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Mr. Sandman

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Posts posted by Mr. Sandman

  1. I've been able to turn most of @silentvelcro's DADV-1 mod (Link to the mod here) into a RO-friendly mod, but it needs serious balancing.

    I did most of the conversions needed(fuel use,engines,RCS, command pod etc.) But things like tank volume and part mass is quite provvisory.

    Another great problem is in the aerodynamics themselves : the vehicle should be capable to land on Mars by aerodynamic (so stable pitching without too much RCS use) and propulsive means (6x RL-10 engines).

    Feel free to edit it if it's needed.

    Code here:

    Spoiler
    
    @PART[MADVOX]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Hydrogen Tank
    	%manufacturer = Lockheed Martin
    	%mass = 10
    	%skinMaxTemp = 3400
    
    	!RESOURCE[Oxidizer]{}
    	!RESOURCE[MonoPropellant]{}
    	
    	MODULE
    	{
    		name = ModuleFuelTanks
    		volume = 603000
    		basemass = -1
    		utilizationTweakable = true
    		type = Cryogenic
    	}
    	
    	@MODULE[ModuleRCS*],*
    	{
    		@thrusterPower = 4.0
    		!resourceName = NULL
    
    		PROPELLANT
    		{
    			name = Hydrazine
    			ratio = 1.0
    		}
    
    		@atmosphereCurve
    		{
    			@key,0 = 0 254
    			@key,1 = 1 82.08
    		}
    	}
    }
    
    @PART[MADVLF]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Oxygen Tank
    	%manufacturer = Lockheed Martin
    	%mass = 3
    	%skinMaxTemp = 3400
    	
    	!RESOURCE[LiquidFuel]{}
    	!RESOURCE[MonoPropellant]{}
    	!MODULE[ModuleReactionWheel]{}
    	
    	MODULE
    	{
    		name = ModuleFuelTanks
    		volume = 25000
    		basemass = -1
    		utilizationTweakable = true
    		type = Cryogenic
    	}
    }
    
    @PART[MADVnose]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Nosecone
    	%mass = 0.15
    	%skinMaxTemp = 3400
    
    	@maximum_drag = 0
    	@minimum_drag = 0
    	@angularDrag = 0
    }
    
    @PART[MADVLandgear]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Landing Gear
    	%mass = 0.5
    }
    
    @PART[MADVEng]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	engineType = RL10
    }
    
    @PART[MADV_payload]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Decoupler
    	%mass = 2.0
    }
    
    @PART[MADVcockpit]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Cockpit
    	%mass = 1.0
    	%skinMaxTemp = 3400
    	
    	!MODULE[ModuleGenerator]{}
    	!RESOURCE[ElectricCharge]{}
    	!RESOURCE[MonoPropellant]{}
    	
    	@MODULE[ModuleRCS*],*
    	{
    		@thrusterPower = 4.0
    		!resourceName = NULL
    
    		PROPELLANT
    		{
    			name = Hydrazine
    			ratio = 1.0
    		}
    
    		@atmosphereCurve
    		{
    			@key,0 = 0 254
    			@key,1 = 1 82.08
    		}
    	}
    	
    	@MODULE[ModuleCommand]
    	{
    		@RESOURCE
    		{
    			%rate = 0.25
    		}
    	}
    	
    	MODULE
    	{
    		name = ModuleFuelTanks
    		volume = 150
    		utilizationTweakable = true
    		basemass = -1
    		type = Default
    		typeAvailable = Default
    		typeAvailable = Cryogenic
    		typeAvailable = ServiceModule
    		typeAvailable = Fuselage
    		typeAvailable = Balloon
    		typeAvailable = BalloonCryo
    		typeAvailable = Structural
    		typeAvailable = LifeSupport
    		
    		TANK
    		{
    			name = ElectricCharge
    			amount = 43200
    			maxAmount = 43200
    		}
    	}
    }
    
    @PART[MADVlab]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Science Laboratory & Airlock
    	%mass = 3.5
    	%skinMaxTemp = 3400
    	
    	!RESOURCE[ElectricCharge]{}
    	
    	@MODULE[ModuleScienceLab]
    	{
    		@RESOURCE_PROCESS[ElectricCharge]
    		{
    			@amount = 50 // this is kJ not kW.
    		}
    	}
    	
