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Posts posted by RaendyLeBeau
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On 9.11.2016 at 8:40 PM, RedParadize said:
I like it! I always wanted a omni lander with everything integrated. Only comment is that legs could be a bit beefier.
In relation to the ship the construction looks a little thin. but enough wearing. difficult to chance it, because i have invested some time in the lander legs concept, this was the final result.
- There are also parachutes, to landing save the ship.
(the chutes-pair are at moment in development)
SpoilerSpoilerother Project pictures still follow.
https://imageshack.com/a/swvM/1
Spoiler -
hi all,
so here some pictures of IVA concept design
- full album see here - http://imgur.com/gallery/a9MdC
and here : http://imgur.com/a/Nq2L6
cheers!
- concept of AVALON holds 19-22 kerbals
Spoiler- propellant storage inside ship
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Hi,
can you please close temporary my mod thread STS -Aiakos 1- - because i stoped the development 4 this mod.
thank you !
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2 minutes ago, tg626 said:
Fist preview?
oops
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Mod Edit: Thread locked upon request
Full Stages explained - SCHEMATIC VIEW & SIZE relationships
S-AVALON Landing Approach to Duna (ingame gallery)
SS-AVALON Upperstage-Block over Duna Orbit (ingame gallery)
Spoiler-
SS-AVALON in LEO approach International Space Station .. (Art Work)
ATS - Space and Fueling Station on Orbit over Admun (Kargantua System)
ATS - Space and Fueling Station on Orbit over Admun (Kargantua System)
AVALON testflight - a Journey to 'Kargantua System' - more stunning pictures are here : http://imgur.com/gallery/6x3Pg
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Spoiler-
'SS-AVALON' open NoseCap equiped without APAS Dockingport - blender cam view with background
'SS-AVALON' upper stage details, with new Engine 'VULCAIN-2'
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SpoilerATS (AVALON Transfer Stage)
ATS with Habitat Modules
http://imgur.com/gallery/9zQkf
ATS Habitat 'bee' transport pod
Upperstage SS-AVALON
IVA SS AVALON
ATS Engine development (NERVA III 'fatboy' series)
more clips about Project AVALON here
License:
https://creativecommons.org/licenses/by-nc-nd/4.0/legalcode
Buy me a cup of coffee, support me with my project if you like it.Your friendly gesture would be very happy.about
The objective is to develop an interplanetary transport system. The transport system will have several stages. Three stages are currently planned.
The idea for this mod comes from the nasa concept MTV ( Mars Transfer Vehicle Concepts concept -2014)
The main objective is to provide a space transport system with a direct approach, to closer planets within the solar system.The development level is constantly documented, but we have not planned a completion date. Possibly, pre-releases will be published for testing purposes. Regarding this, I would be very grateful later for feedback! This would shorten the development time, and the suggestions of the forum user could be taken into account.
Best thanks to anyone who made a bug report and suggestion, thank you all for helping me making this mod better and better !
@Nansuchao Testing Engines / Parts Units
@Nansuchao Technical consultant - ( Interstellar) Nuclear Engine Technologies.
Requirements
KSP Version 1.3.x
Recommended :
KerbalJointReinforcement
KerbalKonstructs / FShangarExtender
MechJeb
Kargantua System
Planned Features :
RSS compatibility
RealPlume
ASET props
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buahhh.... !
what a nightmare for a modder ! every 30 day konvert to the latest version !
- I will never finish my new project... frustration rises with beer consumption
cheers !
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On 1.11.2016 at 4:53 PM, Sangrias said:
Please check your downloadlink on the first page,
Linked to https://kerbal.curseforge.com/projects/rocket-factory-1-1-3 (don´t exists)
https://kerbal.curseforge.com/projects/rocket-factory
https://kerbal.curseforge.com/projects/rocket-factory
fixed
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On 28.10.2016 at 4:41 PM, COL.R.Neville said:
have you looked at how smart parts work? thats pretty close to what you are looking for.
"smart parts", Is that a mod ?
thnx 4 advice !
