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Everything posted by SynX

  1. Is it possible to apply a "Impact effect' that shows up at the impact point of the plume on an object (like another rocket or the ground) that changes according to the distance with thrustTransform? right now the plume just go through whatever is on the way and looked unrealistic
  2. One big advantage of Waterfall is able to add controllers, linked to throttles and stuff, as well as effects related it. Using a seperate model, it is no more than a static panel, and I'm unable to do anything with it.
  3. Anyways, just by adding a cube in Unity editor and a part tool module, and export it, I was able to get it to show up as a functional effect, the settings are listed below. At this stage, I know that exporting an "empty" as a parent of a dozen distinct meshes isn't going to work. I thought I had figured it out, and I tried to join the 12 panels together with a torus, with identical settings directly on the mesh of the radiator that I want to make an effect out of, but it did not work. It showed up, but it isn't functional. Initially, I thought too complicated a shape might not work, and I had a backup plan. I applied the settings to the meshes of individual panels, which are no more than a triangular panel, and my plan is to have multiples of the two variants of panels arranged in the circular pattern, by only changing the rotational angle on the z axis... And turns out, only the cube is a functional effect. And now I'm out of ideas Anyways, here are my models, the seperate panel and combined panels are the radiators. If anyone can make them work, please do me a favor. https://1drv.ms/u/s!AgckiYEHnPo7geIB0AWj5I4gAUs2nQ?e=1Egf7w
  4. yeah Anyways, I got it to show up here, but I am unable to add it as an effect, no matter which shader I choose. When I was able to add it by choosing another model and add, both will show up. However for the radiator one, I was unable to do any further operation, while the console is spammed by reference null exceptions.
  5. I recently started making an engine, the AM radiant drive version 2 for Interstellar, which will be based on Waterfall effects. It is supposed to look something like this. The Waterfall templates worked fantastically, Able to produce any sort of beams and plumes from seemingly a few parameters. A big laser pointer for example.However, since it seems like some sort particle system within a mesh, I suppose I can add my own mesh as well? After all, this engine is designed to come with a blue-hot plasma radiator to take care of it's heat problems, something looks like this. So I imported an OBJ file into Unity, and exported it with no material. After adding a WATERFALL_MODEL of the radiator model to the config of the engine itself instead of a separate config or using module manager to eject that thing into WaterfallModels, and adding a billboard shader not in the game but directly into the CFG, it did not work. Which process did I do it wrong? Anyways, here is the engine file for testing purpose, only Waterfall is a dependency. I hope someone can help me out with this. The empty transform under PlasmaPanel is called RadTransformhttps://1drv.ms/u/s!AgckiYEHnPo7gd9or3zy49g4KGUMGQ?e=Yegzb6
  6. Not much activities lately. Is this much hyped mod halted? FreeThinker (KSPIE administrator) said yesturday :"regarding Universal Fleet Solution, I kind of feared this would happen as most single developer ambitious project tend stall when not releasing anything for a long time. Developers tend to lose interest over times, burnup or get significant changes in their real life." Lets hope Kerwis is a strong team, and this situation doesn't happen.
  7. There is a certain problem with this in 1.11... In career, you need to hire the kerbals to go on a trip with you, even if they are not slave labour, that costs a tremendous amount of funds, far more than the craft itself...when you hire 20 kerbals, it already costs 400k for each of them... since kerbals now do add mass when seated, I presumably that counts right?
  8. Neat and integrated, huge amount of contents, but doesn't need a PhD to work with either (like a certain interstellar technology mod)
  9. Very nice, I have learned a lot from you. I know the parameters are far more complexed than this, but I can’t think more parameters that are significant to me... after all I know the basics of astronomy, but I don’t know anything regarding planet generation besides it’s a great way to save storage...
