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EritoKaio

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Posts posted by EritoKaio

  1. Are you just maintaining it or planning to add new features?

    Something that would make this a lifesaver is to have something like Mechjeb where you have a config file with preset landing zones you can select in a drop down menu.
    Oh, and it doesn't hide the UI when using F2 which kinda sucks for recording videos.

    @linuxgurugamer

  2. 5 hours ago, Knight of St John said:

    Hey. I'm wrote the volumetric shader for waterfall. I've already fixed this bug for the dev-version of waterfall. expect this to be released in the next update. 
    There will be some changes to the shader too. for instance the _Noise property will become 5x more sensitive and you might need to recheck if your _FadeOut and color settings are still okay.
    I will explain this in more detail when it's released, so you have an easier time to readjust your configs.

    Awesome! In that case I will hold off the plume for a little longer while I finish modeling the booster. Thank you!

  3. On 12/18/2021 at 10:05 AM, MaPepe93 said:

    I have some problem with the raptors, they are too big. I tried to resize with tweakscale mod but it has not been possible.

    There is a way to change the size?

    Keep in mind my mod is not made for RSS/RO and I have not added tweakscale support for the ship yet, ill try adding that when I release the booster.

  4. On 11/3/2021 at 7:56 PM, Starwaster said:

    Boldfaced and italicized text is not accurate. Center of lift does change as flaps are angled or deployed. 

    Or at least the stock flaps do when attached to the vehicle in the stock manner. If yours are attached differently then that may not be the case. Tundra's flaps ran into trouble because of the way they were attached or controlled.

    (Caveat: Stock CoL changes are not displayed in the hangar however. If debugging in flight however and you have a means of displaying CoL then you can see the changes. MechJeb has such a )

    *EDIT* ignore everything i just said if you saw the original, i thought i was replying to a more recent message but I was on the wrong page, im a big pepega LOL ehem, anyways..

    Since Elon recently showed the bottom of the booster with most of its thermal protection added, I can finally go on to finish mine, hopefully releasing it early January :)

    unknown.png

  5. Changelog 1.2: Screenshots in the original post!
    **Model/Texture Updates:**

    • Bottom tiles of both flaps have been updated to match real design (S21).
    • Adjusted the welds of the flaps.
    • Added flap motors inside the skirt.
    • Added the GSE Panel on Ship. (Only visual for now)
    • Added extra supports for the skirt clamp mounts.
    • Added RVac mounts.
    • Added COPVs inside the Ship's skirt. (Speculative placement until real-reference)
    • Added the GSE Pipes inside the skirt.
    • Added the raceway.

    **Config Updates:**

    • Symmetry now works for the engine mounts.
    • RVac attachment node slightly moved up to match the visual mount. (May break craft files)
    • Added an offset to the CoL of the flaps in an attempt to improve belly flop roll stability.
    • Added a fuel switch for the tank contents and vents. (LqdMethane + Oxidizer)
    • Improved the engine configurations for CryoEngines to work better with my ship.
      • They are also now auto-installed so you don't have to do it manually.
  6. 8 hours ago, Janus92 said:

    @EritoKaioAfter some experimenting and calculations I have found that your Starship mass and balance seem to actually be quite good! Ofcourse only if you start with full tanks (as you've said before in this thread). For a ship around 2/3 the actual size, because of much lower surface area of the steel (due to much lower volume of the ship), a weight slightly above 1/3 of the actual weight (just as it is now) seems to be correct! I have to excuse for my own mumbling, which may have caused some confusion before. If the tanks were full at the start, the ship is balanced quite well throughout re-entry!

    The difference between the 90m/s terminal velocity for the real ship vs. the 65-70m/s for yours I have fully accepted by now (also since it's much lighter).

    The appropriate Flaps point of Lift and Drag remains an issue for roll stability, and the only thing I can think of is to make a part inbetween ship and flaps that turns the flaps (which would at this point just become aerosurfaces). But it's a rather complex and unideal solution....

     

    In the meanwhile I have been working on my program. I have written an optional patch to include a kOS computer in the vehicle, for easy installation. I have also squashed many unexpected bugs that only came sometimes, making the program even more reliable.

