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Thrimm

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Everything posted by Thrimm

  1. On my own I have no idea how to do that, or even if it's possible. It would be awesome though. As far as I know, the question has already been asked in the Texture Replacer thread. As of now they don't emit light, so you have to install external lighting. I'll think about adding this to the future releases. Next update will focus on packaging and easier assembly. Current plans are that the domes will be shipped in containers and deployed on site, while airlock and tunnels will have custom docking ports for assembly. It is compatible with KIS/KAS, however the parts are so large that most of them won't fit into any container. This is something I'm working on right now.
  2. I'm happy to share with you the first public release of this mod. Most of the parts are done and ready to use and you can now properly replay the Mars colonization mission in KSP. IMPORTANT NOTICE: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. PARTS Crew Transport Ship with 4 crew and 100 passenger capacity. Tanker Ship for orbital refueling. Reusable Booster with attachable fins and gridfins. Built-in decoupler, probe core and antenna. Dedicated shielded side docking port. Matches stock senior docking port. Raptor engines for atmospheric and vacuum use. Ship landing legs Deployable Gridfins that act as control surfaces and airbrakes Booster fins Solar Panels, RCS etc. FEATURES Booster has a built-in decoupler for stage separation. Built-in docking ports can be activated in config files (as an alternative). Currently uses Liquid Fuel/Oxidizer mixture but with correct masses for the ship and booster Engine Isp and thrust are set to values given by Elon Musk in his presentation All sizes are as accurate as I could estimate Ship and booster masses are as specified by Elon Musk. Raptor engine mass is estimated based on Merlin mass Tested in KSP 1.2. Backwards compatibility for KSP 1.1.3 and some extra config files for RSS are available on GITHUB Landing legs are missing landing leg module. They are still animated and act as landing legs, and are by default activated by Gears action group. They cannot overstress. CURRENTLY IN DEVELOPMENT Internals IRSU module RSS/RO configuration for proper fuel usage - partly done Configuration for stock KSP that is not game-breaking Split body flaps for the ship VIDEOS! A quick video I made how to assemble the ship: Kottabos review: DOWNLOADS: SPACEDOCK CURSE GITHUB - Backwards compatibility and extra configs are available here. DEVELOPMENT THREAD is where all the important updates and future features, as well as current issues (there are some) are discussed. I hope you will enjoy this mod! It took me a long time to (sort of) finish and I wasn't even sure if I could do it. Because of that, I'm even more excited to share it with you! A big THANK YOU to Marcus House for the support and testing, as well as config adjustments!
  3. I believe it works in 1.2 already, but I'll make a proper update soon.
  4. Yes well, unfortunately you have to attach them one by one. There are predefined nodes at the bottom of the booster and the ship for them, so they snap into place and I'm trying to figure out if some sort of symmetry can be used to deal with that.
  5. THIS MOD HAS BEEN RELEASED! CHECK OUT THE RELEASE THREAD HERE SpaceX Interplanetary Transportation System! With realistic sized parts (aka massive), accurate mass (launchpad might explode occasionally) and other stats as close to SpaceX presentation as I could get. Now you can colonize Mars SpaceX style. Intended use for this mod is going to be RSS/RO, because it is obviously overpowered for stock Kerbol system. It took me a lot of time to model these parts and even longer to make them work properly, so I hope you will enjoy and provide feedback, because it is very much needed! DISCLAIMER: This mod is absolutely overpowered for the stock game. The engine performance and ship stats are as close to their real counterparts as I could make them, and as of now it works just fine in RSS with FAR and RealHeat installed. You don't need RO for this to work 'realistically' in terms of performance, except the fact that the fuel is not right (liquid fuel/oxidizer instead of liquid methane/oxygen) and engines don't suffer from ullage and other great features that RO brings. DeltaV stats, Isp, masses and all related parameters are nevertheless more or less correct. Currently in development Internals RSS/RO configuration for proper fuel usage - partly done, files on Github ISRU Backwards compatibility for 1.1.3 (for RSS and RO) - compatibility done. Config files for stock KSP Proper configuration for the landing legs Engine heating animation (I totally forgot about them) Split body flaps for the ship Imgur Album - more pictures. Downloads: Spacedock Curse Github - extra configs for RealPlume and SmokeScreen, also WIP configs for RealFuels LICENSE: All rights reserved. If you want to use models or textures from this mod, just ask. It's the second mod ever and therefore there are many, many sharp edges and strange solutions. Some parts might summon Kraken, so be warned. This endeavour turned out to be far bigger than I ever expected and I have certainly underestimated the complexity of such operation. Development will be slow because I have learn things on the fly, but if you would like to help with the development, please contact me. In any case, I hope you'll enjoy the mod and please share some screenshots!
