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Read have Read

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  1. I made a module manager config to add Vessel Viewer, the big orbital display and the HUD/PFD from JSI RPM @PROP[HyomotoMFD]{ @MODULE[RasterPropMonitor]:Final{ // ---VesselView---------- @PAGE[menuPlugin]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginScanSAT]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } @PAGE[pluginSmartASS]{ @CONTEXTREDIRECT{ redirect = btn3, pluginVesselView } } PAGE { name = pluginVesselView PAGEHANDLER { name = InternalVesselView method = ShowMenu buttonClickMethod = ButtonProcessor buttonUp = 0 buttonDown = 1 buttonEnter = 2 buttonEsc = 3 buttonHome = 7 pageTitle = ---------- Vessel Viewer ---------- multiHandler = true } BACKGROUNDHANDLER { name = InternalVesselView method = RenderViewer pageActiveMethod = PageActive multiHandler = true } disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home CONTEXTREDIRECT { redirect = btn1, pluginScanSAT redirect = btn2, pluginSmartASS redirect = home, menuDefault } } //----Big Orbit display from RPM--- @PAGE[menuInfo] { @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoResourceSimple]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoResourceTotal]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoResourceTotal2]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoMission]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoLog]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } @PAGE[infoAltitudeGraph]{ @CONTEXTREDIRECT{ redirect = btn4, orbitgraphical } } PAGE { name = orbitgraphical text = JSI/RasterPropMonitor/Example/ExampleMFD/p2_orbit_graphical.txt disableSwitchingTo = btn1, btn2, btn3, btn4, btn5, btn6, btn7, btn8, btn9, btn10, up, down, enter, escape, home BACKGROUNDHANDLER { name = JSIOrbitDisplay method = RenderOrbit //orbitDisplayPosition = 5,224,630,410 orbitDisplayPosition = 0,32,640,608 64,64,576,576 } textureInterlayURL = JSI/RasterPropMonitor/Example/ExampleMFD/bg01 CONTEXTREDIRECT { redirect = btn1, infoResourceSimple redirect = btn2, infoMission redirect = escape, menuInfo redirect = home, menuDefault } } // --------PFD HUD ----- @PAGE[menuFlight]{ @CONTEXTREDIRECT{ redirect = btn5, aviapfd } } @PAGE[flightDisplay]{ @CONTEXTREDIRECT{ redirect = btn5, aviapfd } } @PAGE[flightTakeoff]{ @CONTEXTREDIRECT{ redirect = btn5, aviapfd } } @PAGE[flightLanding]{ @CONTEXTREDIRECT{ redirect = btn5, aviapfd } } @PAGE[flightOrbit]{ @CONTEXTREDIRECT{ redirect = btn5, aviapfd } } PAGE { name = aviapfd text = JSI/RasterPropMonitor/Example/ExampleMFD/pa_HUDPFD.txt defaultFontTint = 0,255,0,255 defaultFontNumber = 2 BACKGROUNDHANDLER { name = JSIHeadsUpDisplay method = RenderHUD horizonTexture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/ladder use360horizon = true horizonSize = 320,320 horizonTextureSize = 480,480 hudFov = 120 headingBar = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/heading headingBarPosition = 160,123,320,37 headingBarWidth = 320 vertBar1Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/rightscale vertBar1UseLog10 = true vertBar1Variable = RADARALTOCEAN vertBar1Position = 480,160,64,320 vertBar1Limit = 0,10000 vertBar1TextureLimit = 855,170 vertBar1TextureSize = 640 vertBar2Texture = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/leftscale vertBar2UseLog10 = true vertBar2Variable = VERTSPEED vertBar2Position = 96,160,64,320 vertBar2Limit = -10000,10000 vertBar2TextureLimit = 1845,208 vertBar2TextureSize = 640 staticOverlay = JSI/RasterPropMonitor/Example/ExampleMFD/HUDPFD/hud-overlay } CONTEXTREDIRECT{ redirect = btn1, flightDisplay redirect = btn2, flightOrbit redirect = btn3, flightTakeoff redirect = btn4, flightLanding redirect = escape, menuFlight redirect = home, menuDefault } } // ---end-- } } Edit: Also for the menus you will need http://pastebin.com/ynkFbqaa and http://pastebin.com/kG1xsgHy for Orbit and VesselViewer respectively. http://pastebin.com/qRKGGaPg is for menuFlight. Pastebin does not respect capitalization so rename as appropriate.