    I have implemented a logging system (both plain text and in a .csv) in my Starship Program, with which I can make some cool graphs (in LibreOffice) of some sample automated re-entries my program performed.

    Here's one such flight:

    xogbkX9.jpg

     

    Here's the graph of Altitude and Vertical Speed plotted against Distance from Landing Zone. Blue is ship trajectory as seen from the side. Interesting is the dramatic drop in vertical speed as it slows down enough and falls into the atmosphere:

    Dw3nYlU.jpg

     

    And here's the Landing Maneuvre in detail, as seen from the side. Noticable is the drop in vertical speed as it starts the flip. You can also see how it automatically finds its Landing Zone (0 on the X-axis):

    OxiKG40.jpg

    EDIT:

    Also, with a slightly more time and fuel consuming (350m/s delta v required) landing I can consistently make perfect on target (0m difference) landings. So it's ready for capturing by the tower:

    yM3cnD2.jpg

     

    Anyway, how's the modeling going? Any updates on the booster?

    Next update should be coming by the end of the week, here's the changelog so far, it's currently on my patreon for testing to make sure i didn't miss anything. As for the booster, I'm still waiting on SpaceX to finish working on the engine skirt.

    https://trello.com/c/o1nJz67k/41-v12-changelog
    I did make a small change to the center of lift of the flaps to see if it helps.


    FFeE12XWUAY-P0g?format=jpg&name=large

    FFY0ZnhWQA0-Px2?format=jpg&name=medium

  7. On 11/10/2021 at 11:41 AM, Janus92 said:

    I was able to find the issue with the symmetry. One essential line is missing:

    stackSymmetry = 2

    I put it after the 'attachRules = 1,1,1,1,0' line, and now the symmetry works.

     

    I am also playing a little bit with the configs. Things like mass (currently trying 2x the empty mass for nose and tank, so 56tons empty) ,  and also drag & lift to get closer to 90m/s while being balanced with powerful enough flaps. Still a WIP.

    I'm raising the thrust at the moment. Assuming a real dry weight of 120 tons, and 1810kN per real raptor v1 (https://en.wikipedia.org/wiki/SpaceX_Raptor), for 70.2 tons (22t nose+ 34t tank + 11.2t engines + 3t flaps) I get 1059kN per raptor, which I'll try out soon with LqdFuel and Lox.

     

    Thank you, i will try the fix!

  8. 9 hours ago, Janus92 said:

    I thought the Tundra Module already automatically updates the CoL on the flaps? I don't see this funny "CoL outside of the flap" phenomenon happening.

    Disregard that, I remembered wrongly, and just noticed that the same thing happens for me.

    At least in the Tundra Module there's this reference:  "// If Control Surface is not in an neutral/default position (i.e. angled), update lift force according to new position" and then some code.

    You could ofcourse compile your own .dll from the C-Sharp code to be sure that it'll fit all your needs, but I find that the flaps are working great already.

    The vents basically work, so there's no immediate need for changing that (read: I'd have to reprogram some of my scripts).

     

     

    I have spent the last few days working on my kOS script to give it a more modern look and add many features. I think this is a fun way to fly the ship as in real you also wouldn't want to pilot the ship manually unless it's necessary.

    Now I'm mostly looking for bugs and inconsistencies. I plan on doing more work as your mod continues to advance. Here some quick screenshots:

     

    It can already automatically calculate and perform a de-orbit burn from an orbit under 100x100km. It will ask confirmation before it executes any maneuver. It also vents the fuel until a certain threshold when re-entering.

    5QRYWve.jpgHere is the main re-entry page (it's quite old, so maybe I'll rework it sooner).

     

    Oy2M6fn.jpgMostly I spent this week making pages, like the 'orbit' page. Re-Entry hides some of the other pages that you're not allowed to access.

    9H4ROv6.jpgThe 'ship' page displays some crucial information (unfortunately I can't get any overheating info!) for re-entry. Ignore the radiobuttons, they are still useless.

    n7iWWcF.jpgAnd here's the 'doors' page, with the cargo door moving. Also here the radio-buttons are waiting for functions.

