Jump to content

TiktaalikDreaming

Members
  • Posts

    1,972
  • Joined

  • Last visited

Everything posted by TiktaalikDreaming

  1. That's pretty easy to do in Unity actually. I need to juggle a few things to match past post-unity juggles. Some of the textures are largish, but none are huge. The killer I think would be that the 3D meshes are high poly meshes. If your PC is struggling, it may be more the detail in the 3D objects than the rez of the textures. You could test by loading the mod up and killing all the texture files. That'd be mostly .dds files, but there's probably a few left-over png or tga etc files. It'll look like either a white plaster molded object or an unshaded bright purple horror. But, it'll determine if it's the textures or something else. It may also be the reflective shader. You could probably test that simply by removing the dll for it. Unfortunately there's a few things that hammer the system, and they all do it slightly differently. Sorry about that. I have trouble telling as my PC is over-specced for KSP. Esp on the graphics side of things. Although that doesn't save me from the 3.X GB 32 bit limitation, except when I'm running under linux, but there's no Unity editor for linux, so I do all my dev on Windows. But still, I notice no slow down, but it makes it tricky to know when others might.
  2. 3-D model now a part. I've been messing with different ways of using an ablator resource for the ablative cooling of the engine nozzle. I think it's going to come down to just a propellant at low proportions. And, with RealPlume;
  3. Working on the ED rockets for the next update. Hopefully be the end of the weekend. Because then I go tramping around NZ without internets for 3 weeks. (it's a ....ty life, but someone's gotta live it) Anyway, 3-d model just about done for the L-30 AH 30 million pound expansion deflection rocket.
  4. Just had a look at Realism Overhaul. 'Tis quite a complex beast. So my answer at the moment is "not yet". I'd need to have a fairly serious look at what all the new values are. Some are fairly obvious, some less so. And some I won't have data for. BUT, to resize to match RO, all the values for mass, thrust etc in my standard configs are taken direct from Convair's notes via Aerospace Projects Review (Scott Lowther). I took all the sizes and divided by 2 and masses (and thus volumes of liquid, aka fuel units) and divided by 8. The meshes in the first batch of parts were actually full size. In the configs for (say the main tank) you'll see rescale is set at 0.5. But I quickly found that it doesn't fit in the hanger. So I looked at how FASA worked things and discovered their stuff is basically half scale. And thus the half size, and eighth mass/thrust edition of the Nexus was born. I will have a look at RO conversion, but not until I've finished a few other parts. I specifically want the NTRs to have a progression from solid, solid-water moderated, quartz incased gas core, before the open cycle gas core currently in the mod. And main engine variants, basically a couple of sizes of expansion deflection rockets with a framework to attach them.
  5. I'm a bit unaware of what is required for a realism overhaul. The main engine is it's own part as there will be options. Including a 30M lbT ablative expansion plug engine.
  6. More pics added to OP. After some fscking about. The moment I posted this I ceased to have any spare time. :-/
  7. Migrating from a dev thread regarding this, as many parts are now releasable. Development version (consider this very beta): https://github.com/TiktaalikDreaming/Nexus Release Versions: http://spacedock.info/mod/147/Super%20Heavy%20Boosters%20Historical%20-%20Nexus IMPORTANT Version 2.0+ is a complete revamp. The parts are to 62.5% scale not 50%, and there's various other adjustments as well. Installing v2 when you have a v1 install will cause the old "ships not loaded" messages and disappearing craft that had old parts. Assumes but does not require Community Tech Tree (Creative Commons Attribution-NonCommercial) by Nertea. http://forum.kerbalspaceprogram.com/threads/100385-Community-Tech-Tree-2-0-last-updated-03-05-15?p=1546633#post1546633 Recommends (has modulemanager config for) Community Resource Pack by Rover Dude/USI. http://forum.kerbalspaceprogram.com/threads/91998-1-0-4-Community-Resource-Pack-04-3-2015-07-06?highlight=community+resource Remaining components are licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. Significant thanks need to go to Scott Lowther of up-ship.com/Aerospace Project Review and his work with the Nexus and related topics. And to the mob of very useful people in the KSP G+ Community. And to Winchell Chung in particular for providing the impetus to mod the hell out of Kerbal. The Nexus booster is a massive squat booster rocket designed by Convair (General Dynamics) to get very large payloads into orbit and beyond. This mod is a replica at half scale (Kerbals are small, and their planet is small) of the base Nexus design. It was designed to get a million pounds (~450 tonnes) into orbit, and then return and be mostly re-usable. This version is designed for 1/8th of the weights/thrust of the original, to match the half scale. (from up-ship.com, where all the good info is) Descent was controlled (but not really slowed) by big flaps. So side pieces are available as either flaps or static walls. You'll need 12 all up. Most representations have four flaps but