' like the rest (Yes, these parts shouldn't technically be in with subsonic bits, but the node's position in the tech tree was what led me to use it).
  21. So I got bored, and I did a thing: preliminary WIP, but it looks like I'll be doing that mk3 expansion that people wanted after all... Edit: @Nothalogh: I'll see if I can't work the name in somewhere. @CptRichardson: The dreaded return of the original Mk1 inline 'flying coffin' cockpit? I have been considering a cockpit like that, but nixed it because I thought it would need RasterPropMonitor integration. I never thought of merely using model trickery to use a standard IVA for 'One way glass'. I do have a fancy high-tech cockpit planned, though.
  22. @ ObsessedWithKSP Retextures of the nosecones and spadetail. To complete the genuine imitation Spamjet look, I also made a tricoupler. And yes, those RCS thrusters work. @Kolage: An interesting concept, although as a landing gear, I would be a bit more comfortable with them as radial parts; I see no reason why the overall appearance would have to be different, but it would give more freedom to the player in building a craft in regards to gear placement, rather than trying to fit the craft around the gear.
  23. @*Aqua*;Nice! Where did you stick the landing gear on that? @medikohl;The DRE patch was using :FOR instead of :NEEDS causing it to apply the lower max temp even if DRE wasn't installed. This was fixed in the 1.3.1 hotfix, or you can simply delete that patch like *Aqua* said. That sounds like the Stability Control RCSAS module added in version 1.2; pitch/yaw RCS plus a reaction wheel.
  24. @ObsessedWithKSP: Huh. I never noticed the RCS thrusters before. As its basically just UV remapping, it wouldn't take too long. i can take a swing at it, see what I can come up with.
  25. @BoomShroom: I was planning on doing a 3.75m tri-coupler; I can add a bicoupler as well.
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