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Dolin

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Everything posted by Dolin

  1. Hello, quick question: for some reason when I try to fly the FASA J-2S engine (selecting the appropriate config in the dialog) it won't gimbal. Is this intended or is it a bug? I should add that the standard J-2 gimbals just fine. thank you very much.
  2. Hello, quick question: for some reason when I try to fly the FASA J-2S engine (selecting the appropriate config in the dialog) it won't gimbal. Is this intended or is it a bug? I should add that the standard J-2 gimbals just fine. thank you very much.
  3. Hello, I'd like to ask: does anyone manage to play RSS and RO and put up without hangar extender? For some reason I'm having great difficulty with building tall rockets such as the FASA saturn V provided, it looks difficult if not impossible to place more than a few parts above the ceiling. how do you people do it? is there a Hangar extender alternative that I'm unaware of? or are there any tricks about building taller? Many thanks
  4. that link is broken, at least to me. I had tried it before posting and my guess was that it pointed to the remoteTech folder within the old RO repository on github, but since the remotetech folder is missing from the latest release that link doesn't point anywhere.
  5. Hello, I've noticed that the newest release no longer includes a RemoteTech settings.txt file with the ground stations and the correct ranges for the antennas. I can fetch the one previously included in the past releases (i've got a copy somwhere on my HD), but do you believe there have been some changes that make it unsuitable? Does somebody plan on producing a new one soon? Thank you for you support
  6. RVE is not available on the forum page, but if you google it you are indeed able to find the github page which hosts the files, they are still available to download. It is a WIP, however, thus extremely buggy. Be prepared for lots of atmospheric glitches and possibly even crashes (personal experience). Alternatively you could do as I did: download one of the EVE packs for non-RSS and make it RSS-compatible : you can do this by raising the cloud heights and replacing the various colour definitions with suitable ones. That's necessary because, for instance, Eve has a purple atmosphere and RSS turns it into Venus, which is sand-colored. The cloud layers will be various shades of purple, as well as the haze layers. Just find a nice image of Venus and use a colour picker to find a few shades of cloud colour, then notw their RGB values and replace the ones defined in the cloud.cfg with those ones. That way you'll end up with sand-coloured clouds like they should be Do this for eve (venus) , jool (jupiter) , dres (saturn) and possibly even duna (mars). With a bit of fiddling around you'll realise it's easier than it sounds from what I said. Cheers!
  7. Hello, I've been fiddling with the three texture packs for RSS to find the best combination of looks vs memory usage. I use ATM and after I was done I deleted the cache folder so ATM would rebuild it according to the new textures. But now it just doesn't create the caches and I have no idea why. I've even tried reinstalling ATM, RSS and the textures themselves to no avail, can anybody help? Best regards
  8. Hello, are there any plans about adding the Real Plume effect to KW rocketry's engines? Or is there a way to do it manually? Thank you
  9. Hello, could anybody explain me how to properly launch a FASA saturn v? I always end up in a non-circular orbit (eccentricity at least 0.01) with at least 250 m/s of steering losses, and I am thus unable to perform a TLI. Any help would be greatly appreciated. Dolin
  10. Hello, I'm using KSP 0.90 with RSS, FAR, DRE beta and FASA. DRE is set on the RSS feature present in the beta version, and I don't get any overheating on launch. However the launch effects still trigger. In general, I feel like those plasma flames come up way too soon (temperature-wise). Is there a way to tweak their triggering cue? Thanks a lot
  11. Yes, i apologise if I couldn't go as far as I intended or as people were expecting but I've got university exams going on as well. I couldn't even get a basic switch to work and I didn't have enough time to keep on trying. I gave Dragon01 everything i managed to accomplish, and although there's lots of room for improvement it should work and look acceptable
  12. I noticed that behaviour as well, logically it could be because the OMS thrust vector is not aligned properly with the centre of mass, this causes pitching. Try to load the CSS (orbiter only, no external tank or SRB and remove the Main Engines as well) in the VAB and toggle the centre of mass and centre of thrust indicators, the latter should refer to the OMS thrust only, and then right click on the oms and set the pitch trim to roughly align the thrust direction with the centre of mass. Be aware that, as stated in the known issues section, the parts labelled "OMS right/OMS left" don't have a properly working pitch trim, as it controls yaw trim in fact. SO you should use the generic OMS engine and set the trim yourself. I tried it and it helped a bit, it doesn't remove the problem entirely since as you would expect the centre of mass shifts as fuel is burnt and cargo is shed, but there might be other issues we're not aware of
  13. Ok, I'll do all the original orbiters, for starters (not including the mock-up ones, which I don't remember the names of ) and I'll see to placing the flag decals, which I thought about doing, actually
  14. I know, but it has already been used in the movie "Gravity" and it's the first name I thought of, which means it's blatant. This name is a bit unorthodox, but in the kerbal context it might be a neat play-on-words. I'm open to other suggestions, possibly that haven't been used elsewhere
  15. Just a couple of pics on what I've been working on the weekend . IMO it looks neat, the name came up almost by accident and I can change it easily:
  16. Good news: I've received official permission to redistribute the cockpit files. Credit shall be given to DaveS, Donamy and Michael Grossberg over at the Orbiter forums. I'm still waiting for instructions on the functional switches, in the meantime I tried fiddling with the files myself with negligible succes No progress on the cockpit since the last update, I just checked that it wasn't palced in the way of the RCS jets, but it seems fine. you can faintly see the tip of the jet from inside and it looks fine to me. I also dropped the idea of adding window glass
  17. I would just like to report some weird bug that occurred to me only since yesterday: if I put the shuttle manipulator arms on the CSS, it won't take off. It's like the arms are clipping with some other mesh and somehow keeping the whole thing from taking off. Also I noticed that the ascent to orbit is a lot smoother if SRB gimballing is turned off
  18. Sitrep : the static switchwork is done, I've contacted Alexutas about teaching me how to make working switches, and I'm awaiting his reply. I contacted DaveS and Donamy, the creators of the original Orbiter meshes and I'm also awaiting their reply. I should also point out something about sizes: As far as I know (i might be wrong) there's no way to scale up or down the in-game Kerbals, therefore the cockpit was tailored according to their size ( i actually had to raise the seats a bit so they would still see out of the cockpit without making them ridiculously big). As it turns out, this makes the cockpit smaller than it should be to fit the external model ( about half the size, give or take). I couldn't place the cockpit inside the Crew Compartment section, because you could still see the outer model's window frames, which I didn't like at all. To hide the inconvenient I placed the IVA more in the front-right and raised it, like it was sitting on the nose, sort of. The effect works, you have a very similar point of view as an ideal cockpit and the kerbals look better inside. Here are a few pics of the current state:
  19. Will do, Also SiameseCat replied, telling me he didn't take part in creating the original models, so he told me who to ask instead. If you want to take care of this, just let me know, or alternatively i can ask them myself.
