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CobaltWolf

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Everything posted by CobaltWolf

  1. Very cool! Make sure to grab Venom's RealPlume configs from the OP if you want them to look even better.
  2. This forum ain't big enough for the two of us. :D

    1. blu3wolf

      blu3wolf

      :P

      Well, if you insist on leaving...

      XD

    2. CobaltWolf
  3. Aight guy's here's another dev update. I tried to eek out some stuff... Don't expect anything new, but I'd suggest taking a look at the various fuel tanks from the mod, as well as the RL-10. Also, I threw cobbled together a new setup for Mercury. The RCS module now has the chute, and the cap has antennas and eventually science. It works physically but not visually, the parachute deploys sideways Grab it here.
  4. If you're having trouble make sure to email them!
  5. Are you asking how I texture? I'm not sure but I'll post as if that's the case. I really don't think mine are particularly good. But every one is better than the last, and sometimes I am surprised at how well a texture falls in place. Generally speaking, just pay attention to the stock textures. Porkjet's in particular, which would be (for example) the MK3 shuttle parts. I also recently started referencing Ven's textures for the rocket parts, so hopefully mine will fit in with his. Don't be afraid to open up other people's textures and look at them, and then emulate them yourself. If you use Photoshop, I can upload a couple PSD files for you to look at. Things make a lot more sense when you can see the layers. If not, I was planning on making a thread soon-ish over on the Modeling + Texturing board to share the tips/techniques I've learned thus far. P.S. I really hope all this translates to... French? I believe? I hope it translates well and you can understand just fine. If anything doesn't make sense I can try and phrase it differently. EDIT: Also, it seems as if I will indeed need to rearrange the modules on the mercury capsule in order to get the parachute to work. It's probably for the best, since then the rCS (this lab keyboard won't let me type a capital r!!!) / parachute module will be more useful, useable with the Karrot and stuff. And then the science + antenna module will be useful for the early game manned science. I will have some time tonight to work, but I don't really feel like working on the Mercury / Gemini, except maybe for a bit of texturing. I am in a texturing mood. I want to finish revamping most of the Rocket (omg it let me type it!) Expansion textures, and the rl-10 textures, and then move on to trying to model the Agena parts and get an untextured version in game by the end of the night. Huzzah!
  6. Yes I meant Philae. I was almost asleep so it's a miracle that my post was as coherent as it was. New Horizons is tough seeing as it is an extremely simple looking probe. Most of the detail comes from the scientific instruments. I found a good image and circled some details that could be added to make it more interesting.
  7. Thanks @cxg2827. Yes, as I've said I know the parachute doesn't work, I tried for several days to fix it to no avail. I have not had time to work on the mod since posting the update. @davidy12 don't worry about it. In the future I'd appreciate reading my posts a bit closer though, as I did state several times I knew that there was a problem. Thanks for looking into the issue though. That was the easiest of the possible solutions, so it probably goes deeper. Also I feel like we don't need to tag people in every. single. post. I already get updates when this thread is posted to, I don't need extra notifications haha.
  8. @Everyone that's posted help for me, I really appreciate it! I haven't been able to work on KSP stuff the past couple days, between finals and interviews. I will get back to you all once I have a chance to fiddle with it some more. EDIT: Well, I got rid of the animation module and data transmitter, and now my chute behaves exactly like the OP! Deploys sideways, and does a strange glide. I guess I have to put the parachute in a separate module now. Dern.
  9. What separates the Rosetta probe core from the normal QBE? Is it bigger? Will Rosetta be attachable? The RCS blocks look good. New Horizons looks ok but the mesh seems a bit basic and I would take another look at the Asteroid Day probe core for texturing. I don't have it in front of me but the NH probe core is missing something.
  10. I think I'll just leave it as Karrot until someone thinks of a better name. I know. I said it wasn't working. Several people asked for a download so they could help with configs. I usually don't do tweakscale until I get around to polishing for release. I don't try and leave the dev releases playable. edit: @Davidy12 apparently I cant tag on mobile. So me a favor, go to the parachute config and in the very last module, for fully deployed drag, crank it up to 30 or so and see if it makes a difference.
