OopsThatNotWork Posted August 9, 2017 Share Posted August 9, 2017 That would be awesome. I could totally make chimneys for eeloo and polar bases! Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 10, 2017 Share Posted August 10, 2017 would be nice if there was a way to make it an optional part of launch clamps in place of adding more parts to the count of the launch. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 10, 2017 Author Share Posted August 10, 2017 15 hours ago, Vorg said: would be nice if there was a way to make it an optional part of launch clamps in place of adding more parts to the count of the launch. Definitely not going to happen, sorry. Maybe turning it into something which automatically decouples at launch? That might be possible, although I have no idea what the end result would be. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 11, 2017 Author Share Posted August 11, 2017 New release, 1.1.5.1: Added buttons and toggle so that the vent can be used on planets, and be activated both by an action group and manually Quote Link to comment Share on other sites More sharing options...
ssss222 Posted August 11, 2017 Share Posted August 11, 2017 based to T-MEME, Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 11, 2017 Author Share Posted August 11, 2017 1 hour ago, ssss222 said: based to T-MEME, Did you bother to read the OP of this thread? Specifically the very FIRST LINE? Quote Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 13, 2017 Share Posted August 13, 2017 On 8/10/2017 at 10:36 PM, linuxgurugamer said: New release, 1.1.5.1: Added buttons and toggle so that the vent can be used on planets, and be activated both by an action group and manually WOO!!! AWESOME! TIME TO INSTALL! Quote Link to comment Share on other sites More sharing options...
SchrottBot Posted August 23, 2017 Share Posted August 23, 2017 Nice! Glad it's working again, especially switchable. Thumbs up! Would you mind @linuxgurugamer, to consider updating the OP eventually? The GitHub link's still to version 1.1.0 and the title stil states it's for [1.2]. Anyway, tnaks a million, I really missed the mist! =) Cheers SchrottBot Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 23, 2017 Author Share Posted August 23, 2017 17 minutes ago, SchrottBot said: Nice! Glad it's working again, especially switchable. Thumbs up! Would you mind @linuxgurugamer, to consider updating the OP eventually? The GitHub link's still to version 1.1.0 and the title stil states it's for [1.2]. Anyway, tnaks a million, I really missed the mist! =) Cheers SchrottBot Ill update the OP today Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 24, 2017 Share Posted August 24, 2017 With being able to turn this on after launch, a new problem shows up. Try putting it on a craft and turning it on while in orbit. My guess is it is confused by orbital speed. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2017 Author Share Posted August 24, 2017 4 hours ago, Vorg said: With being able to turn this on after launch, a new problem shows up. Try putting it on a craft and turning it on while in orbit. My guess is it is confused by orbital speed. A picture or a better description would be nice, I don't have time to test every single "try this" post in the forums. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 24, 2017 Author Share Posted August 24, 2017 New release, 1.1.6: Added a check to see if the vessel speed is >10 m/s, if so, no emissions. This includes being in Orbit Added an alwaysOn flag which can be toggled in the editor. If enabled, vapor will always be on at speeds <= 10 m/s 6 hours ago, Vorg said: With being able to turn this on after launch, a new problem shows up. Try putting it on a craft and turning it on while in orbit. My guess is it is confused by orbital speed. New release addresses the problem. No way to have vapors in orbit at this time, so it's disabled for speeds >10m/s Quote Link to comment Share on other sites More sharing options...
Vorg Posted August 25, 2017 Share Posted August 25, 2017 I thought the mental picture of the effect orbit speed would have would explain it. Basicly you have to watch close and you see random puffs that are quickly gone. No plume, or smoke trail, just random flashes of puffs. But in space orbiting, the vapor should just kind of float away in what ever direction the vent faced because there is no air rushing over the craft to blow it away. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted August 25, 2017 Author Share Posted August 25, 2017 17 hours ago, Vorg said: I thought the mental picture of the effect orbit speed would have would explain it. Basicly you have to watch close and you see random puffs that are quickly gone. No plume, or smoke trail, just random flashes of puffs. But in space orbiting, the vapor should just kind of float away in what ever direction the vent faced because there is no air rushing over the craft to blow it away. Actually, in space in a vacuum, the gas would dissipate so quickly you wouldn't see it unless an entire tank was emptying out, aka Apollo 13 Quote Link to comment Share on other sites More sharing options...