     

    The other two pages for which I have no screenshots now are:

    'Attitude' - provides a MJ Smart-ASS like solution. Holds attitude at a certain AoA, which is easily adjustible with buttons. Works the same for roll commands. Great for aerobraking.

    'Settings' - For changing Landing Coords, and target orbit for launching, and other quicksettings yet to be determined.

     

    Once you release the booster, I'll update my launch-script. In another vehicle I have already managed automatic booster returns to pad (not very precise due to the booster not having means of proper aerodynamic control, which should be easy on yours). During 1st stage landing the booster sends telemetry to Starship for following from a distance. Like here:

    5KpOswV.gif

     

    Sorry for all the kOS spamming. I just love kOS.. ;) I would love to have one script for all operations of Starship.

    If there's any interest in my scripts, I'd happily publish them or perhaps work with all of you to publish with this mod as an optional feature.

     

    On another note, I found during testing that there's some phantom fuel hanging around somewhere. When I vent my main tanks empty, it says there's 720 units of Liquid Fuel left, but the only thing I can find is the 720 Units of Oxidizer in the nose section.

    Damn! That's really cool, most of it goes completely over my head but makes me happy people are having fun with it.
    I only ended with leftover propellants when i started the flight on a non-full ship, because of how i configured the tanks to move some LOX to the header tank. So if you manually use the slider to lower the prop amount it will no longer be filled with the right ratio. Its kinda janky.


    Also unrelated, if anyone knows why the heck symmetry placing of the engine isn't working let me know, I've done everything i can think of to fix it from naming the nodes like other parts to changing the axis rotation of the nodes and nothing worked.

  9. 5 hours ago, Starwaster said:

    @EritoKaio The problem there is that the force is being applied to the part transform (partTransform +  CoLOffset ), which doesn't move. So you would be correct in saying that  force isn't being applied to the correct point on the flap so: no, the center of lift/pressure won't be correct for the flap part but it is changing for the vessel as a whole. Stock KSP doesn't have a debug display for the vessel CoL so you would either need to code one or use MechJeb, which has debugging displays for the vessel CoM/CoL

    As for correcting the problem, because you're using the Tundra Exploration mod for flap control, it occurs to me that one could modify the code to adjust CoLOffset and CoPOffset on the fly (and CoMOffset while you're at it if you really want to be a stickler for detail)

    What you would do is recalculate the offsets based on flap rotation so that it follows the flap.

    Edit: You wouldn't actually change the offset value, just track where it would be as it traverses around the partTransform and apply the force there.

    Cool, I do plan on transitioning to my own script since I also want to make the vents work in a more realistic way that isn't making them engine modules.
    But I need to figure that part of Unity still, its been years since I've programmed and right now I'm having way more fun with the modeling part of this, which is why I made the mod really.

  10. 22 hours ago, Starwaster said:

    Boldfaced and italicized text is not accurate. Center of lift does change as flaps are angled or deployed. 

    Or at least the stock flaps do when attached to the vehicle in the stock manner. If yours are attached differently then that may not be the case. Tundra's flaps ran into trouble because of the way they were attached or controlled.

    (Caveat: Stock CoL changes are not displayed in the hangar however. If debugging in flight however and you have a means of displaying CoL then you can see the changes. MechJeb has such a )

    unknown.png

    This was a test I did, the center of lift did not move up when the flaps actuated, it stayed in the same location as if the flaps were not deployed. If there's a way to fix that, then I'd love to know, since I'm pretty new to Unity and KSP configs.

  11. 5 hours ago, Janus92 said:

    Ah yes, I forgot that Starship is supposed to bring down payloads as well. And the header tank is a good reason to place the nose sections CoM so far forward. Those are good points!

    Is there any word out on how much mass the real starship could bring down? I can't imagine that it's anywhere close to what it can bring up, because it's still limited by how effective the flaps are. It must also have the same tight CoM margins.

    KSP's aerodynamics and scaling are not great indeed. But I'm sure you'll find a good balance. Your dedication is noteworthy to say the least!

     

    Anyway I'm already having a blast. My kOS script has no issues flying and landing your ship back onto the launchpad with some counterweight.

