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Deltac

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Posts posted by Deltac

  1. 2 hours ago, NotABoomer said:

    @CobaltWolfis the mod updated? i want to know because i checked the change-a-log nothing new... is it a new update or im just feeling rusty

     

    Cobalt puts new developments into the development branch on github.  So there's the release branch which is now old, and the development branch which has new stuff in it.  Soon Cobalt will release an update to the main branch, but you can download the development branch now and try it out.

    I don't know if anything has been tested for 1.8 yet, that may be this weekend.

    Remember, you can always download previous versions of KSP along with the current version.

  2. 3 minutes ago, elGremlin said:

    Hi,

     

    One more "stupid" question. Not sure if only I see that situation, but orbiter seam to be extremely unstable using only OMS engines. Did I miss anything while constructing it? Any suggestions? Thanks in advance.

    You might need to tweak the OMS angles till the angle of thrust is as close to the center of mass.  The included craft file should be a good example.

    Also you can change the control point of the shuttle cabin.  Right click it and click the option that says "Control Point Forward".  It should change to "Control -15".  That will help you line up your burns in space.

  3. 23 minutes ago, benjee10 said:

    the RCS effects are from plume party

    Ah okay, my mistake :P

    I also think I need to try updating realplume.  I'll just take that to the realplume stock thread if I have further issues.

     

    And the translation stuff, well darn.  Mechjeb needs to control from the docking port in order to auto dock.  I did however manage to dock manually, so I'll probably just have to get used to that.

    Thanks Benjee. :D

  4. Firstly, loving this mod.  Really great job, Benjee.

    Secondly, I got some bugs to report.  :(

    1.  RCS Effects aren't playing (latest version of Realplume stock, (I'll need to double check my version) Plume party not installed because I thought I didn't need it)

    2.  The orbital engines have some of their effects set very far away from the engines.

    3.  Okay, this one is a doozy.  Using the CADs active docking port form BDB, if I control from the docking port and make sure RCS is on and I'm pressing the correct keys, some of the translation directions don't work.  Back and Forward, up and down.  But left right translation still works.  Having though it was the docking port, I tested my Apollo with the same docking port, and the translation directions work.  So I'm clueless as to what could be causing this.

    The translation directions work when I control from cockpit.

  5. 21 minutes ago, CobaltWolf said:

    What exactly is the issue? Straight dV or..? Saturn 1B has always had issues in BDB due to being underscaled. If I remember, I have more luck lofting it a bit on the first stage.

    When I get to the second stage, the poor little J2 doesn't have enough thrust to keep raising the apoaspsis.  I can try giving the J2 moar thrust to see if that will do something.

  6. I'm trying to modify an engine in BDB that has 2 ModuleEnginesFX.

    The part Config:

    PART
    {
    	name = bluedog_LR91_5
    	module = Part
    	author = CobaltWolf & Jso
    	MODEL
    	{
    		model = Bluedog_DB/Parts/Titan/bluedog_LR91_5
    	}
    	scale = 1
    	rescaleFactor = 1
    	node_stack_top = 0.0, 0.60749, 0.0, 0.0, 1.0, 0.0, 2
    	node_stack_bottom = 0.0, -0.9167, 0.0, 0.0, -1.0, 0.0, 2
    	TechRequired = advRocketry
    	entryCost = 4000
    	cost = 1150
    	category = Engine
    	subcategory = 0
    	title = Prometheus LR9107-167 "Lelantos" Liquid Engine
    	manufacturer = Bluedog Design Bureau
    	description = Powerful 1.875m second stage engine for the Prometheus-II rocket. Upgraded with the ability to gimbal although a single vernier remains for roll control.
    	real_title = LR91-AJ5
    	real_manufacturer = Aerojet
    	real_description = Powerful 1.875m second stage engine for the Titan-II rocket. As with the LR87, the LR91 was successfully converted from a kerolox burning engine to one that ran on storable hypergolic propellants. This engine can gimbal although a single vernier is still used for roll control.
    	attachRules = 1,0,1,0,0
    	mass = 0.53 //25% thrust scaling, previously used 37.5% //0.8
    	heatConductivity = 0.06 // half default
    	skinInternalConductionMult = 4.0
    	emissiveConstant = 0.8 // engine nozzles are good at radiating.
    	dragModelType = default
    	maximum_drag = 0.2
    	minimum_drag = 0.2
    	angularDrag = 2
    	crashTolerance = 7
    	maxTemp = 2000 // = 3600
    	bulkheadProfiles = size1p5
    	breakingForce = 112
    	breakingTorque = 112
    
    	tags = ?sm68 lr91 aj5 titan prometheus ii 2 engine 1875 1.875
    
    	EFFECTS
    	{
    		running_engine
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = Bluedog_DB/Sounds/KW/sound_altloop2
    				volume = 0.0 0.0
    				volume = 0.01 0.1
    				volume = 1.0 3.0
    				pitch = 0.0 1
    				pitch = 1.0 1
    				loop = true
    			}
    
