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Everything posted by saabstory88
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I've actually been spending a lot more time in CAD modelling out all of the various sub-systems and tanks. Real life has slowed down a bit, and I've finally got my Linux machine back up, so I will actually be able to test some of these items. Ive got a vacation coming up so it will be time to start hitting this stuff hard. All of the tanking combinations will be intentionally fixed, and not modular. These are designed to represent completed contractor developed flight stages.
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RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Nope. The ones from FASA are better than my current skill at modeling and texturing. BTW, new preview for 1.0 here: https://github.com/Saabstory88/RO_Extended/releases Sorry for the lag. Got caught up in real life, and then CRS-7 happened so I've been spending most of my time on L2. I'll be back to it this weekend assuming real life plays along. -
The final "Explosion" was likely the result of the S-2 tanks failing. This would disrupt the S-2 break-wire and cause the full FTS system to destroy the vehicle.
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RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Engine Mass: Thanks! USRM: I guess I probably should, huh... Also, anything else you see can be submitted to the GitHub either as an issue or pull request. This will be easier for me to keep track of than forum postings. Thanks for contributing, you shall be credited. -
Greetings, Several of you may have seen my Historic Pack (link in sig). I will be breaking out my slow-boat Alternate History based RO parts in this thread. The two primary items which will be covered here are Eyes Turned Skyward (in conjunction with the main ETS thread), as well as my own person pet project, which is a reimagining of the STS. ETS will come in bits and pieces, as I have time, and my STS might be a little more of a concerted effort, although I'm not sure at this point. Modeling on both is in progress. Saturn-IE/F/G My little pet STS project is based on the HG-3 engine, which, in our timeline is a derivative of the J-2, which lead to the creation of the SSME. This speculates on a rational, expendable booster based Space Transportation System, to meet both NASA, and Air Force needs in a cost effective manner. It will include vehicles from the late 70's to the present day. The 6.7m Saturn IV-B is used as the basis for the common core diameter, UA1207 boosters as the primary solid during the initial production run, and something like the STS SRB as an upgrade in the 1990's. See my silly little photoshopped "Rockets of the World" chart for comparison: Tanks in progress: That's all for now!
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RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Updated to fix the Centaur issues for 0.90 (RO 8.4.1). I will be creating a 1.x compatible branch soon. I finally have a stable build in which to begin the update. The next update should be within a day or two of the RO full release to 1.x, depending on work schedules/real life. I want to thank all of those who have contributed, I am glad that this is going to become something. I will be breaking out the purely speculative stuff, such as any future ETS work, as well as my personal Alternate STS into it's own thing soon. I am working to get some of the Agena stuff up soon, and start to think about maybe modeling some of the Russian items which haven't been touched. Work has been rough, but it will be slowing down soon, as well as my move to a new house will be finished within a month or so. NOTE: the license has been updated... all good faith mod pack inclusion will be considered, however, keep in mind this is meant for RO. That being said, I will NEVER shoot down people making MM patches for anything I do. Thanks! -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Because of a typo in a spreadsheet, thanks for that! I'll try to post a the correct values later. -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
The RealPlume work has been started. I broke out the config to SHIP.cfg in the main mod directory. Just don't think it needed to be stuck in the main RO folder. Go ahead, tinker away! -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
I will be adding the HG-3 tonight, as well as all of the current FX updates. I would really like some feedback as far as playability, so I can push forward towards the 1.0 update. I have also been working on my alternate history STS. I have been doing some calculations, and arrived upon a 32mt to LEO stack, which could satisfy both NASA and Air Force requirements. Concept images below... -
Chaka Monkey - Closed Development Thread
saabstory88 replied to YANFRET's topic in KSP1 Mod Development
As one of the purveyors of your RO configs, I wouldn't mind a preview copy -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
saabstory88 replied to tajampi's topic in KSP1 Mod Releases
Would it be possible to override the ModuleEnginesFX class to be able to bring in the fxOffset? This could go a long way to making these configs work better with matching the FX source point. For example, all of the engines in my WIP mod need a massive -Y offset to get the FX in the right place. Having this info be able to help define the light source might be useful. This repo might be useful, as it demonstrates overrides to the ModuleEnginesFX class: https://github.com/KSP-RO/SolverEngines -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