  20. Hello, I managed to turn the switches into Unity props, but they're still non-functional as of yet. I made three kind of switches : flat, round and a black knob, all with higher resolution textures than they would have been in the original mesh. Apart from fixing couple of textures, I created a switch-less cockpit mesh and started filling it up with the switches, all according to their original type. Here's a pic of the work-in-progress: It shouldn't take too long, although I've only done three panels so far I'll also fix the tilted flat switch, which was the original model with the flicking animation in, which I don't know how to use so far.
  21. I found why my craft wouldn't load. turns out I did something wrong while adding the tech tree entries in the CFGs of some parts. Even having realchutes they wouldn't load in the VAB. Dragon01, you should really take care of the tech tree, it should take no more than twenty minutes but it will save lots of headaches to those who play in carreer mode. As for the cockpit, it's now a 4-seater and I fixed those ugly window frames. However i'm having trouble with the switches: i managed to model a simple switch with a flicking animation but I couldn't learn how to set up the prop.cfg : inspecting other props' configs gave me inconsistent answers so i'm a bit clueless. it'll take some time. However the cockpit as it is is functional, it has stock buttons for the basic operations plus a lot of monitors for flying.
  22. Very well, but wouldn't it be better to integrate the function with the cockpit? I mean: is there an actual switch in the space shuttle cockpit labeled "light switch" ? Maybe I should refer to Space Shuttle Mission 2007 to find it, so I don't put the light control somewhere at random
  23. Hi, thank you I already added the two new seats, and fixed a couple of textures. I think i could learn how to create a flickable switch prop, and probabily work out how to assign a function to it. However, apart from a switch for the landing gear, one for the SAS, what else could be implemented? many actual Space Shuttle switches correspond to functions that of course can't be recreated. The only thing i'll do now, I think, is isolate the switches as a single prop and add them to the cockpit , as you suggested. About gauges, apart from the fact that there aren't that many in the cockpit itself, as most is displayed by the monitors, I'm really clueless about how to create them, so that'll take longer. Also, I already sent a message to the developer of SS Ultra, SiameseCat , but as of now he hasn't replied yet.
  24. It's still WIP but it will soon be finished. I don't know if I can release it, as I said, due to copyrights. I sure hope I can, after all, that's why I made it.
  25. Hello, I love the new SRB effects! KSP is bogged down slightly only if I look top-down, when the full trail of smoke comes into view. For the rest , it seems fine, although I can't open the new .craft files, not even in sandbox mode. It still says some parts are missing (it wouldn't be such a problem, if only I knew the proper way to attach the SRBs and their separator rockets). Also I saw you gave the aerodynamic parts, the SRBs and the engines proper tech tree integration, couldn't somebody do it for the whole set of parts, so we don't have to do it ourselves every time an update comes out? I would also like to share an experiment i've been working on this week. I decided that this spacecraft needed a proper IVA, I told myself "how hard could it be to just convert an existing one?" I started out with the cockpit from the Space Shuttle Ultra for Orbiter 2010, which is extremely detailed, and managed to import it into 3ds for editing. A very finely-modelled environment, with a whopping 150000+ polys and 60-something materials. Lots of detail just had to go away, all the switch guards, most 3d switches in the back panels and some overhead, some panels in the left/right rear sections, hard to see anyway. Still I was left with some 16000 polys in toto, which isn't unreasonable but poses a problem with texturing. Exporting a single texture per mesh, as Unity requires, is possible but since it's suicide to do it manually, and 3ds is a bit stupid at doing this, I had to use large images, to keep the individual textures at a reasonable level. All this to say that it's a lot lower-quality than it used to be, but that's the only way I managed to make it work. The final step was to add RPMs, HUDs, a couple of buttons and two kerbals. This is the result: Apologies for the Mechjeb windows, I didn't think about closing them before screening. As you can see, only two seats on the deck at the moment, but adding two more would take no time. There's no lower deck, though, and there probabily won't be, since I'm a total n00b at modelling beyond cutting and moving things (that is, short of finding some other existing model). Still, I' m pleased with the results, as I began without even knowing whether it would even work, but here it is, Tell me what you think and if I can improve it I'm not sure I can release it yet, I should ask permission to the creators of the original model before
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