OopsThatNotWork Posted August 25, 2017 Share Posted August 25, 2017 27 minutes ago, linuxgurugamer said: Actually, in space in a vacuum, the gas would dissipate so quickly you wouldn't see it unless an entire tank was emptying out, aka Apollo 13 Hence the reason you dont really see an exhaust plume in rocket engines in space in real life, fumes hit edge of bell and immediately spread out in all directions. Quote Link to comment Share on other sites More sharing options...
SchrottBot Posted August 27, 2017 Share Posted August 27, 2017 (edited) On 10.8.2017 at 1:04 AM, OopsThatNotWork said: That would be awesome. I could totally make chimneys for eeloo and polar bases! Just by the way: Yes, you can. =) Click4Pic Edited August 27, 2017 by SchrottBot The missing link ... again ... Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 11, 2017 Author Share Posted October 11, 2017 New release, 1.1.7: Updated for KSP 1.3.1 Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted February 11, 2018 Share Posted February 11, 2018 Cool effect. Now I want to sit and look at my rocket and not launch it. Safer that way when I'm not behind the controls. Makes my Saturn 5 more bad ass than it already is. I love the effect but don't care much for the look of the vents themselves. Any way to make them much smaller and flatter but still put out the same vapor? Maybe more like a small grate instead of a smoke stack. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 11, 2018 Author Share Posted February 11, 2018 4 hours ago, MikeO89 said: Cool effect. Now I want to sit and look at my rocket and not launch it. Safer that way when I'm not behind the controls. Makes my Saturn 5 more bad ass than it already is. I love the effect but don't care much for the look of the vents themselves. Any way to make them much smaller and flatter but still put out the same vapor? Maybe more like a small grate instead of a smoke stack. If someone were to do the modeling, sure. Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted February 23, 2018 Share Posted February 23, 2018 The vapor is acting weird. Sometimes going to the launch pad the vapor is blowing in the right direction (with the flag). Other times it is blowing backwards and sometimes even straight up. Any ideas why this is happening? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 24, 2018 Author Share Posted February 24, 2018 Are you rotating the vent? Not sure if that affects it Quote Link to comment Share on other sites More sharing options...
MikeO89 Posted February 24, 2018 Share Posted February 24, 2018 (edited) Just placing the vents as is. Got about 20 of them spread throughout the Saturn 5 and all point same to each other. Problem is when I go to launch pad, I never know what direction the vapor is going to go. When I go to the launch pad and the vapor is blowing out to sea (like the flag), it looks cool as hell but when the vapor is traveling in the opposite direction it looks plain weird, and when it blows straight up, it's like w t f. Edited February 24, 2018 by MikeO89 Quote Link to comment Share on other sites More sharing options...
SkyKaptn Posted February 24, 2018 Share Posted February 24, 2018 (edited) On 24.8.2017 at 3:18 PM, linuxgurugamer said: New release, 1.1.6: Added a check to see if the vessel speed is >10 m/s, if so, no emissions. This includes being in Orbit Idea: Could a check for g-forces be added too? Ten Then we'd have a shiny new contrail mod Edit: typo Edited February 24, 2018 by SkyKaptn Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted February 24, 2018 Author Share Posted February 24, 2018 4 hours ago, SkyKaptn said: Idea: Could a check for g-forces be added too? Ten Then we'd have a shiny new contrail mod Edit: typo Nope, at least, not the way it's coded. It's all done with emmissives, which are part of the graphics structure. I didn't write this, all I'm doing is maintaining it 14 hours ago, MikeO89 said: Just placing the vents as is. Got about 20 of them spread throughout the Saturn 5 and all point same to each other. Problem is when I go to launch pad, I never know what direction the vapor is going to go. When I go to the launch pad and the vapor is blowing out to sea (like the flag), it looks cool as hell but when the vapor is traveling in the opposite direction it looks plain weird, and when it blows straight up, it's like w t f. If nothing else, a picture would be amusing. But might also show something Quote Link to comment Share on other sites More sharing options...
E.Nygma Posted March 6, 2018 Share Posted March 6, 2018 (edited) Hi together and @linuxgurugamer, haven't been around a while and saw that you took up so many good mods and gave them a new home -including this one. Thumbs up! I also saw that this mod still needs a new model. I'm fairly new to Blender, but I'm currently trying to remedy this need soonTM as a small token of gratitude for your work. I have one question though: You mentioned emissives are needed for the code. Since I've never done emissives before, could you please tell me what's exactly needed? Thanks in advance for your time. See you later folks! Edited March 6, 2018 by E.Nygma Quote Link to comment Share on other sites More sharing options...
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