    			MODEL_MULTI_PARTICLE
    			{
    				name = stream
    				modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacStream
    				transformName = thrustTransform
    				emission = 0.0 0.0 0 0
    				emission = 0.01 0.1 0 0
    				emission = 0.5 1.0
    				energy = 0.0 0.5
    				energy = 1.0 1.0
    				localPosition = 0, 0, 0.8
    				// localScale = 0.5, 0.5, 0.5
    			}
    			MODEL_MULTI_PARTICLE
    			{
    				name = blaze
    				modelName = Bluedog_DB/FX/PlumeParty/Engines/BDB/TitanVacBlaze
    				transformName = thrustTransform
    				emission = 0.0 0.0 0 0
    				emission = 0.01 0.1 0 0
    				emission = 0.5 1.0
    				energy = 0.0 0.5
    				energy = 1.0 1.0
    				localPosition = 0, 0, 0.8
    				// localScale = 0.5, 0.5, 0.5
    			}
    		}
    		engage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_vent_low
    				volume = 1.0
    				pitch = 0.5
    				loop = false
    			}
    		}
    		disengage
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    		flameout
    		{
    			PREFAB_PARTICLE
    			{
    				prefabName = fx_exhaustSparks_flameout_2
    				transformName = thrustTransform
    				oneShot = true
    				localScale = 3.0,3.0,3.0
    				//localOffset = 0,0,1.8
    			}
    			AUDIO
    			{
    				channel = Ship
    				clip = sound_explosion_low
    				volume = 1.0
    				pitch = 0.8
    				loop = false
    			}
    		}
    		running_vernier
    		{
    			AUDIO
    			{
    				channel = Ship
    				clip = Bluedog_DB/Sounds/KW/sound_altloop
    				volume = 0.0 0.0
    				volume = 0.01 0.1
    				volume = 1.0 0.5
    				pitch = 0.0 1
    				pitch = 1.0 1
    				loop = true
    			}
    
    			MODEL_MULTI_PARTICLE
    			{
    				modelName = Squad/FX/LES_Thruster
    				transformName = vernierFX
    				emission = 0.0 0.0
    				emission = 1.0 1.0
    				speed = 0.0 0.5
    				speed = 1.0 1.0
    				energy = 0.0 0.25
    				energy = 1.0 0.5
    				localOffset = 0,0,0.2
    			}
    		}
    	}
    	MODULE
    	{
    		name = ModuleEnginesFX
    		thrustVectorTransformName = thrustTransform
    		powerEffectName = running_engine
    		exhaustDamage = True
    		ignitionThreshold = 0.1
    		minThrust = 0
    		maxThrust = 111.3 // 25% thrust scaling //167
    		heatProduction = 200
    		fxOffset = 0, 0, 0.574338
    		EngineType = LiquidFuel
    
    		useEngineResponseTime = true
    		engineAccelerationSpeed = 0.75
    		engineDecelerationSpeed = 1.0
    
    		PROPELLANT
    		{
    			name = LiquidFuel
    			ratio = 0.9
    			DrawGauge = True
    		}
    		PROPELLANT
    		{
    			name = Oxidizer
    			ratio = 1.1
    		}
    		atmosphereCurve
    		{
    			key = 0 315
    			key = 1 160
    			key = 6 0.001
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleEnginesFX
    		thrustVectorTransformName = vernierThrust
    		exhaustDamage = True
    		ignitionThreshold = 0.1
    		minThrust = 0
    		maxThrust = 3
    		heatProduction = 150
    		EngineType = LiquidFuel
    		runningEffectName = running_vernier
    
    		PROPELLANT
    		{
    			name = LiquidFuel
    			ratio = 0.9
    			DrawGauge = False
    		}
    		PROPELLANT
    		{
    			name = Oxidizer
    			ratio = 1.1
    		}
    		atmosphereCurve
    		{
    			key = 0 290
    			key = 1 250
    			key = 7 0.001
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleGimbal
    		gimbalResponseSpeed = 15
    		useGimbalResponseSpeed = true
    		gimbalTransformName = gimbalTransform
    		gimbalRange = 4
    	}
    