  2. Nice! I agree that the specular maps might be a little too strong, on the heat shield and the white parts where it looks a little more grungy than it should. Have you thought of using the SDHI Service Module pack? It comes with a docking port with built in drouge and main parachutes. A quick MM rescale should make it 3m.
  3. Glad you like it. You can download the last two images at full resolution from the imgur album and insert it into JSI/Rasterprop/Example/exampleMFD/HUDPFD
  4. I found the HUD was hard to read, so I edited it to be a little more realistic
  5. The problem with Vessel View is that the replacement cfg references the "menus" instead of the KSI "Pages" folder. Easy fix is to search and replace all 'Menus' with 'pages' in the document.
  6. Ferram, Porkjet wants his new pointy mk2 cockpit to have some body lift in both stock and in FAR; He added this code to it, and about 0.8 stock lift factor. I have mentioned that FAR already calculates body lift by itself and that a lifting surface at the very nose would make it harder to construct a plane. What do you think? Exhibit A: Exhibit B: MODULE { name = FARWingAerodynamicModel MAC = 3.516 e = 0.7 MidChordSweep = 0 b_2 = 1.744 TaperRatio = 1 }
  7. It looks like TT's Modular multiwheels 6 http://forum.kerbalspaceprogram.com/threads/29661-TT-s-Mod-Releases-JOYSTICK-VTOL-CONTROL-Pitch-Vector-Engine-2-with-pegasus-engine!
  8. You misunderstand me Starwaster, That is my opinion as well. However there does exist a stock solution that can be applied to any cockpit or fuselage - you hide a wing inside the part. You use the word solution, what was the problem it addresses? That there isnt body lift in KSP? I have made sausage shaped mini planes with nothing but a cockpit, fuel tank, engine and control surfaces before. A cockpit that produces lift might not help unless you have a fuel tank that produces lift. As much as I like Porkjet's innovation and novelty, a cockpit that must be mounted at the extreme nose of an aircraft that uniquely affects the centre of lift - being the only part that does this - Might be more trouble that it is worth. It can't replace canards on a delta wing design, nor a tail on a conventional design, and on a mini shuttle design it is liable to pull the COL too far forwards on the already small craft thus requirering even larger wings to counter act that cockpit lift ior more weight near the nose to heing the COM forwards. By all means, you could try and find the sweetspot or 'perfect value' for lift rating on a cockpit, but I will be suprised if it is a signifigant value. Like someone else said, the lift factor for the cockpit (and other spaceplane parts imo) should be optional and in a modulemanager file. TL;DR: Yes FAR should be optional, but so should this lift rating. (Unless applied to more parts) P.S. PorkJet, you are awesome and you make awesome stuff
  9. FAR uses module manager to input aerodynamic information for stock parts @PART[deltaWing] { @module = Part @maximum_drag = 0 @minimum_drag = 0 @angularDrag = 0 @dragCoeff = 0 @deflectionLiftCoeff = 0 MODULE { name = FARWingAerodynamicModel MAC = 2.264 e = 0.75 MidChordSweep = 22.16 b_2 = 3.601 TaperRatio = 0.188 } } For things like tanks it will also make inferences based on Node size and other things to figure out a part's aerodynamic behaviour. It is important to size the nodes correctly to the part's diameter size for this reason. . Parts with the words Fairing, Payload, Bay, will shield the objects inside from being acted on aerodynamically. The KSO has trouble with the part origins for the wings being inside the payload bay for this reason.But for stock, I'd think having a lifting surface at the very nose of my plane would be more trouble than it is worth, considering the Centre of Mass should always be ahead of the Centre of Pressure/Lift/Aerodynamics. I wouldn't put any wings on the front half of a plane unless it was movable canards really. Now, I might be biased, but maybe you should leave body lift to FAR.
  10. This thing is getting better and better! One of the best mods out there, you are still working on it!
  11. Can this work in both the stock atmosphere and the corrected FAR atmosphere?
  12. I love this idea! I have been keeping track of my crew and their missions and ships in a spread sheet, and I was wondering if you could also track the name of the vessel you recovered them from as well? "Jeb - 3 missions - Kerpollo 4, STS-3, STS-6," Ect.
  13. Huh, I put a SAR Scanner right at 758km and it still isn't happy, flashing Orange/Green at me, but it is scanning well enough. It seems very picky.