  10. I proposed the world of KSP2 is the galaxy that kerbals find themselves in, that besides Kerbol and maybe other star systems within a 10 lightyear distance have their own model and textures, thousands more will be generated by a few lines of codes suggesting the type of the star, its coordinates relative to Kerbol, and information regarding planets. Including planet types, surface features, their orbit and moons. Each system should need a few KB to describe, these celestial bodies will only be generated when observed. With this kind of compactness, I envisioned the thousands of solar systems within the kerbal galaxy, stars from red dwarves, main sequence to bright red supergiants and blue giant stars, and dead stars like white dwarves, neutron stars and black holes. Maybe even a couple of nebulae scattered across the galaxy, all orbiting a supermassive black hole in the center of the galaxy, its mass millions times greater than the great plasma ball of Kerbol. I propose that the code for generating solar systems probably looks like this, although what i came up in 10 minutes might not be accurate or complete StarSystem{ parentStar = 187K3J2X1 // 3 terrestrial planets (like kerbin), 2 gas giant (like jool), 1 unknown starType = F3 // O, B, A, F, G, K, M initCoordinate = 2317.2026, 1012.4657, 0.2 //light years relative to center black hole // 53.6500, -32.0516, 0.2357 light years relative to Kerbol planets = K3, J2, X1 Planet{ planetName = K1 type = terran radius = 1500000 // 1500km mass = 1.135E+24 // in kilograms Apogee = 235056750000 // in metres Perigee = 217530786000 inclination = 0.2 // in degrees tilt = 17.5 // in degrees tidalLock = False moons = 2 AtmoPresent = True Atmosphere{ ... } Moon{ moon = 1 // first moon moonApogee = 245400000 // 245400 km moonPerigee = 215300000 // 215300 km inlination = 15 tidalLock = False } ... } }
  11. There is a way, the static frame of reference (time measured at space center) will be synced, however the ships will experience relativistic effects...
  12. When playing with a bit of mods in a career save, I have to send crew to Minmus, and bringing back cargo for a profit. The first time is always fun, but the tenth time isn't. I can't agree more on automated cargo resupply missions or even crew transportation.
  13. Working on different modules (command, utility, propulsion and more) of a modular spacecraft system that swaps modules to accomplish all types of missions.
  14. The original KSP is brilliant as a concept, but a poorly made games. When played in stock, the lack of information and computer assisted guidance made it an infuriating experience for beginners; and the many glitches often ruins your mission and your day. In fact there are already some people exploit these glitches for entertainment, an uncommon sight for games developed for 10 years... These are caused by some fundamental mechanics of the game, such as floating point precision problems, and originally build to run on a 32 bit system than a 64 bit system. And not very optimized too, since every part have to be simulated seperately, its quite CPU intensive too. These would not be fixed by an update, since the fundamentals have to be reworked, then the devs rather build a new game from the ground up that runs far more efficiently.
  15. That looks like a ordinary KSP challenge than a KSP2 one, which must relies on infrastructure in space. Seriously, you can do that right now in KSP, with Interstellar Extended if you want some capable propulsion systems that are offered by KSP2.
  16. I have a question. If there's a limit to light speed, there must be special relativity implemented to prevent ships accelerating beyond c. Which in turns means time dilation. Does your frame of reference matches that to a near-lightspeed ship, or a static frame of reference?
  17. I’m new to this mod... I’m in a career save with KSPIE and ground construction, and now I’m seeking to build a colony on Minmus. How to expand a base? Putting everything on wheels and dock them significantly increases part count, and thus inconvenient.
  18. Good idea... “no wheels” might be unnecessary tho, I don’t care about how the spacecraft works, I just care about reliability and cost per kilo per launched... i did a Tundra exploration rocket, utilising a 5m Superheavy booster that costs about 510000 funds, can carry about 100 tons to a 90km orbit with 300m/s left. After decoupling, the booster on its own will have some 630m/s. It carries 56000 units of fuel and oxidizer, costs about 40000 funds and that is the only cost... To land the booster, I deorbit the booster 120 degrees away from the KSC, and in a way it will slightly overshoot(as indicated by Trajectories), then use airbrakes to tune the landing spot... at 3000m, I slow down to some 280m/S with airbrakes. Notice RCS uses fuel too... Quick save, then I might use parachutes to keep the thing up straight and save fuel... of course they’re insufficient to slow down the whole booster, then I fire the engines to slow further down... if parachutes are not used, the propulsive landing will take 400m/s. Since it’s fired at the last moment, usually need several tries to get a successful landing. the parachute assisted landing will take about 200m/s from orbit to ground, and the propulsive landing only will take about 500m/s.
  19. Recently I attempted to establish a outpost capable of spacecraft construction and resource production on Minmus. It currently only consists a industrial vessel, with an orbital workshop and 6 of my finest engineers (career save). The only thing I need now is a ground assembly line, presumably on wheels. It is a large, unflightworthy rover, weighing 26 tons. However, as I attempt to pack that in a ground container kit, the kit weighs 18 tons, which is 70% the original weight, and much more than I anticipated! Usually cases, it weighs only half or a third of the weight of the original craft.
  20. Nice suggestions... will change it to a scoreboard based on cost per payload.
  21. Landing of boosters is a very useful skill in career mode and in real life. My idea is to make a booster capable of sending some payload to LKO as a SSTO, and then land as close to the space center as possible. The launch cost (total cost - payload cost after mission completed) is calculated, and will generate a scoreboard based on cost per ton. Tundra exploration and dependencies are allowed, but no MJ and no cheats like infinite propellant.
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