    	MODULE //RollGimbal
    	{
    		name = ModuleGimbal
    		gimbalResponseSpeed = 15
    		useGimbalResponseSpeed = true
    		gimbalTransformName = vernierGimbal
    		gimbalRangeXN = 15
    		gimbalRangeXP = 15
    		gimbalRangeYN = 0
    		gimbalRangeYP = 0
    
    		enablePitch = false
    		enableRoll = true
    		enableYaw = false
    	}
    
    	MODULE
    	{
    		name = ModuleJettison
    		jettisonName = fairing
    		bottomNodeName = bottom
    		isFairing = True
    		jettisonedObjectMass = 0.1
    		jettisonForce = 5
    		jettisonDirection = 0 0 1
    	}
    
    	MODULE
    	{
    		name = ModuleAlternator
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 6.0
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleB9PartSwitch
    		moduleID = meshSwitchShroud
    		switcherDescription = Housing
    		affectDragCubes = False
    		affectFARVoxels = False
    		SUBTYPE
    		{
    			name = Titan
    			transform = Titan2
    		}
    
    		SUBTYPE
    		{
    			name = Bare
    			transform = Bare
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleB9PartSwitch
    		moduleID = textureSwitchPaint
    		switcherDescription = Paintjob
    		SUBTYPE
    		{
    			name = GLV
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleSurfaceFX
    		thrustProviderModuleIndex = 0
    		fxMax = 0.5
    		maxDistance = 30
    		falloff = 1.7
    		thrustTransformName = thrustTransform
    	}
    
    	RESOURCE
    	{
    		name = ElectricCharge
    		amount = 0
    		maxAmount = 0
    		isTweakable = false
    		hideFlow = true
    	}
    
    	MODULE
    	{
    		name = FXModuleLookAtConstraint
    
    		CONSTRAINLOOKFX
    		{
    			targetName = pivot_1_Upper
    			rotatorsName = pivot_1_Lower
    		}
    		CONSTRAINLOOKFX
    		{
    			targetName = pivot_1_Lower
    			rotatorsName = pivot_1_Upper
    		}
    		CONSTRAINLOOKFX
    		{
    			targetName = pivot_2_Upper
    			rotatorsName = pivot_2_Lower
    		}
    		CONSTRAINLOOKFX
    		{
    			targetName = pivot_2_Lower
    			rotatorsName = pivot_2_Upper
    		}
    	}
    
    	MODULE
    	{
    		name = FXModuleThrottleEffects
    		fxModuleNames = heatColor
    		responseSpeed = 1.0
    		dependOnEngineState = True
    		dependOnThrottle = True
    	}
    	MODULE
    	{
    		name = FXModuleThrottleEffects
    		fxModuleNames = throttleColor
    		responseSpeed = 1.0
    		dependOnEngineState = True
    		dependOnThrottle = True
    	}
    	MODULE
    	{
    		name = ModuleColorChanger
    		moduleID = heatColor
    		animRate = 0.025
    		shaderProperty = _EmissiveColor
    		excludedRenderer = innerGlow
    		toggleInEditor = false
    		toggleInFlight = false
    		redCurve
    		{
    			key = 1 1 1 1
    			key = 1 1 1 1
    		}
    		greenCurve
    		{
    			key = 0 0 1 1
    			key = 1 1 1 1
    		}
    		blueCurve
    		{
    			key = 0 0 1 1
    			key = 1 1 1 1
    		}
    		alphaCurve
    		{
    			key = 0 0 1 1
    			key = 1 1 1 1
    		}
    	}
    
    	MODULE
    	{
    		name = ModuleColorChanger
    		moduleID = throttleColor
    		animRate = 1
    		shaderProperty = _TintColor
    		includedRenderer = innerGlow
    		toggleInEditor = false
    		toggleInFlight = false
    		redCurve
    		{
    			key = 0 0
    			key = 1 1
    		}
    		greenCurve
    		{
    			key = 0 0
    			key = 1 1
    		}
    		blueCurve
    		{
    			key = 0 0
    			key = 1 1
    		}
    		alphaCurve
    		{
    			key = 0 0
    			key = 1 1
    		}
    	}
    }

     

    My config:

    @PART[bluedog_LR91_5]
    [
    	@MODULE[ModuleEnginesFX]
    	{
    		@useEngineResponseTime = False
    	}
    ]

    However the useEngineResponseTime stays true.  I deleted the lines in the part config just to make sure there isn't another config somewhere adding it, and that worked.  So now I just need to get ModuleManager to do it for me.

  7. 5 hours ago, clusta said:

    testing purposes.

    Just to verify, the default settings should make KSP look like this:

    rsbSsRZ.png

    This is also with the Spectra setup installed.

     

    How hard would it be to set up the config to what Orbital_phoenix has from an older KS3P?

     

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