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Posts posted by CardBoardBoxProcessor

  1. Could you make a RD-0410 or the Russian NTR? It'd make "What If" realistic Russian interplanetary missions easier.

    I had made a RD-0440 ? in the past packs of 2011-12 but it was more like an american NERVA than the russian version however its internal flow was based off the russian instead of the nerva. It just looked like a nerva. I have plans to make a new engine the RD-0450 as a replacment which would be a bit different still and Bi-propellent driven :) but it would be sometime before that is worked on. It would be a weird model I think.

    some pictures of the RD-33, next to the RD-191. Note the 1.25m and 2.5m anchor bases :D

    Rd-33.png

  2. This is true. I also stopped because I found out that the N1 was more complex than originally realized what with all of it's weird faring and parts which fall away during launch. I didn't want to model that at the time nor lose it. If i ever do do a N1 it would be something alittle different than the original but something pretty neat. but it would be a lot of work. and i am all by myself art wise.

    maybe one day.

    screenshot46.png

  3. I can finally remove the dragon brain part :D

    not teted but this new CFg file might work?

    PART
    {
    // --- general parameters ---
    name = cBBp_Dragon
    module = CommandPod
    author = cBBp

    // --- asset parameters ---

    mesh = model.mu


    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z


    node_stack_bottom = 0.0, -0.8362352, 0.0, 0.0, 1.0, 0.0, 0
    node_stack_top = 0.0, 1.4769561, 0.0, 0.0, 1.0, 0.0, 0
    node_stack_ASAS = 0.0, 1.3005309, 0.0, 0.0, 1.0, 0.0, 0

    //-0.6316727m

    node_stack_trunk = 0.0, -0.6316727, 0.0, 0.0, 1.0, 0.0, 0





    fx_exhaustFlame_yellow = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running
    fx_exhaustLight_yellow = 0.0, -5, 0.0, 0.0, 0.0, 1.0, running
    //fx_smokeTrail_small = 0.0, -5, 0.0, 0.0, 1.0, 0.0, running



    // --- Sound FX definition ---

    sound_vent_medium = engage
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout



    // --- editor parameters ---
    cost = 1600
    category = Pods
    subcategory = 0
    title = Dragon Rider Capsule
    manufacturer = cBBp Space Development Co.
    description = The Dragon Capsule is basically the minivan of space transportation with it's ability to hold Seven crew members and it's

    spacious interior. It comes fully equipped with built in a docking and propulsion to allow it to shuttle its crew and cargo about in orbit. The

    Dragons array of Lights, landing gear and engines enable it to be the perfect drop pod to make landings on any celestial body.
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,1

    // --- standard part parameters ---
    mass = 2.5
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.1
    angularDrag = 2
    crashTolerance = 45
    maxTemp = 3400



    vesselType = Ship
    // --- pod/rcs parameters ---

    rotPower = 3
    linPower = 1.1


    Kp = 1
    Kd = 1
    // --- tweakables (coming soon...) ---



    // --- internal setup ---
    CrewCapacity = 7

    INTERNAL
    {
    name = DragonGuts
    }

    MODULE
    {
    name = ModuleCommand
    minimumCrew = 0

    //remove this to make it not use power
    RESOURCE
    {
    name = ElectricCharge
    rate = 0.01
    }
    //end power removal

    }

    MODULE
    {
    name = MechJebCore
    }

    MODULE
    {
    name = LazorSystemDockingCamera
    }

    RESOURCE
    {
    name = ElectricCharge
    amount = 500
    maxAmount = 500
    }

    MODULE
    {
    name = ModuleSAS
    }

    MODULE
    {
    name = ModuleReactionWheel

    PitchTorque = 5
    YawTorque = 5
    RollTorque = 5

    RESOURCE
    {
    name = ElectricCharge
    rate = 0.5
    }
    }

    MODULE
    {
    name = ModuleRCS
    thrusterTransformName = RCSthruster
    thrusterPower = 0
    isJustForShow = true
    resourceName = MonoPropellant
    fxOffset = 0, -39.3, 0
    atmosphereCurve
    {
    key = 0 180
    key = 1 85
    }
    }

    MODULE
    {
    name = ModuleRCS
    thrusterTransformName = Special_RCS
    thrusterPower = 1
    resourceName = MonoPropellant
    fxOffset = 1e5, 1e5, 1e5
    atmosphereCurve
    {
    key = 0 260
    key = 1 100
    }
    }




    RESOURCE
    {
    name = MonoPropellant
    amount = 2000
    maxAmount = 2000
    }



    MODULE
    {
    name = ModuleEngines
    thrustVectorTransformName = thrustTransform
    exhaustDamage = False
    ignitionThreshold = 0.1
    minThrust = 0
    maxThrust = 400
    heatProduction = 400
    fxOffset = 0, 0, 0
    PROPELLANT
    {
    name = MonoPropellant

    ratio = 1
    DrawGauge = True
    }
    atmosphereCurve
    {
    key = 0 290
    key = 1 220
    }

    }

    MODULE
    {
    name = ModuleGimbal
    gimbalTransformName = thrustTransform
    gimbalRange = 0.5
    useGimbalResponseSpeed = true
    GimbalResponseSpeed = 0.5
    }

    MODULE
    {
    name = ModuleAnimateHeat
    ThermalAnim = overheat
    }


    MODULE
    {
    name = ModuleJettison
    jettisonName = fairing
    bottomNodeName = bottom
    isFairing = True
    jettisonedObjectMass = 0.1
    jettisonForce = 5
    jettisonDirection = 0 0 1

    }


    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = Extend_Gear
    startEventGUIName = Extend Landing Struts
    endEventGUIName = Retract Landing Struts
    }

    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = Ladder
    startEventGUIName = Extend Ladder
    endEventGUIName = Retract Ladder
    }



    MODULE
    {
    name = ModuleDockingNode
    referenceAttachNode = top
    nodeType = size1
    //controlTransformName = dockingNode
    }

    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = RendezvousLight
    startEventGUIName = Rendezvous Light On
    endEventGUIName = Rendezvous Light Off
    }

    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = LandingLights
    startEventGUIName = Landing Lights On
    endEventGUIName = Landing Lights Off
    }

    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = FloodLights
    startEventGUIName = Area Flood Lights On
    endEventGUIName = Area Flood Lights Off
    }

    MODULE
    {
    name = ModuleDecouple
    ejectionForce = 250
    explosiveNodeID = bottom
    }



    //MODULE
    //{
    // name = ModuleLight
    // lightName = LandingLight003
    // useAnimationDim = true
    // lightBrightenSpeed = 4
    // lightDimSpeed = 4
    // resourceAmount = 0.1/
    // animationName = LandingLight
    // useResources = true
    //}






    // ----- DO NOT EDIT BELOW THIS POINT ------

    }

  4. Excellent, can't wait to see them in their fully textured/bumped/normaled et al glory

    Sorry, throwback tangent; Did you ever find a way to fix the twin Balka solar-wing animation not saving states due to the multiple animation effects?

    that's all dev team problem. not mine. in fact it is so annoying that it is one of the reasons I don't want to bther with landing parts or station parts any more because i canot animate them as needed.
  5. Decided that the RD-210 will be a sustainer class engine. Basically like the RS-25. Made to fire from Launch to orbit because it doesn't lose a ton of Isp at SL. Thus it will also be good for landing engines. For 1.25m engines where will also be a departure (RD-0146), Acent/first stage (NK-33 analog), and second stage (rd-58). for the first set. I will probably tack in others here and there. but these are engines i need for certain things. and yes they will be smaller than people surely imagine.

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