    Yeah I don't think SpaceX/Elon has mentioned the downmass, but I would also guess its much lower because of the balance. I will tweak it as more info comes out.
    I also work with all the other space 3D artists and we have hundreds of references to work with together, and some people who know a lot more than me.

    Glad you're enjoying it! I'm currently working in the skirt section of the ship and hope to have another visual update soon. Booster is going a bit slow because there's a lot of changes being done to B4 atm like the engine cover/skirt and some aero covers for the electronics & COPVs.

    Also to add to this, I made a template that other modders can use as reference for my Starship GSE Panel, so we can all keep it consistent, specially those making GSE mods with catch & QD arms.

    GSE_Template_Starship.png

  12. On 11/1/2021 at 11:26 AM, Janus92 said:

    @EritoKaioCongrats on such a wonderful mod! The details are just amazing! I mean, it can vent out fuel!!

     

    I've noticed that the balance of Mass and Lift is not ideal:

    In the picture below the Center of Lift is too far forward compared to the Center of Mass. Yet it is (only just) in a stable descent. That's because drag is also a factor in balancing the ship. The  pitch-up moment (from CoL in front of CoM) is now only countered with a lot of extra drag from the Aft Flaps, less drag from the Fwd Flaps, and with the reaction wheels (which in an ideal case should not have to do work at all).

    2t283a5.jpg

    (disregard the non-use of TU. Can't get it to work properly on linux.)

    I have a few hypotheses about what messes up the balance (KSP makes things more difficult sometimes):

    -The current Nose section CoM and CoL are way too far forward. Yes the Mass goes to the front, but the Lift-vector also goes forward by the same amount. Changing this alone will not fix the problem, but having the two sections individual points of lift and drag so far away from the main CoM does not make things more stable in my experience (just results in bigger turning moments).

    -The current Aft Section CoM is in the exact center of the section, even though the fuel tank is in the forward 3/4 part of the section. The last 1/4 part is the skirt. So when there's fuel inside (even just a little bit), this causes an unrealistically backwards shift of the CoM that would not be there if the tank would have it's own CoM. For simplicity one might consider moving the aft section CoM forward, which will have the added advantage of the point mentioned above that forces like lift and drag will grab closer to the ships main CoM.

    -After these two steps some minor tweaking of the lift and drag values may need to be done. On final descent I reach speeds around the lower 70m/s, whereas I'm guessing the goal should be around 90m/s. Reducing lift and drag on the nose section alone might be able to put the ship in complete balance. Actually scratch that: The ship seems to be a bit light, so increasing the nose section mass by a certain number (around 10 tons or so?) and the aft section with only a few tons without influencing lift and drag values might do the trick.

     

    So this is my view, and I want to stress that I may be wrong in my assumptions. Maybe you don't agree and you find a way to balance things out yourself, which would be wonderful. This is not criticism ofcourse, but just a passion for what you've created! ;)

     

     

    Starship is designed to be capable of also bringing payloads down. Meaning if if the center of mass is not further back than the center of lift you will end up with a very heavy nosecone and nosedive on reentry. I have to find a balance that works for both an empty and a filled nosecone.

    The CoM of the nose is further higher because there's this thing called header tank at the very tip that has LOX in it, and should be set to remain full by lowering the flow priority of it, also helping the general center of mass of the ship.
    The ship is also designed to have the main tanks basically empty during a bellyflop, other than the methane tank. If you notice, the tank section doesn't have a perfect ratio between LF and Ox, because I moved some of it's Ox to the header tank.

    As for the roll imbalance, there's not much I can do, because KSP does not update the center of lift in real-time based on the flap angle, when the flaps are slightly folded the CoL should also move slightly leeward which would create a natural roll balance. This does not happen in KSP, I even tried to change the CoL of each flap to be in their CoM instead of the hinge point where all the other KSP parts have it but it made no different and made my Unity setup harder to deal with, so I reverted it.
    This combined with the flaps being smaller than SN8-16(other Starship mods) and creating less drag.