versions with 12 were also investigated. Any mix of 12 pieces of either flap or static wall for KSP. As yet, there's only the one style of flap, but I always intended to produce both types that are detailed in Convair documents, and have had Blender models for both since the start. I just got these developed more as they look better than the whole panel and because I needed a test case to learn how to build aerobrakes in KSP. At the last minute (I find just before the 1km altitude mark is best) forward facing solid rockets are fired that slow the descent and break the water surface tension and churn the water. This may have been optimistic, but probably would have worked as the forward shell/heat shield was sacrificial. A combination of this plus arrays of chutes was investigated but for some reason Convair decided to go with just the retro rockets. It apparently weighed less. Due to being lazy with determining re-entry points, I tend to add chutes. The retro rocket solution ain't so good landing on rock either. Second stages so far are 35 foot and 60 foot hydrogen tanks with gas core rockets. So far there's 3 sizes, matching the 3 sizes used for the Convair 70 and 120 foot second stages. At 1/8th of 6 million pound thrust, and 4 and 3, it's easier to just refer to them by the original thrust grades. Gas Core Nuclear Thermal Rockets (GCRs) don't work well below a 1meter internal radius apparently (according to some studies around '98), so I'm being optimistic and saying Kerbals can make them a bit smaller. The 3MpT engine has an outside radius of 1m, so it's not too far off reality. The GCRs, as represented in this mod, are moderately optimistic. As yet, humanity hasn't managed to solve some fairly critical issues around instability of the containment vortex that stops the gaseous fission reaction from shifting and impacting things and then exploding. In KSP terms, be aware these rockets are both generators and alternators. As the whole engine is mounted on a gimbal, they can gimbal a lot. Their atmospheric curve is highly punishing for using them in an atmosphere. (Kerbals don't seem to care as much about the radioactive and toxic exhaust, but reduced Isp is bad). They require a new resource, "BlutoniumTetraflouride", which is the reactor fuel. Some is expended. You'll get quite a bit of flight on the included fuel. They also explode easily. Not from their own operation, but just try not to bump them into things. My original GCRs had a long slow build up and shut off time. Much like the jet engines, throttle response was slow. This is a result of my expectations of the engineering issues around building toroidal vortexes strong enough to hold a gaseous fission reaction. But in testing attempts to land on the Mun, it became clear that I just couldn't work a successful landing with the exaggerated throttle response lag. So this edition has that "feature" removed. It's likely to be re-applied later. But I'll be doing a bit of research into what that lag should be. In the end case, either the rockets won't have lag, or they will and you'll be best off with some fine control secondary landing rockets. Various shots, with various stages of completeness And parts in VAB
  8. OK, time to ask which fuels (other than stock) people use. Regardless, I'll be doing the following; Kero(RP-1) and LOX, basically the same as the stock liquid fuel. LH2 and LOX, higher Isp, heavier tubings and pumps etc compared to Kero+LOX. Some hypergolic. probably N2O4 + some form of hyrazine. Some monoprop like Hydrazine or Aerozine. The idea is to give people both a realistic fuel edition, and for us lazier people, some RCS that will use the fuels we have for the main fuel tank. Also, the weights I've used so far are based on scaling the weights of stock parts. But I've noticed that mono rockets are absurdly heavy, and NTRs are absurdly light. When NTRs' downside is that the engine is heavy, and mono rockets' benefit is that they're lightweight and simple. So I'll probably rejig weights for the various nozzles at some stage. Hopefully RCS isn't making a significant proportion of anyone's craft, but it'd still be nice to get them right.
  9. Link the actions to a control group and it tends to work then.
  10. Updated with 3 sizes for stock nozzles and changed the directory structure. Remove existing versions before installing 0.3. Non-stock fuels to be updated next. PS: NTR sizes when I tested them only provided one size. I'm not sure why. It might be my mangled install, so I uploaded it anyway. But there may only be one working NTR nozzle. - - - Updated - - - Nice, I didn't know that. Still, has some limitations in 1.0. But if Nathan gets someone to integrate with RealPlume, I'm jumping on that band wagon so fast... :-)
  11. Unfortunately not yet. There's hints that SmokeScreen might include that at a later date, but so far, without some serious work, there's no way. There was a ModuleRCSFX mod once upon a time, but it ceased working properly at v0.80, and isn't something that will behave in 1.0 as far as I know. In 0.8 it was a bit prone to the same issues as plain RCS when using multi fuel RCS too, so not the best choice for this.
  12. As does FASA, which also has a "pod" that's a lot like that. - - - Updated - - - At the moment, the NTR runs on Liquid Fuel, but there will be a LqdHydrogen version for CommunityResourcePack users.
