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MatterBeam

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Everything posted by MatterBeam

  1. I guess this is why, if I follow the Emissives tutorial to make my engine glow, the Animations window it asks me to open is empty... Edit: Downloaded 4.22 It's exactly this problem. Animations work fine with older versions.
  2. I just started modelling yesterday, but I'm pretty sure the little thrustTransform cube should be right under the center of your model. On your second image, it looks way off on the edge of the model.
  3. Holy shnitzle this is a lot of work. I just started creating my own models, I know.
  4. Hi. You can follow my work on this thread: http://forum.kerbalspaceprogram.com/threads/114386-WIP-Parts-Krakon-Works-need-help/ Currently, I have an engine model and texture that appear correctly in the game. I then added a thrustTransform 'child' in Unity and aligned the z-axis blue arrow with the model. However, while the model is oriented correctly, the attach node is not. How do I position the attach node correctly? In Unity and Blender, the model's position is 0;0;0. Also, how do I add an overheat animation to parts of the model? Currently, it's all one group. Can I specify something on an UV map? Finally, how do I add an exhaust trail? I'm asking these question because most tutorials I come across are very outdated or not using the same tools I am (blender 2.74, unity 5.0)...
  5. Yeah. Redid everything from scratch using Blender directly. Learnt about something called 'thrustTransform'.... Loading KSP to check if my new knowledge was applied correctly... - - - Updated - - - Okay, here's another album. I've got more outdated tutorials to slog through, it seems.
  6. Will this work with Unity 5.0?
  7. Here's something I've done on Sketchup on my first attempt ever at making models.
  8. Do you mean capsules with integrated parachutes and stuff? Well, anything to reduce part count. An early model would be nice too.
  9. I'll test different DCA values. In the high altitude phase, the control surfaces don't actually move. The RCS only works when I've fully deactivated the assistants. Nosing up after take off in itself is easy... it's just that seconds later, the nose tips to horizontal then progresses along the prograde to fall below the horizon and crash.
  10. Oh, I'll put them up. I'm intending on using the OPT Aerie model for the Pulsed Electrothermal Jet, and one of the Near Future Electrical engines for the Resisto-Aerojet. I'm just making sure with licensing that I can publish their models as my own, with due credit.
  11. If OP responds, I'll write up a .cfg file for the O10 monoprop engine so it can have a second mode where it burns LFO.
  12. Good god. It had 3GB of mods before I started cutting down, and it only applied 3k patches.
  13. I started using this mod yesterday alongside RSS and Deadly Reentry. I made several hypersonic planes, and made two which were capable of achieving orbit. I didn't find FAR much more difficult than NEAR. My only complain is this: FAR flight assisstance is completely bonkers. Off the hook. Detrimental in every way. It does not allow you to raise the nose after liftoff. It chooses its own pitch, and follows a prograde heading whatever you do. At any velocity above 1000m/s, you lose all control. Holding the keys down only move control surfaces by a few degrees. During re-entry, especially in during the early high velocity/thin atmosphere phase, the plane has no stability assistance. It refuses to use RCS thrusters in this phase. My only option was to turn it completely off and turn all values in 'options' tab to zero or one.
  14. Are we competing for something here or what ... because you win ?
  15. I could make a multi-modal engine (like the stock Rapier) and force it to use liquidfuel/oxidizer as the first mode, and monopropellant as the second mode. However, I do not know how to force it to switch modes if it runs out of one fuel or the other. Tell me how beefy you want the liquidfuel/monopropellant modes to be.
  16. In addition to the impossible-to-tweakscale-anything-even-after-reinstalling-KSPI-and-Tweakscale issue, I just noticed that the nuclear thermal nozzle and thermal turbojets both display the 'firing' animation inside the VAB. Could they be related?
  17. I'm currently testing using electric charge directly. Results seems promising. I'll post pictures if I get the correct propellant ratios. Although, I do not understand how the regular turbojet uses a maximum of 1.16units/s of intakeAir, but the electrothermal jet I'm using, with even better ISP, and the same fuel/air ratio, manages to use a huge 5.36 units/sec of intakeAir.
  18. Yeah, I made the appropriate corrections. I found out that the 'resource generator' module works fulltime, as in, it draws Ec even when the resource reserve is full, or if the engine is at zero thrust. Also, the thrust displayed in the VAB is not just a random number, it is exactly 50% of the value I wanted it to be. I'll return after more testing. PS: I finished making the reactors. I used stock models. Currently, they are textureless white. 45, 20 and 5MW versions.
  19. Well, first of all, major thank you. You actually went the length of writing up demo mod files. If I understand correctly, the first solution 'JetEngine3_EC_RAM' is a combination of air intake and jet engine, where the air intake generates a new resource, and the jet engine consumes this new resource alongside IntakeAir. The second solution is to add a generator module to the jet engine that consumes electric current to produce a new resource, then the jet engine consumes this new resource alongside the IntakeAir. I really like the second solution. It allows me to impose a continuous minimum electrical consumption rate for running the jet. I wonder, is it possible to have electric current consumed both by the 'generator' and as propellant at the same time?
  20. Custom self-contained reactors based on a 150% efficient version of the Hyperion Power Generation technology listed here and here. They'd have a power density of about 2MWe/ton.
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