    Edit: Also, I originally calculated the general weight of the ship based on the real one, and I ended up with engines that werent able to do what the real one did even on test flight, as in, hovering with a single engine. So I lowered it, resulting in lower terminal velocity, I even buffed my CryoEngines raptors to be what Raptor 2 *might be*. This, you can blame on the stupid scaling KSP has for weight and thrust values. I'm tempted to honestly ditch stock KSP and go completely real-scale so I don't need to deal with doing all this, I hate math.

    I don't like the idea of copy-pasting configs that other modders made, I'm figuring it all out on my own. You're free to do that yourself, I heard Kari's starship has a good balance. Tho probably unrealistic based on the changes SpaceX has made to the flaps.

  13. On 10/26/2021 at 10:17 AM, Noctua said:

    Nice, does it also work in 1.8.1? 

    Don't know, it requires the latest TundraExploration for the flaps to work. I have not tested in anything below 1.11, and don't plan to.

     

    On 10/27/2021 at 1:51 AM, Dutchy247 said:

    Awesome! in the future are you planning on adding a super heavy? sick mod btw!

    Yes. Waiting on SpaceX to add a few things to the real one before I finish it.


    image.png

    FB15j0XWEAAPi4E?format=png&name=900x900

  14. EDIT: Made a small woopsie, download 1.1.1, I forgot to include the updated TexturesUnlimited patch.

    Version 1.1 is now released.


    Changelog:
    - Added the hatches on Starship.
    - Minor change to the heat shield pattern for the antennas.
    - Added the white blanket under the tiles.
    - Added the passive vent on the opposite side of the main LOX vent.
    - Added the pipe connecting the header tank to the header vent.
    - Improved textures and shaders.
     * Fixed heatshield not being the intended normal map texture resolution.

    Screenshots:

    Spoiler

    unknown.png

    unknown.png

    unknown.png

     

  15. Starship 2021 Design (S20)

    PERMANENT UPDATE: I have decided to discontinue the mod due to burnout and the high rate of changes to the design IRL, plus I absolutely hate dealing with Unity and KSP modding in general. A lot more work than I really have the patience to deal with, so I'm returning to only doing renders and animations.

    HOWEVER. . .

    Spoiler

    See you in KSP 2.

    If you want a replacement, please check @Kari's Starship Expansion Project we've helped each other in the past and I highly recommend it.


    Down below you can see all the current features, screenshots, compatibility, dependencies and a longer description about me and mod.

    First of all, here's a little event I did on my KaioSpace youtube channel when I first released the mod for my Patrons to test:


    Screenshots:

    Spoiler

    E_vb7HEXIAIZvqJ?format=jpg&name=large

    2S924d99_924d9.gif

    FFY0MgZX0AAGM-8?format=jpg&name=medium

    FFeE12XWUAY-P0g?format=jpg&name=large

    unknown.png

    unknown.png

    FFY3VflXsAEeSR1?format=jpg&name=large

    Dependencies:

    • TundraExploration is required for the flaps to function.
    • TexturesUnlimited is required for you to see the shiny metal.
    • CryoTanks are required because of the LqdMethane configuration as of 1.2. (This was an accidental thing, I'll see if I can make it optional for 2.0, alternatively, you can probably delete the tank configs in the Patches folder of the mod)

     

    Recommended:

    • CryoEngines - For more accurate Raptor replicas until I make my own. My mod includes a config for the engines and tank contents to be compatible.
    • Waterfall - For the raptor exhaust plumes.
    • HullCameraVDS & NeptuneCamera - For the FlapCam/WindwardCam/DownwardCam if you want to do fancy videos.
    • StarshipLaunchExpansion - For the suborbital clamp and launch tower.
    • Kari's Starship Expansion Project - If you need a booster that fits with my Ship until I release my own and you'll also have more Ship variants to play with.

     

    Installation:

    1. Place the KaioSpace folder in the zip file inside the KSP GameData folder.
    2. Launch the game! Yup, should be that simple.
    • On CKAN all you have to do is select and install.

    I have not made a craft file for it yet, but if you're familiar with other Starship mods it should work very similarly. You get an extra option to toggle the vents with an action group on the nose and tank section.
    I recommend that you set the nosecone to lower fuel Flow Priority so the header tank remains full until its really needed, also balances the weight better on descent.

