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Posts posted by CardBoardBoxProcessor
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WOW, thank you so much for updating this CBBP! is there any chance that you could try and optimize the huge solar wings a bit more? they create terrible lag for me!
well they are high ploy lol.
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Updates
R4.4:
NO NEW ENGINES YET
Removed the last of the original KOSMOS models. the obsolete and ancient VA ASAS module. Now integrated into various parts.
Added Battery, ASAS, and Reaction Wheel modules to various parts.
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I need people that can deminstrate and understanding of various engines and recommend the correct ISp and preform tests so that they will be like stock engines but provide their own benefit and fill their intended role. For example for the NK-33 what would you recommend that I set its stats to?
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3.75? I doubt it. maybe adapters to fit 3.75 nicely but 3.75 is a huge engine and one huge engine is not very russian is it?
Anyway putting down the modelling for a bit to hopefully get a quick update to SSPP today. Do things like add the new 0.21 stuff in.
also, looking for beta testers for these new engines... they need balancing and normak has a job now
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people whine aobut it being OP but offer no tested balanced solutions. I need balnacers and beta testers. Starting to do so is a great way to apply i need them for Kosmos too.
Dat new Spacex WebsiteThat TEl 0_O http://www.spacex.com/media-gallery/detail/1660/956
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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
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well I am not working on the N1 lol. just rh Nk-33. it would be suicidal to have 30 of these high poly engines on the same thing ahha.
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nk-33 nozzle is almost the size of the rd-190 nozzle I am going to use haha. but because it's pump is so compact it will be a 1.25m engine
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Well Antares is always a possability but I would probably only make its dual engine if ever. I just want the engine to be honest lol. It is a neat engine.
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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.
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I have made N1 model for block a and B and some of C. however I am not sure if i will make it/ early testing showed it was just too powerful for kerbals thin atmosphere.
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Nope. KSP exclusive as I want to support the site. Pm me tomorrow and if the issue persists I will send you a private temporary link.
in other news.
trying to capture the essence of the NK-33 (we will call it the RD-33 to match the current naming convension but the jury is still out. suggestions?)
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Rd-0146 is textured. I need to get the emissives for this and the RD-210 made at some point lol
you cannot really see it but the nozzle extension screws are screw textured and 3even spin when deploying haha.
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Oh look the LK engines.
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I can finally remove the dragon brain part
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 ------
} -
Awesome ISS pictures. please chare those in the sharing threads for mod promotion
also, anyone have any idea if any of the pods and stuff work?
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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.Excellent, can't wait to see them in their fully textured/bumped/normaled et al glorySorry, 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?
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probably included in the current pack for a bit.
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and it flies texture time now.
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RD-0146 has been under the knife all day. Replaced the turbines with the new ones, redid some plumping pathways, Totally changed the nozzle shape but it is not much different but looks a good bit better that is for sure. Need to get it attached to the base and the nozzle exension system overhauled.
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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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So what have you been up to? If you don't mind sharing that is, CBBP.
what do you mean?
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Lk might be a bit... since who knows what cool moduels c7 might add
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renaming the engine to the RD-210 after a similar engine. and since it is not as small as it used to be.. yeah...
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
in KSP1 Mod Releases
Posted
I like .mbm wish the game supported .dds though