  6. Ok I'll add it to the 'to do' list.
  7. Yes! I do plan to make adapter airlocks that will allow easy connection to other base components. Although the intended use of these domes is just an extra addon to your existing base, as they do nothing by themselves.
  8. Well, it was a trickery of sorts. You obviously need Texture Replacer. I then tweaked the config files by removing the min pressure for IVA suits as well as added Duna and other bodies to ones with breathable atmosphere. I wish there was a way around that but maybe some plugin wizard will figure it out. Not me at my current stage
  9. I like the filler part idea! Initially I wanted the airlocks to be hollow as well (but animated) but then I was thinking that all the domes would have to be cut out even when you wouldn't need that spot. I don't know why I didn't think about simply putting a cap on it... for simple domes that's probably easy, it might be slightly trickier for hexagonal ones. I'll see what I can do. You can move the crew from one airlock to another, there is no need to manually go through all of them. The base is considered a single vessel, so crew transfer works just fine.
  10. I'm glad you like it! If you have any suggestions or encounter any issues do let me know!
  11. As for now, not really unless you edit the texture. As I mentioned I am really a newbie and absolutely clueless about many possible functions one can include in KSP. That said, I'm trying to add a texture switch component for these parts, mainly airlocks and floor panels. Once I figure that out I'll post an update.
  12. Just add an airlock to the dome of your choice (airlocks have asymmetrical nodes for proper clipping, so it's easy to spot right orientation), then add a tunnel, another airlock and next dome. Floors can be attached at the bottom of the domes, but that's user preference, if you want extra nodes to be there. Currently to assemble them off Kerbin you will either need KIS/KAS or Extraplanetary Launchpads. Unless you want to send the whole base in one piece that is.
  13. Are you tired of your bases being small and uninspired? Have you ever wanted to create a realistically looking colony on Duna or Mun, but didn't want to install part heavy mods that break the stock style? If the answer to at least one question is yes, Planetary Domes is a mod for you. Planetary Domes is a collection of parts that is intended to use with either stock parts or another base building/colonization mod. It adds a number of transparent, empty domes and matching floors, where you can attach functional base components (like crew cabins, laboratories, ISRU converters etc). Connect your domes together through airlocks and tunnels to get an awesome looking base! Here is a release video (but don't take it too seriously): And a review done by Kottabos: DOWNLOAD: On SpaceDock LICENSE: GPLv3 FUTURE PLANS: Proper IVAs, more dome types, Kerbalism support, MKS compatibility/functionality. KNOWN ISSUES: Large bases on uneven terrain don't cope well with timewarp, as they end up partially in the ground. This is a very first mod that I made in any game and actually my first ever 3D modeling project. I have absolutely zero skills in either modeling or modding, so please be mindful that there might be some rough edges in this mod and don't throw sharp objects at me. That said, I hope you'll enjoy the mod!
  14. @MrMeeb Your "science" is great, what a great concept! Also I quite like the idea of "Revert" @TheKSPDesigner Actually, 99% of the content posted here is awesome, I would be really hard to comment under each entry . Anyway, here is my latest production - it has exactly 3 short scenes that are not cinematic, but I worked so hard on it and had so much fun doing it, that I hope you will excuse me for that. Please share your thoughts!
  15. I have found a workaround that does not require the debug menu and has working body lift. 1. Ensure you have the physics file with jointBreakForceFactor=30 and jointBreakTorqueFactor=50 that probably has no body lift in game 2. Download the module manager and install it, then run KSP. 3. Quit KSP and remove the contents of the physics.cfg file and set it to 'read only' (as suggested by @sal_vager). 4. Restart KSP and hopefully enjoy body lift and no exploding vessels. Worked for me! I'll let you guys figure out why this works, but so far it's stable for multiple launches of the game. Thanks for your help!
  16. @sal_vager I marked your post as the best answer and now it's the first one displayed on the first page, so I guess it's not gone. I've tried deleting the entirety of the physics.cfg file except two jointBreakForce values, but the body lift is broken in that case too. For me the workaround so far is as I mentioned, to do as you suggested (delete the content of physics.cfg and set to read only) and then check unbreakable joints in the debug menu. This way I can enjoy the body lift without losing wings and other important parts of the plane .