    Features usually get released to patreon first a couple days early and then I will make a public release once all testing is done. The next major update (2.0) will likely be the SuperHeavy Booster.

    NOTE: Starship S20 does NOT have legs so I didn't model any and likely wont until we have a new design at Starbase. If you want to use legs you can use Tundra's legs for the time being. You just need to do some weird symmetry because S20+ has a new skirt design.

     

    Download: Spacedock (& CKAN) | Dev Versions: Patreon

    Roadmap: Trello

    License: MIT

     

    About Me & Mod:

    I'm Erito. I'm a 3D artist who has been making renders for a while and had the pleasure of joining a group of other Spaceflight artists who have been helping me improve. Since last year I've been addicted to Starship's development and I had the idea to make this mod in January 2021 but stopped because I wasn't making progress learning (because quite honestly the documentation for modding isn't.. very friendly or updated for new devs, but that's a rant for another day). Few months later I restarted the project and here we are.
    I very regularly post updates on Twitter and my Discord about the mod, tho keep in mind if you join my discord I'm extremely strict with my rules, no memes, only Starship/3D modeling/Chill talk, and I'm also known for not dealing well with younger audiences.

    RSS/RO Configs:
    I'm not planing to make RSS/RO configs myself, but you're free to post your configs on this post and I'll list them here below.
    I will not test them myself (I'm bad at RO lol) so use at your own risk & let me know, also send me pics on twitter!!:

    Spoiler

    Here's a list of RSS/RO configs made by other people:

    @InfoTheGamerhttps://github.com/InfoTheGamer/Starship-RSS-RO-config

     

    Modder Resources for making compatible mods:

    Spoiler

    GSE_Template_Starship.png

    GSE_Layout_SH.png

     

    Changelogs:

    Spoiler

    Changelog 1.2:
    **Model/Texture Updates:**

    • Bottom tiles of both flaps have been updated to match real design (S21).
    • Adjusted the welds of the flaps.
    • Added flap motors inside the skirt.
    • Added the GSE Panel on Ship. (Only visual for now)
    • Added extra supports for the skirt clamp mounts.
    • Added RVac mounts.
    • Added COPVs inside the Ship's skirt. (Speculative placement until real-reference)
    • Added the GSE Pipes inside the skirt.
    • Added the raceway.

    **Config Updates:**

    • Symmetry now works for the engine mounts.
    • RVac attachment node slightly moved up to match the visual mount. (May break craft files)
    • Added an offset to the CoL of the flaps in an attempt to improve belly flop roll stability.
    • Added a fuel switch for the tank contents and vents. (LqdMethane + Oxidizer)
    • Improved the engine configurations for CryoEngines to work better with my ship.
      • They are also now auto-installed so you don't have to do it manually.

     

    Changelog 1.1:

    • Added the hatches on Starship.
    • Minor change to the heat shield pattern for the antennas.
    • Added the white blanket under the tiles.
    • Added the passive vent on the opposite side of the main LOX vent.
    • Added the pipe connecting the header tank to the header vent.
    • Improved textures and shaders.
      • Fixed heatshield not being the intended normal map texture resolution.

     

    Release log 1.0:

    • Initial release of the mod includes the Cargo version of the nosecone, the flaps, and the tank section.

     

    Work In Progress:

    Spoiler

    Here's a list of things that are being worked on:

     

  16. 45 minutes ago, linuxgurugamer said:

    Only thing that really affects loading time in terms of files is large PNG files, because they need to get converted.  After that, it's all setting thigns up by going through the configs

    dlls load fast

    Alright cool, thanks for explaining. It's the first time I'm making a mod :P
    Got it working btw!

    2Rx24cd6_a24cd.gif

  17. So that means I now need 2 mod dependencies just to add a camera to a specific location and rotation of a part. Hmm.
    I saw @linuxgurugamer mention redo the mod with Neptune at some point, so maybe it would only be a temporary solution for me until he does it?

    Like the OCISLY mod, I really just need a transform to attach the camera to.

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