    	@MODULE[ModuleScienceConverter]
    	{
    		@powerRequirement = 1.5
    	}
    	
    	@MODULE[ModuleScienceConverter]
    	{
    		@powerRequirement = 1.5
    	}
    	
    	MODULE
    	{
    		name = ModuleFuelTanks
    		volume = 750
    		basemass = -1
    		type = LifeSupport
    
    		TANK
    		{
    			name = Oxygen
    			amount = 2520
    			maxAmount = 75600
    		}
    		TANK
    		{
    			name = CarbonDioxide
    			amount = 0
    			maxAmount = 1200
    		}
    		TANK
    		{
    			name = LithiumHydroxide
    			amount = 3
    			maxAmount = 90
    		}
    	}
    
    	MODULE
    	{
    		name = TacGenericConverter
    		converterName = CO2 Scrubber
    		StartActionName = Start CO2 Scrubber
    		StopActionName = Stop CO2 Scrubber
    		tag = Life Support
    		GeneratesHeat = False
    		UseSpecialistBonus = True
    		SpecialistEfficiencyFactor = 0.2
    		SpecialistBonusBase = 0.05
    		ExperienceEffect = ConverterSkill
    		EfficiencyBonus = 1
    		conversionRate = 4.0	// # of people - Figures based on per/person
    
    		INPUT_RESOURCE
    		{
    			ResourceName = CarbonDioxide
    			Ratio = 0.00589121
    		}
    
    		INPUT_RESOURCE
    		{
    			ResourceName = ElectricCharge
    			Ratio = 0.01
    		}
    
    		INPUT_RESOURCE
    		{
    			ResourceName = LithiumHydroxide
    			Ratio = 0.0000085683
    		}
    
    		OUTPUT_RESOURCE
    		{
    			ResourceName = Water
    			Ratio = 0.0032924498
    			DumpExcess = True
    		}
    
    		OUTPUT_RESOURCE
    		{
    			ResourceName = Waste
    			Ratio = 0.0000257297
    			DumpExcess = False
    		}
    	}
    	MODULE
    	{
    		name = ModuleGenerator
    		isAlwaysActive = true
    		OUTPUT_RESOURCE
    		{
    			name = ElectricCharge
    			rate = -0.2 //200W for life support base
    		}
    	}
    	
    }
    
    @PART[MADVhab]:FOR[RealismOverhaul]
    {
    	%RSSROConfig = True
    	%title = MADV Habitation Module
    	%mass = 4.0
    	%skinMaxTemp = 3400
    		
    	!RESOURCE[ElectricCharge]{}
    
    	MODULE
    	{
    		name = ModuleFuelTanks
    		volume = 350
    		basemass = -1
    		type = LifeSupport
    	}
    }

     

    Thank you for your help.

  2. The models are great, but they have some problems here and there.

    As @damonvv said, booster and decoupler have texture quality problems compared to the BFS.

    Another big problem is that..BFS has no flaps.

    Lastly but not less important is that the part configurations have problems ( I can understand as you said you're not into the KSP modding community).This can be fixed if someone that knows what do to adopts your mod (at least on the .cfgs side).

    Noneless, this mod looks great, you're truly an expert in modelling and texturing!

  3. 1 hour ago, Tokamak said:

    Thanks! I'll keep working on it then.

     

    As far as tutorials... the thing is that the KSP end of things is where I'm fuzzy myself. I did make some parts a while ago, but I've forgotten the procedure for getting them to work in KSP, and would have to look it up again myself. I'm just a mildly obsessive 3d modeller :)

    Well bless you , at least you can model.

  4. 5 hours ago, Tokamak said:

    The only really good references for faring bases that I could find that didn't look like existing KSP mod parts were of that SpaceX PAF. 

     

    Super rough, but any thoughts? (there are meant to be clamps on the hoses but they didn't transfer to sketchfab and I don't want to reupload now)

    That's simply amazing.Are you sure you can't do any tutorials for KSP?All of the existing ones are outdated on dead threads.

  5. 1 hour ago, Tokamak said:

    Yay! I'll see what I can do about texturing. I assume you wanted them about the same size as the small surface mount science parts?