  17. It worked for me however, just had to set the joints to unbreakable - everything explodes if you don't, because of incorrect values of jointBreak parameters.
  18. @sal_vager I've just played with timestamps and it didn't solve the issue for me, but I have another interesting observation - the physics.cfg file created by the game after launch (one with body lift) does not produce body lift in second and consecutive launches of the game. It works only once, when it's created. I've also tried saving the database via the debug menu into another file and reloading it in-game, both with and without any modifications. Body lift is gone in both cases.
  19. I am using Windows 8.1 x64, Intel Core i7-4770K @ 3.50Ghz, 8GB RAM. I've tried saving physics.cfg with the ASCII/UTF-8/Unicode/ANSI format and each and every one breaks the body lift. Interestingly, I've also tried copying the "right" file back into the game folder, but it does not restore the body lift, the aero forces behave as if the file was modified/saved. I understand that aero forces overlay can be misleading, that is why I tried to use aero-GUI to determine the values of lift and drag as was the case in the OP screenshots - I hope these are correct. I seriously can't find a workaround for this issue. I hope you guys can fix it soon.
  20. I installed a clean copy of the game each time while removing the physics file, verifying the cache integrity. I've also tried restoring the old-new physics file after the body lift disappeared when I reverted the jointBreak values and the conclusions are: physics.cfg installed via steam version of the game does not produce body lift in game removing the physics.cfg as suggested by @sal_vager restores the body lift, but set incorrect values of jointBreakForceFactor=10 and jointBreakTorqueFactor=10 which causes issues with vessel stablity changing those values by hand in the new physics.cfg file removes body lift entirely - reverting back to 10 doesn't restore the lift either, physical removal of the file is necessary. interestingly, the only changes in the physics.cfg file between the one installed with the game and the one game creates after removal are jointBreakForceFactor=10 (old 30) and jointBreakTorqueFactor=10 (old 50), aerodynamics parameters are the same. To me it looks like a more complicated bug than just incorrect config values. It would be great if someone tried to replicate these steps and see if results are similar.
  21. @sal_vager I tried and it fixes the body lift issue. The new file does however put incorrect values of jointBreakForceFactor and jointBreakTorqueFactor (10 instead of 30 and 50 respectively), which causes most of the vessels to explode on unpack. Setting jointBreakForceFactor=30 and jointBreakTorqueFactor=50 removes body lift entirely. Reverting back to 10 does not introduce body lift again, I need to delete the entire physics.cfg file. I tested this on both x32 and x64 versions. So it's either playing with exploding vessels and body lift, or with stable vessels and reduced lift.
  22. Ok so I did some serious investigation and I think I've found the issue. The AoA difference pointed out by @zarakon actually got me on the right track. As you can see in the previous screenshots, the lift value is actually smaller for larger angle of attack, which should never be the case if aerodynamics model is anywhere close to logical. Drag is obviously larger, but the real issue seems to be a decreased lift. And it looks like it comes from total removal of body lift in 1.1.2 for many parts. Here are sample screenshots for 1.1 and 1.1.2. Body lift does not contribute much, but it adds around 20% or so for bigger planes. Aero forces in 1.1 Aero forces in 1.1.2 Now find light blue arrows in the second screenshot. Adding more wings to my planes hotfixed the issue (missing lift is added, but also slightly more drag via lift/drag ratio).
  23. That is true, but I was trying to maintain the same pitch for extended period of time in both cases - this is the result. I've also recorded a video of both flights for better overview so I am sure that there is a drag issue. I also did testing with other spaceplanes and results were similar, smaller Mk2 ones included. Issue seems to be present everywhere. I checked if removing non-physical parts drag solves the problem, and in certain cases it drops the drag values to what was observed in 1.1 or 1.05. Another thing is that now default settings apply phantom forces to some of my crafts even when they are landed, but removing non-physical parts drag also removes these phantom forces. Building the crafts from scratch in new version of KSP doesn't solve it so it's probably not the port problem. I tried applying the non-physical parts drag as parents centre of mass, but strange and horrible things happened, so I don't recommend doing that. If someone has doubts about my crafts, then the simplest thing to make is download any ssto and check the deltaV while in orbit and compare it with what was attainable before (if you manage to get it to orbit in the first place). For me, the deltaV dropped by 25-30%, provided I managed to take off.
  24. A must-do for every KSP film maker, Apollo 11. Here is my attempt. Please enjoy and comment!
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