saabstory88 replied to tajampi's topic in KSP1 Mod Releases
I forked your Repo and played around with it. Some nice people on the #KSPMODDERS IRC helped out, and now you can haz custom colors. Pull request created. Config file can now look like this: @PART [*]:HAS[@MODULE[ModuleEngines]]:Final { MODULE { name = tjs_EngineLight lightPower = 1.0 lightRange = 40.0 lightRed = 1 lightGreen = 0.88f lightBlue = 0.68f } } @PART [*]:HAS[@MODULE[ModuleEnginesFX]]:Final { MODULE { name = tjs_EngineLightFX lightPower = 1.0 lightRange = 40.0 lightRed = 1 lightGreen = 0.88f lightBlue = 0.68f } } -
[1.5.1] Engine Lighting (1.5.1) Little Config Update (13 October)
saabstory88 replied to tajampi's topic in KSP1 Mod Releases
Just need another line for color configuration and this will be the perfect companion to RealPlume in RO! -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
New preview release available. The part are now much, much more playable. There are couple texturing issues to work out, and the AJ-10 needs another FX pass. Many more real-plume configs. Now with more Thor! HG-3 in the pipeline -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Update: Still working on the latest parts. In the mean time, I have been musing about possible future plans for theoretical boosters. Some possible "Alternate STS" plans based on LR-87 and HG-3 engines. Not all the way thought out, but I thought I'd share.\ 1. "Light" Apollo LEO configuration 2. Centaur based GTO launcher 3. DOD KH-11 launcher HG-3 / S-IVB based booster -
Eyes Turned Skywards UPDATE now with Signup Sheet
saabstory88 replied to NathanKell's topic in KSP1 Mod Development
Just wait until I actually figure out this whole "Realistic Textures" thang... getting there -
Do you see this viable?
saabstory88 replied to mariohm1311's topic in KSP1 Modelling and Texturing Discussion
Hoorah for more Realism Overhaul targeted parts! -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
I do not plan on making a non-RO version myself. My licensing permits reconfiguring and redistribution, so if you want to, go ahead! The FASA S-IB is already great. I'm not here to duplicate models which are up to spec. I may at some point release some textures and configs to re-skin the KSP references, and make then true to life. Edit: Just to try to be clear, the whole reason I am doing this is, is not to try and make every piece of every vehicle. The goal here, is that someday, I want to be able to load up RO, pick any mission I fancy from history, and fly a craft which pretty much looks like the real thing with minimal procedural parts. No need to redo mods which do things better, I just want to fill in some gaps. Aside from that, I love alternate history, and building models. It's just as much about having the "Model on the shelf" as it is about flying it. -
Eyes Turned Skywards UPDATE now with Signup Sheet
saabstory88 replied to NathanKell's topic in KSP1 Mod Development
Greetings, I will be be adding some ETS parts to my Realism Overhaul parts pack. The link is in my signature. For a taste, here are two of the Saturn main tanks I have been working on... -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
This weeks progress so far: Still working on nodes for the Thor series, it's getting more logical though. Still have to fix the vernier rockets on the main tank. Titan and Centaur seem to be good to play! Still need to fix the FX for the LR-87-LH2 to make it fully Realplume compatible. The other engines seem to be working just fine FX wise. And of course, decided a LR-79 was in order. It's tonight's project: And how about some tanks from Eyes Turned Skyward? -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Thanks! Just talked to Ferram4 and you are totally right! My second pass at this booster will have to correct configs. -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
AFAIK the fins on the Thor were not gimbaled. Guidance was performed by the engine gimbal, as well as the two LR-101 vernier engines on the bottom of the first stage. -
RO - Saab's Misc. RO Parts - Progress
saabstory88 replied to saabstory88's topic in KSP1 Mod Development
Thor Able fit-together testing. Ready for unity. AJ-10-118 first pass. Need more info on what the skirt actually looked like on the able version. -
Greetings, I am working on a pack of launch vehicles and stages for realism overhaul. I would like to add some more realism to several of the engines with Turbopump exhaust plumes, and thrust vectoring. I understand how to do it, but I may not be able to get it to the point of polish that I really want and still keep up with the other items I would like to model. If anyone has any interest in contributing, and has some knowledge of RealPlume and gimbaling plugins, I would love the help to be able to get this pack up to spec in a more reasonable amount of time. This won't stop these items from getting added eventually, you (perspective collaborator) might just be able to do it quicker and better than myself. In addition, if there is any other misc. items that anyone wants to contribute to the effort, I would appreciate the help. Link to the pack as it stands: http://forum.kerbalspaceprogram.com/threads/117844-Realism-Overhaul-Saab-s-Historical-Pack-Preview-Available Thanks!