  11. The pod is 1.5m, so 2.5m would look a little silly. Right now the heatshield includes 1.25 and 1.5m adapters. I might just take them off the heatshield, and make them into three separate adapter decouplers (1.25, 1.5, 1.875) for it... Karrot? No.
  12. It might be from OMSK. The download of Bloeting I have doesn't have it. I'll assume OMSK. Which means I still need to make flippy antennas... I mean, the current solution isn't much different than having it attached to the RCS. Depending on how I do the parts for the 2 man pod, there may be another 0.625m parachute, and the RCS would be reused. On that note, I am really hesitant to call it Gemini just because then there's an expectation that I make the other parts. Huh. I just realized this hasn't come up yet. I'll lay it out, this once: I WILL NOT BE DOING IVAs FOR THIS MOD. (That's not directed at you in particular Davidy :P) Simply put, I don't really want to do them. They seem like tremendously hard word, and for every IVA I could most likely do several other parts in the time, which is what I'd rather be doing. This is not necessarily permanent, but it is until further notice. Also, there's no point until 1.1 comes along with the new shaders. Either way, the idea isn't very attractive to me. If anyone wants to do one I will gladly include it, with attribution.
  13. Whoa that's a nice screenshot. Those antennas are from Bloeting, correct? I don't think I have source files for them (at least, I haven't come across them in the files I have) but I'll make sure to grab them from the last release of Bloeting. Yes, I need to fix the panel corners. Look for a beta some time later this week. I have to sort some stuff out still. However, I am not sure if you understand how the parts are laid out. The parachute is in the base of the antenna part. The science would have to go in the RCS. I don't want to redo the textures / models at this point. I'm ok with how its set up. Titan is going to happen at some point, yes. In the mean time CONTARES has one that is scaled correctly. Don't expect a normal Gemini though, I'm not making the OMS for it. I don't want to make a giant cone ship haha. It's going to be closer to the HGR Radish. EDIT: Eh. If anyone wants to take a look at it, here.
  14. Yeah sure, here's the CFG. It's mostly copied from the stock Mk1 (Mk16?) chute. I can't open Unity at the moment. PART { name = bluedog_mercuryParachute module = Part author = CobaltWolf MODEL { model = Bluedog_DB/Parts/Mercury/bluedog_mercuryParachute } rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.148621, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 0.2688744, 0.0, 0.0, 1.0, 0.0, 0 buoyancyUseCubeNamed = PACKED sound_parachute_open = activate sound_parachute_single = deploy TechRequired = start entryCost = 0 cost = 422 category = Utility subcategory = 0 title = Hermes Parachute manufacturer = Bluedog Design Bureau description = Stupid sexy Mercury chute. attachRules = 1,0,1,1,0 mass = 0.1 dragModelType = default angularDrag = 3 crashTolerance = 12 maxTemp = 2500 // = 3100 emissiveConstant = 0.7 stageOffset = -1 bulkheadProfiles = size0, srf bodyLiftMultiplier = 0 MODULE { name = ModuleAnimateGeneric animationName = extendAntenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna allowAnimationWhileShielded = False } MODULE { name = ModuleDataTransmitter packetInterval = 0.6 packetSize = 2 packetResourceCost = 12.0 requiredResource = ElectricCharge DeployFxModules = 0 } MODULE { name = ModuleParachute semiDeployedAnimation = semiDeploy fullyDeployedAnimation = fullyDeploy invertCanopy = true autoCutSpeed = 0.5 capName = mercury_Para_Cap canopyName = chute stowedDrag = 0.22 semiDeployedDrag = 1 fullyDeployedDrag = 500 minAirPressureToOpen = 0.04 clampMinAirPressure = 0.04 deployAltitude = 1000 deploymentSpeed = 0.12 semiDeploymentSpeed = 0.5 chuteMaxTemp = 650 } MODULE { name = ModuleDragModifier dragCubeName = SEMIDEPLOYED dragModifier = 0.33 } MODULE { name = ModuleDragModifier dragCubeName = DEPLOYED dragModifier = 12 } }
  15. Kart how are you doing the fairings for the Delta K? I don't see a download link available so I couldn't see for myself. @VenomousRequiem is trying to get me to make one for BDB but I'm not entirely sure how I'd go about it. Our thought was to make a 1.5m (the scale of Thor/Delta in my mod) fairing base, and then have Delta K be 1.25m underneath, with the tank and engine. But that then requires some sort of fairing.

    I'm about an inch away from just listing PFairings as a requirement, just to have the easy to make interstages.