    You mean this? payload_tesla-roadster-770x287.png

    Yes , a Fairing base that looks more or less like that.Not SpaceX related forcefully , just a  generic (realistic) fairing base

  6. 13 hours ago, Mecripp said:

    That would be great and if you need help will try and help you has much as I can

    I solved some stuff and made a monocategory on which every fairing will go. The names will be "Payload Fairing - [Texture name here] [Procedural]" and  all fairings will share the same TextureSwitch2 module.Only problem right now is the quality of fairings textures.I tried upscaling some textures to HD or 2k (from 520 Pixels) , still look bad.

  7. 10 hours ago, Mecripp said:

    And if you are having trouble with the cfgs the way they look use Notepad ++  I know if some one writes a cfg with Linux Os there hard to read unless you open with notepad ++ I have one Linux PC and one Windows 10 Os  now sure how they would look with Mac Os

    Oh you misunderstood , I know how to make .cfgs. Problem is all those texture packs can conflict withe each other sometimes and make difficult the creation of new custom texture.I would like to put them all together under a classification system that separate fairings in interstages and fairings walls.In the fairings category put all fairings shapes , each one having the TextureSwitch2 Module to interchange textures.This thing is done by Procedural Fairings For everything, which in my opinion is kind of messy.

  8. In the last days I have been running around the forums searching for a  way to add textures to the module TextureSwitch2  (Firespitter) to the fairings from Procedural Fairings parts.I found a very old mod from 1.1.x called Procedural Fairings for Everything, which main objective was to collect and merge different texture mods for fairings into one.I gave a  look inside  of the folder and it was quite a mess.I am trying to make a  more polished version of it for myself but I can't get around a  thing that is quite anoying:

    J2XyTrC.png

    6XhJuqY.png

    Some fairings have the "Payload Fairings - [...] [Procedural]" and some don't.Anyone has any idea where I can find the file that adds this thing?(So I can remove it and rebuild it to be more specific).

    On another side I would like this to become a thread on where to discuss the problem of textures for Procedural Fairings and to make a standard guide on how to make and plug them into KSP.

     

     

  9. 2 hours ago, Gabu said:

    Hey man!

    Np, that's why I leaved all textures on png format :), enjoy!!

    This is probably a collider... I'll check it out and put on the bug list to fix on next release. But just to let you know, in the next release I'm gonna adjust all the part names like @DStaal and @damonvv remcomended to avoid MM and KSP crashes! So, the savegame will break. Sorry and be careful !! I don't want any MIA kerbals because of it :wink: !

    The release date will be in this week max january 06 at night.  BUT if I have the time I'll release it sooner!

    Oh, and to show next release news:

    Now we have MMSEV Wheels!!!!

    7wEO5DCm.png  gTqqdRXm.png

     

    Oh don't worry , it was all about BETA testing.I hope to use your parts in Realism Overhaul soon!

     

  10. I don't know if it's only me , but the Altair Lander tank has pretty unusual hitboxes.

    If I try to decouple something that is sitting inside the ascent stage plate , it will slingshot the part in mid air  at full speed.Closer investagation made me discover that  the whole hole is sharing the same hitbox with the rest of the tank.

    CwEpYid.png

    zgxCjq9.png

    Discalimer : Lander is modified to be more or less RO compatible , But I didn't touch anything about the hitboxes.

  11. 7 hours ago, IgorZ said:

    Well, debugging the mod conflicts is always a pain. I wish I could help, but  I can only suggest the ways to move in :) What may help is reading the mods descriptions. If any of the mods states that it will "improve" the parts categories or appearances in the editor, then this is your candidate.

    Thank you.I'll try to re-build the RSS/RO save , sort out each mod and find what mod is hiding the piece.Do you want a report of the mod (so no one makes my same mistake)?

  12. 15 minutes ago, IgorZ said:

    I don't see any obvious problems in the setup. So it's probably something with the other mod. E.g. there can be an MM patch that moves the part into an unexpected category/filter. Try removing the MM temporarily. Of course, many mods will break (including KAS), but the parts will be loaded anyways, and they will be in their pristine condition. If it doesn't help, please, share the log file.

    Looks like there's something with MM.

    J980ysZ.png

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