  13. Well, yes, they're sized for large craft. I just used small stock parts to minimize parts in the shot that weren't this mod. Here's the sort of craft I meant it for,
  14. This is very early days (day 2 actually) for this mod. It stemmed from having what appears to be the normal trouble of trying to get BiFuel RCS working. Only one direction of thrust transform works. If you're working on large craft, it's kinda annoying not having something with more oompf than the old mono RCS. Anyway, as there seems no inclination to remove the single direction multi-fuel RCS limitation, I've decided to work around it. This mod simply splits the RCS block into a base, and nozzles. Each nozzle has only one thrust transform, so it works just fine. Also, this means the RCS block base can take a bunch of nozzles. So far I only have one base (I intend to add more, and different sizes, probably also as requested), and a bunch of one size of nozzles. MonoPropellant Nozzle. LiquidFuel+Oxidizer Nozzle LqdHydrogen+LqdOxygen Nozzle (requires Com Resource Pack, not included) ION Nozzle NTR Nozzle DOWNLOAD https://kerbalstuff.com/mod/1083/RCS%20mix%20and%20match%20set Any nozzle can go on any suitably sized node of the RCS blocks. In fact, they are also surface attachable, so you could just add them to surfaces and use the rotate widget to angle them as needed. Textures, configs etc still pending anything resembling completion. I'll probably split this into a Stock friendly and Community Resource Pack edition later. :-)
  15. It would fix only those things fixed by replacing 1 with - 1 in the fifth figure for each parts' stack_node_bottom. Aka you'd be able to piece together a craft that doesn't work.
  16. Updated to remove smoke altogether (again) from the LH2/LOX engines. Also tweaked the effects if using RealPlume. And added extra stack nodes to the top of the procedural fairing pieces. It helps to make sure you're small towns don't fall apart when taking off.
  17. I think modules are MS Visual C#, using some libraries from KSP and Unity. It wasn't perl, bash etc, so I ran away. The last few tutes from Nifty255 listed on http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE cover modules etc.
  18. Good to hear. I'll check the smoke on the control rockets. At one stage I remove smoke altogether from the rockets. LH2/LOX generates very little. But I've been running with RealPlume until release testing, and it has no smoke for it's LH2/LOX plumes, so I actually added the smoke back in to see if RP would generate a bit of smoke then.
  19. Ha! Awesome. Nicely spotted. And thanks. 22 replacements of 26. Which would be those 4 that I did early and still worked. Thanks muchly. I keep doing things like this. I was making sure the node spelling were exactly right etc, and stepping through everything I could think of. Stupid brackets. When I was following the leg tutorial trying to make my landing legs I got stuck for ages. Turned out it was because I didn't have the right .mu filename in the part config. Sometimes another set of eyes is the best thing on the planet. :-)
  20. OK, just the first stage; https://www.dropbox.com/s/kkzpk0o8zjkmgqq/NexusBoosterStage.craft?dl=0 And first and second stages https://www.dropbox.com/s/25triwl1n3pwpga/NexusNoPayload.craft?dl=0 The staging for the various adapters between the Nexus heatshield and whatever comes next is a bit confused according to standard KSP. Let me know if the dropbox links don't work, I think they should be public.
  21. I'll include this in an update shortly, but the cfg file Tiktaalik\Nexus\Fairing1\150footFairing.cfg needs the following two lines added in the main section (say just above // ----- DO NOT EDIT BELOW THIS POINT ------) breakingForce = 200 breakingTorque = 200 The part was just plainly missing anything resembling a strength. :-/ Sounds. Sound *should* be working. The sounds called are stock KSP sounds. BUT, there's a cfg file to have MM edit in RealPlume visuals etc that might be stuffing that up. So, if you don't use RealPlume (doubly true if you use SmokeScreen but not RealPlume) remove Tiktaalik\Nexus\RealPlumeConfig.cfg, see if that gets sound back.
  22. Having the adapter take out the second stage rockets is usually from non perfect separation. Make sure there's no spin or acceleration. It's much more delicate than most adapters.
  23. The load completes, and the parts are available, but just not put in the correct nodes. It happens with only that one mod installed. I'll try the other ideas and keep your ideas in mind.
  24. I'll take a look at the sounds. I may be calling a sound that doesn't exist without my pile of mods. It shouldn't be too loud, they calculated it'd be safe to launch within 20miles of people. :-) And I'll have a look at the decoupler. That's the retro equiped one?
  25. Yes! There was one in an earlier edition, but it kept getting stuffed up when I changed things. I'll re-add. I still need to get CTT working (it seems to stop processing the MM cfg file about 4 or 5 parts in), so I'll add a basic Nexus with and without second stage when I upload that. - - - Updated - - - They were for Lunar/Martian Colony building. I've used them to get big chunks of USI Kolony Systems stuff to Mun, and ended up with ~90% of the second stage's fuel left. That's part of why I'm building the smaller tanks. You just don't need such huge tanks in KSP most of the time. The full sized 10m Orion looks small on top of the half scale Nexus. That tells you something. :-)
×
×
  • Create New...