    1. Show previous comments  1 more
    2. CobaltWolf

      CobaltWolf

      Oh yes yes yes, the interstage not the payload. My problem is I'd like to leave it... I suppose 'open' to having different engines placed on the stage. So the obvious answer of custom making a fairing doesn't quite work, since the engines vary slightly in length. I was wondering how you chose to do it? Venom pointed me towards your Atlas V for the Centaur interstage so I figured I'd ask. I know how to do the colliders.

    3. Kartoffelkuchen

      Kartoffelkuchen

      Ah now I understood I believe! Well, the way I do it, is to just make a complete new, hollow part, with the diameter you need. That's where your engine goes into. Then just do colliders and cpnfigs.

      Note, you'll need to specify another node where the bottom of your upper stage tank sits on the top of your interstage. Find out that height, and add it to your node. Then just add another node where your engine gets attached to (to the tank). I hope this helps? 

      You can also just check out my Falcon 9, it uses exactly that. ;)

    4. CobaltWolf

      CobaltWolf

      Hmm. Yes it does. I will have to mess around with things, you'll see something on my thread at some point. Thanks Kart!

  16. What about the shaders would make someone redo textures from scratch @Kartoffelkuchen please I'm getting scared. EDIT: I forgot to reload the page before replying.
  17. Here's one. My parachute animates correctly, but doesn't actually slow the craft down. Does anyone have ideas for this? Is it a common thing? If not I can hijack this thread post more info.
  18. Thank you! Is that how you tag people here now? Yes, a big thanks to @passinglurker for his Bloeting Corp parts. They still show up in game as Bloeting, which also appears as a contractor. As for your questions, 1) 2) The top node and the RCS are exactly 0.625m. I don't know about the stock pod but they should function with the other things I've been working on, like the two man pod. 3) The pod is a bit squat for Mercury. That's part of the original design of the Hermes, and I can't change it without completely remaking the pod geometry, which I didn't want to do. I already remade the RCS (since it doesn't have the Tantares one now), parachute, and LES. At any rate, I kinda like it. I like my Kerbal replicas slightly squat + cute. 4) As you can see in the screenshot, it does indeed work. They're part of the parachute module, which splits right below the white stripe. I know that's not where the real parachute goes, but it was the best way I could split it up for KSP. I was planning on putting some science in the RCS module. Perhaps a goo pod? Materials bay? I'm not sure. It's a bit late now to make it have an animation, but the science is more of an afterthought. I'm also hesitant to include too much science in parts that aren't science modules, just because that's not how the game works and so it makes the parts feel slightly cheaty IMO. Bear in mind I usually just clip my science parts into the pod haha. 5-ish) Which panels? If you could highlight them in paint or something that'd be really helpful haha. EDIT: Have a screenshot from a suborbital hop.
  19. I mean... it's supposed to work at Tech 0. It doesn't? EDIT: So, Agena. How do y'all want this thing set up? My thought was to have: 1) 1.25m tanks (long and short) in the Agena style. 2) 0.9375m tank w/ 1.25m adapter on top 3) Agena engine, would include a 1.25m autofairing 4) I was thinking of making the secondary thrusters, along with the fuel supplies, into a single part OMS, that could be radially attached. Some Agenas had none, some had two, some had 4. Which leaves us with the question of how to do the fairings for the whole setup. There's no way to autoshroud it all without making the shroud for the engine longer than it should be, which would inconvenience anyone that wants to use the engine elsewhere. I could make the engine and the adapter tank all one unit, but that means that you'd be able to radially attach to the engine. Or I could just say use PFairings. The alternate idea would be to make the adapter tank + engine into a single piece, with its own adapter fairing, and include the engine and tank separately. No extra textures used, so essentially ram free, but it adds two extra parts to your catalog. Thoughts?
  20. Randy (this is now and forever how I will read your name) it looks like a lot of your parts would benefit from setting some of the edges to 'soft' rather than 'hard', so that they appear to be smooth curves in game. I'm not sure what modeling program you're using so I don't know how to go into more detail then that.
  21. Wow! This looks great - not every day someone just drops a good looking mod on the forums.
  22. I'm not entirely sure what you mean. I think making them have rows of rectangular windows would be preferably to a bunch of round windows, which look strange when used that frequently. Though looking at the Haas rocket details it seems like they look like that on the real one.
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