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Posts posted by CardBoardBoxProcessor

  1. Holy. Sheet. That was beautiful, without a doubt the most detailed part I've ever seen in KSP.

    Why thank you. That is what happens when you plan an engine for like 3 years.

    In other news. I've decided that Zenit and proton rockets (scaling to 2.5m as URM-1) are rounded to 3.25m. URM-2 (Angara 2nd stage) would be 3m in this scale. So Just going to jump to 3.25m instead and call it all URM-2. The visual difference is very slight. Any issue with this? Of course! RD-172 and RD-175 looks slightly too small for that now.

    Luckily (because of the way the engines are made) with minimal changes and UV stretching I should be able to push the nozzles outward to make them fit 3.25 like they where made to fit 3m stages. EDIT: Already finished. It took less than an hour lol.

    That said UR-700 looked to use 4.1m stages which scale close to 3.5 Meter based off 2.5 meter. So I think I'll just round up to 3.75 meter to meet stocks 3.75 meter stages and because atop angara KVTK would be that size.

    I wish that KSP fuels followed LOX and RP-1 volumes and ratios.

  2. Good news. the Ambient Occlusion burn has begun. The RD-170 family will soon be in it's final skin ^_^ They are real lookers!

    I definitely over did it on the Detail but I have been waiting and plotting to make these engines since their last iteration and I can finally make them as I want and more. And thanks to MOARdV for the plugins and NoMrBond for the awesome math(which i am terrible at) and cfg work they will be the best yet!

  3. First post here (long time lurker), so I apologize if I missed something important or am not following expected standards for posting.

    I think I found a bug with the double Balka wings. I couldn't reliably get the full 400 ec/s that they should reliably get in almost all circumstances. It looks like there are two panels to 'activate' in the GUI, one actually unfolds and activates the panels, the other the hub. In the part.cfg file for them, each have 200 ec/s assigned to them, but one of them doesn't actually point at the sun and seems to be a virtual placeholder that just helps rotate the hub into place. After searching some old posts in the original release thread, I found how to fix the problem. Here is what fixed things in the part.cfg file for me:

    PART
    {


    // --- general parameters ---
    name = Kosmos_Balka_PanelBlock1
    module = Part
    author = Kosmos Team


    // --- asset parameters ---
    mesh = model.mu




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


    node_stack_top = 0.0, 0.381, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_bottom = 0.0, -0.381, 0.0, 0.0, 1.0, 0.0, 1
    // --- editor parameters ---


    category = Utility
    subcategory = 0
    title = Balka Solar Wings Block
    manufacturer = Kosmos Spacecraft Design Bureau
    description = These absolutely massive duel solar arrays are so large they have earn the name of solar array wings. However they provide no lift and are easily destroyed by atmospheric pressure. They have the ability to deploy and pivot each array separately and each array can rotate around the central rotary hub to assure that they always assume the most effective line of sight rotation to the nearest star.


    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,0,1


    TechRequired = experimentalElectrics
    entryCost = 312000
    cost = 69000


    // --- standard part parameters ---
    mass = 1
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 1
    crashTolerance = 8
    maxTemp = 3200


    //MODULE
    //{
    // name = ModuleDeployableSolarPanel
    //
    // animationName = open_right
    // raycastTransformName = sunCatcherRight
    // pivotName = ArmLeft01_main
    // resourceName = ElectricCharge
    //
    // chargeRate = 200
    // trackingSpeed = 0.1
    //
    // powerCurve
    // {
    // key = 206000000000 0 0 0
    // key = 13599840256 1 0 0
    // key = 68773560320 0.5 0 0
    // key = 0 10 0 0
    // }
    //}


    MODULE
    {
    name = ModuleDeployableSolarPanel

    animationName = open_panel
    raycastTransformName = sunCatcherLeft
    pivotName = ArmLeft01_main
    resourceName = ElectricCharge


    chargeRate = 400
    trackingSpeed = 0.1


    powerCurve
    {
    key = 206000000000 0 0 0
    key = 13599840256 1 0 0
    key = 68773560320 0.5 0 0
    key = 0 10 0 0
    }
    }




    MODULE
    {
    name = ModuleDeployableSolarPanel

    animationName = rotary
    raycastTransformName = sunCatcherRight
    pivotName = Main_Rotary_Pivot
    resourceName = ElectricCharge


    chargeRate = 0


    trackingSpeed = 0.1


    powerCurve
    {
    key = 206000000000 0 0 0
    key = 13599840256 1 0 0
    key = 68773560320 0.5 0 0
    key = 0 10 0 0
    }
    }


    //none below
    }

    I simply switched the lower block with the upper block, and moved all of the ec/s into the 'open_panel' block. If this is useful, you may want to make the change to the SSPP pack. The switching of order may not have been necessary after further study, but moving all of the ec/s into the one block does seem to be.

    but do the animation work properly?

  4. Dat A5

    25155539.jpg

    in other news.. URM-3 tanks would be different. For example the secound stage tank has no space between upper and lower tanks. just one common divider dome.

    Phase%20IV%20Configuration.jpg

    Where as Angara is more liek there is sapce between the upper and lower tanks. should we allow for each on each size of dcontiune this vast difference between URm-2 and URM-3?

    4530324_orig.png

    Basicaly multiple cofigureatiojn options for URM-2 and URM-3 or do you like them havign a difinit difference between the 2?

  5. What is a dragon? lol. but it is possible. but... the rela Dragon 2 is sort of ugly so I don't really want to bother lol.

    Hrm. URM-3 (which would be PRton sized) is totally different than URM-2 (which is similar to URM-1) so it will looks different than the tohers. which should be fine I suppose. Simply scaling things up is boring.

  6. doing Texture work on the RD-170 family and NMB is getting those nubmers straight. So far the RD-170 family is looking very nice and accurate.

    Been dwelling on if we should allow full throttle from 0% to 100%. or make something to restrict them. The real deals have OFF, 70% to 100%. This would make using the full throttlable upper stage engines more useful.

    In othernews Kerbla Curse keeps denying my mods so I think we will just be pulling support for Curse. SSPP they say it needs a better desciption evne though it has a huge parts pack desciption and URm is is saying "invalid archive". So whatever lol .

  7. .mbms are seriously degraded in quality and very splotchy after exportr. if i could open them in Photoshop and drop my texture in unaltered I'd be all for it.

    As for RD-210 we once had one of those actually and it was pretty close to the real deal. Probably go back to it eventually now that I know a good bit more about engines. RD-275 is needing to be made more like the real thing as well. It is currently inaccurate in look and role I think. As you can see the RD-210 looks very similar to the current RD-275.

    They are all engines that I like the pluming on and will need for their specific roles but after the RD-170 Family i will be most burnt out :) SO I'll be going on leave.

    RD-210.png

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