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21 hours ago, Jimbodiah said:
KerbNet and catagories are simple to change yourself in a MM patch file if the new release is not out yet.
Ok many thanks for the reference .. right from 1.2 there is new the "kerbnet"
- is there a good link to this topic? -
On 23.10.2016 at 3:10 AM, QiJian said:
Any chance update to 1.2?
hi
Rocket Factory are playable with 1.2 -
no issues know.no aviable at moment -> new 1.2 features : "kerbnet"
I will adjust the version number later.
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Maybe you can tell me if it is possible to realize my idea.
- It would be possible to create a plugin that triggers the specific external parameter (eg temperature or air pressure) and then triggers an internal part animation (like 'ModuleAnimateGeneric').
In the principle is about a plugin with which one can drive generically applied ship-parts or ship itself to trigger a certain event:
e.g.
* Entry in atmosphere (duna or whatever alt: 3500) [external condition]
-> run following event automatically: open ablator heat shield. [Internal part event "ModuleAnimateGeneric" ] @ attached part 'heatshild_xyz'* at temperature (altitude: 1200) [external condition]
-> run the following event automatically: close windows doors. [Internal part event "ModuleAnimateGeneric" ] @ attached part 'ship_windows_heatshild_doors_xyz'
-> * at temperature (altitude: 1200) [external condition]
close doors
am there a new project, would like to have something in the direction, unfortunately I'm not the coder.
many thnx all in advance for answer.
cheers Raendy
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On 19.8.2016 at 4:36 PM, Warsoul said:
Any updates on how to use Emissive on unity 5.4 ?
Very good question, I think I try it out.
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23 hours ago, JoePatrick1 said:
Glad you like it
Hello JoePatrick,
Would have a few ideas ; It would be possible to create a plugin that triggers the specific external parameter (eg temperature or air pressure) and then triggers an animation (like 'ModuleAnimateGeneric') at a connected part.
am there a new project, would like to have something in the direction, unfortunately I'm not the coder.
thnx in advance for answer
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great mod !!
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7 minutes ago, Shadowmage said:
Only animation -- no wheel collider.
Use regular box/sphere/mesh colliders for the legs and feet.
thnx a lot mate !
but last Q : in this case , the animation export RIG as 'GENERIC' or 'LEGACY' in Unity ?
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4 minutes ago, Shadowmage said:
Multiple legs on a single part are not possible with the stock modules.
You can certainly do it in Unity, just not in KSP using the stock ModuleWheelXXXX.Edit: There is one way to do it -- make the legs rigid and without suspension. Add colliders to them and let the animation do the work. The downside is, of course, that there is no suspension.
So only with "animation modul" to work - but with wheel-collider at the end of the legs?
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hi all,
i searched for a new approach to realise a new Lander-Leg design for a new Project.
i had lost a lot of time but could not yet find a solution to this task.
I wonder me, Is this construction possible in unity (ksp)? (see pictures )
The original idea is to make it from a single cast, and do not separate the lander legs.
I have come to the conclusion that it is so in unity is currently not realizable.