  14. According to this North American Rockwell microfiche, they initially planned on putting the airlock in the nose. With the modular design of this cockpit, an optional nose EVA hatch or docking port would be useful, as putting a B9 surface docking port on the zenith of the cockpit blocks the hatch. One thing that we don't have in the B9 S2 parts is an inline docking port.
  15. I watched both KTS-37 and KTS-38, a little long, and fairly quiet, but entertaining enough when taken passively. In particular I enjoyed the mission patch creation process, I was really wondering how much work you put into that. I was thinking you'd use the ladders on the inside of the cargo bay to keep your EVA Kerbonaut from drifting inconveniently far away, or tethering them with another winch. Your re-entry was surprising in its profile, entirely upside down starting very shallow and diving rapidly until you approach the space centre. Usually I do a high attitude aerobrake for deadly re-entry followed by an even glide from the coast and over the mountains to the runway using flaps, spoilers and air brakes. I used to majorly overshoot KSC by 100km when over estimating my fuel reserves and landing in the water or the next continent over. Those shuttles of yours seem to handle pretty well and agile even with the 3m HL bodies. Have you ever stalled on the sharp baking turns or elsewhere?
  16. Is it just me, or is the 1.85m tank bottom called 2.5m?
  17. I think TAC fuel balancer has this option. Partless, so installing mid-flight should work.
  18. I was considering the name of the mod a little while ago, shouldn't it be more like.... Infernal RObotics Nodial MANipulator?
  19. Parts inside KW rocketry fairings are blowing up from high temperatures, while the fairing remains for much longer than dinky solar panels. Does DR still use ray casting?
  20. Yeah, this was just a flight test to see how it worked. I slapped it on my existing shuttle design but with he combination of more power, more weight and updating to .23, it didn't turn out so well. With all the power this has behind it, pulling some external tanks shouldn't be a problem for a space plane. I like the versatility of having nearly the same high ISP in atmo as in vacuum but the efficient for this one might be a little much.
  21. So, I tried the linear areospike That thing is faster than a turkey the week before thanksgiving. I pulled 9.4 G accelerating down the runway, from 0 to 340m/s in seconds. Eats fuel at a rate to match it too, it will empty the small tank in less than 15 seconds. Produces as much thrust as most planes on the lowest setting. This is an engine that will redeam the aerospike name.
  22. When I set the a docking port to a reference part to get a target camera view, my debug log gets spammed with NullReferenceException: object reference not set to an instance of an object. Stops when I change the reference part back to the command pod.
  23. 106% is pretty darn close! So far I have: 306L for reg tank 306 x 4 = 1224L for 1m3 wait, can't, shouldn't hold more than 250L no 1.25m x 1m tall stack holds 1.22 cubic meters, and 1224L is correct how much is that per day? Kerbals are 90kg suited, and could be between 15 to 30kg, so the suit is either 3 or 6 times the kerbal inside. An ISS EMU suit and a shuttle MMU weigh around 300 pounds each. That is 3x the weight of a a 200 pound astronaut, and 6 times the weight of a 100 pound astronaut. The heaviest Apollo astronaut was swigert at 86kg, or 180lb, and the lightest was Mattingly, at 62kg or near 120 pounds. Currently TACLS appears to use 30kg kerbalnaut, while the Life support maths post is around 15 when the numbers are halved. Lets keep it simple and say that heavier kerbals means double the consumption rate, and for the purposes of gameplay, it is less trivial if we use the consumption for a 30kg kerbal. If kerbals had varying weights, some fatter and some skinnier, the 30kg number would be the best one. I can't seem to find any weight or volume for ISS or shuttle meals, but in Life Support Mathematics, the author uses the following: This results in Food being half the weight of water, but a 60% more volume. Currently in game, 4 food tanks provide the same 960 days of food as they do water, with one being half a ton and the other at 2 tons. If food is less dense then they are, then Food tanks should have slightly less mass, but also hold about half of what they do. Food is overlooked by all other Life support systems, but is something that can't be regenerated at all and takes up more space than anything else, this is balanced by the fact that the other resources are dense and do not take as much volume to carry, especially with generators.
  24. First thing I see is you have .625, 1.25 and 2.5 metres listed as radius, but from what I can tell, those sizes are Diameters. I measured the regular sized tanks against their diameter and other parts and found them to be .625 radius x .25m high for a volume of .306 cubic metres. The 2.5 metre tanks have a radius of 1.25m and are .5m high with a volume of 2.45 cubic metres
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