- maybe you have to create the base plate separately with a separate 1-lander-foot, which is attached 4xAs always, cheers
config - try one
Spoiler///////////////////////////////
MODULE
{
name = ModuleLandingLeg
animationName = AVALANDLEGS
wheelColliderName = Foot_collider_000
suspensionTransformName = link_Struct_000
orientFootToGround = true
landingFootName = Foot
// Foot is aligned to up Axis instead of forward
alignFootUp = true
suspensionUpperLimit = 0.60
impactTolerance = 300
suspensionSpring = 1.25
suspensionDamper = 1
suspensionOffset = 0, 0.02,0
}
///////////////////////////////config try two
Spoiler///////////////////////////////////////
MODULE
{
name = ModuleWheelBase
wheelColliderTransformName = Foot_collider_000
wheelType = LEG// setting this to true will override the radius and center parameters
FitWheelColliderToMesh = False
radius = 0.12
center = 0,0,0
mass = 0.040
autoFrictionAvailable = False
clipObject = Bone_B_collider_000
TooltipTitle = Landing Leg
TooltipPrimaryField =
groundHeightOffset = 1.909
}
MODULE
{
name = ModuleWheelSuspension
baseModuleIndex = 0
suspensionTransformName = Bone_B_000
suspensionColliderName = Bone_B_collider_000
suspensionDistance = 0.95
suspensionOffset = -0.95
targetPosition = 1.0
springRatio = 6
damperRatio = 1.0
boostRatio = 0.6
}
MODULE
{
name = ModuleWheelDeployment
baseModuleIndex = 0
animationTrfName = leg
animationStateName = AVALANDLEGS
deployedPosition = 1
deployTargetTransformName = Bone_B_000
retractTransformName = PA_Legs_Axis_00
TsubSys = 0.83
extendDurationFactor = 0.5
retractDuractionFactor = 0.3fxDeploy = deploy
fxRetract = retract
fxDeployed = deployed
fxRetracted = retracted
}
MODULE
{
name = ModuleWheelLock
maxTorque = 500
}
MODULE
{
name = ModuleWheelBogey
baseModuleIndex = 0
bogeyTransformName = Foot
deployModuleIndex = 2
maxPitch = 160
minPitch = -160
restPitch = 0
pitchResponse = 100
bogeyAxis = 1, 0, 0
bogeyUpAxis = 0, 0, -1
}
MODULE
{
name = ModuleWheelDamage
baseModuleIndex = 0
stressTolerance = 99999999
impactTolerance = 600
deflectionMagnitude = 1
deflectionSharpness = 2.0
slipMagnitude = 0
slipSharpness = 2.0
explodeMultiplier = 1.0
}/////////////////////////////////////
here is the complete picture album - Sorry imgur obviously does not arrange the pictures, earlier this went ..- it is only worse ..
this is the concept picture :
[ship/vessel]
------attach node--------------------------
[cylinder-base structure]
[4 x landing legs]
----------------------------------------------
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On 26.8.2016 at 2:48 AM, PB666 said:
The form factor radii appear to all have changed, F0 = 0.25, F1 = 0.5, F2 = 1, F3 = 1.5
hi, please explain this better, What do you mean "form factor radii" - i would be grateful.
thnx in advance !
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hi all,actually i waste my time to fix this bug here :It does not only affect color-animation but also other animation like for example my new landing-legs or Nose-Cap.- no idea how I can correct this. Actually I work with unity 5.2.4f1 and PartTools_KSP11_2Well, since the game engine change from 4.x to 5.x have my mods all these errors.
Perhaps some helpful hints or links?thank you in advance !As always, cheerserror solved !!
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Quite apart from language translation I find the game still top of indies.
An extension of translation into other localized languages does not incerase the value of it.For a modder, I would like to wish SQUAD better access to developer tools. It is a nightmare every time to run the versions behind, and to get the newest parttools.
Since the game engine change from unity 4.x to 5.x has my mod package 'rocket factory' inexplicable bugs, to which nobody has answer, and i finally have no fun anymore to feel bugfixing for Squad. That is why unfortunately for me as a modder almost no sense so much leisure to invest, without to see a cent.
Which I also want to say, forget it ! Since the introduction of consoles verison [PS4, x-box.], SQUAD has had very other priorities.But this is just my perspective.
e dal mio punto di vista, vi dico come sempre
CHEERS !
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3 hours ago, cxg2827 said:
most likely not, unless you plan on utilizing some of the new part tools features.
Interesting, you mean the color & part animation ? It can be there that is still no thread to this topic .. unfortunately I found nothing.
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sorry this question but in ksp 1.2 the game engine has been changed,
- Now I wonder I need to recompile my old 1.1.3 mods (unity 5.2.4) for the new ksp version 1.2 (Unity 5.4) ?
- If so, can you use the current part tools ?
.. oh man ! Always ask these F***! [beep] questions .. there is patience asked. ... only patience
cheers !
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sorry no release date at the moment !
thank you all for the understanding
[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
in KSP1 Mod Releases
Posted · Edited by RaendyLeBeau
hi all,
started new project development : learn more link see above
thnx all for support.