-
Posts
588 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RaendyLeBeau
-
Yesterday I created realistic calculations regarding volume and mass of the Avalon STS. While I was quite amazed. All components including engines must undergo a thorough check. Here a few calculations: To put it briefly: the whole STS became much heavier ! she has gained weight over Christmas - When calculating the mass of an empty stage1 fuel tank, I had to make corrections to get an approximate estimate. I took the numbers of Saturn I and Saturn V and put them into the larger relation of AVALON Stage 1 (Artus). This looks something like this: Until now I have more concerned with the functionality and design of the AVALON-STS . Now according to the last calculations, I have a more realtime insight into the whole STS construction.
-
I hope I have time to create Rocket-Factory 2 - but only after AVALON
-
here as usual for conclusion - Yes ! that was fun !
-
Do not know exactly it is because of my Unity4.22 installation. Has started again - again studied the tutorial of "necro". - now it goes - have everything created with Unity5. Here the results : @InsaneDruid thanks so much Druid !
-
After some instructive experiments with the topic 'launch-clamp' I am finished tonight with the first really "fat" Lauch-clamp part! In short, it is massive-huge, large and sufficiently stable to let the "Duna-direct Taxi" STS AVALON start in any weather! Proud - it is here the "ALC20-59"! http://imgur.com/gallery/CZHWo By the way if someone is interested in the name: The ALC20-59 has been designed for the first stage of AVALON. "A" stands for Avalon "LC" for launch Clamp, "20" stands for RacketDameter "-59" stands for the LBSI launch Clamps. such as. LC-05 - the smaller brother of ALC20-59. @Nansuchao - Github update with finished parts will follow as soon as possible!
-
yes i make it ( not with add component) - but cut' dont is possible - i have paste it in the 'ClampRoot' but the results was same as 'add component and then adding animation as usual - i have tried this before. all pics - http://imgur.com/gallery/HXdaS i think some of my construction is wrong. ( details in blender http://imgur.com/gallery/HS0Wp ) I Start from the bottom - that is a pity because the unity example of @frizzank no longer downloadable .. http://www./download/331kdw22g5qaaue/Launch_Tower_Source.zip
-
the sugested changes [ trf_animationRoot_name = LBSI_LC-03_LaunchClamp_v004 ] makes a strange effect. the animation works. But the rest no longer, the towers are in the air - but still stop. The claws are rotated by 180 degrees - no matter how I turn it in unity - the result is always the same. - First I thought it was the animation this was connected up on ClampRoot So I have recreated the animation in blender and linked to the top ( LBSI_LC-03_LaunchClamp_v004 ) on a new model The animation now connected to the root object "LBSI_LC-03_LaunchClamp_v004" - http://imgur.com/gallery/Wrs8D - But the results always look the same. Tower stand in the air, but nevertheless connected. The clamp is inverted by 180 degrees. - animation runs properly. ---------------------- if i am make the old setting (trf_animationRoot_name = ClampRoot) - all works fine exept animation here the full Unity - Blender setup album http://imgur.com/gallery/GmdyO so,for any hints or tips I would be very grateful ! -
-
hi all, yesterday i make a LaunchClamp i have worked with Unity 5. - export animation as Legacy - starting Game KSP 1.2.2 - part is work fine exept the Animation http://imgur.com/gallery/yyHSK config : - I have tried today follow : * import 3d modell with animation in Unity 4.2.2 (parttools .22)- export as Legacy - starting Game 1.2.2 - model appear in game - animation dont work. * import 3d modell with animation in Unity 4.2.2 -(parttools .22)- export as Generic - starting Game 1.2.2 - model not appear in game (was not loaded) Now I'm a little confused. -> What do you have to make the animation (in module LaunchClamp ) running correctly in the game 1.2.2 ? for a reply I am very grateful cheers !
-
hi all, here as usual a clip -cheers
-
thanks my friend. In the meantime, I once again started a trial - and now realized what the points are to be observed. - yes took me a while and took me 3 beer tasted .. Here a first prototype. - it is important to understand the context and structure of the following three components: MODULE { name = LaunchClamp trf_towerPivot_name = CapRoot trf_towerStretch_name = TowerStrech_Root trf_anchor_name = AnchorRoot trf_animationRoot_name = ClampRoot anim_decouple_name = PLC03Clip } @NecroBones thnx for his tutorial - its helps me very much.
-
Had completely failed Holy sh..t, after so many try I give it up. I would have imagined the whole topic easier. In addition, the animations do not work - I have been working since ksp1.2 with Unity version5. ... really tiring
-
hi all, I'm currently reading the good article by frizzfrank - is not an easy read - I hope I can create it own launchClamp solved !
-
Dear children, punctually for Christmas, santa claus brings us a present. i hope you enjoy it Cheers all & have a good Christmas! raendy
-
Absolutely correct - one would have to close except someone would seriously develop for older versions .. so I do not belong to it
-
i agree - its the correct way to solve the problem.
-
Here is a preview of the IVA structure of the SS-Avalon - as it is now planned, 20 kerbals can fly with them. Of course it would have had more space if the fuel tanks were not considered. I thought it was more exciting just to consider this as if it had been realistic. here full album of IVA concept : https://i.imgur.com/a/qXgIT
-
hi all, so i designed a possible new Habitat Cupola module (created as addon unit - without attached upperstage) - Think would be useful as core modules for the construction of a larger space station in LEO http://imgur.com/a/wegBP here first concepts
-
Thank you so much ! All clear now, seems to be a quite useful setting. Is there a current KSP1.2x CFG Reference? In the net I find only this official CFG reference is however not current. But new settings are missing here. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation#PARTS_Configuration_Files
-
how decoupling the Stage Adapter ? here is the answer
-
dear all, so just finished assembling the whole STS. Of course, there are again some small errors. Now there is a lot to do. The 1 Stage (ARTUS) has a lot of power and can handle the freight of stage 2-3. - the stage adapter works well, but could be improved. http://imgur.com/gallery/cuuhV Here still as usual - testflight -series clip - this time a walk through the STS .. is really a huge thing! cheers
-
[1.2.x] Rocket Factory 1.2x - LeBeau Space Industries
RaendyLeBeau replied to RaendyLeBeau's topic in KSP1 Mod Releases
hi all, the 'rocket factory' series will be completely updated for the latest version of KSP as soon as I have finished the project AVALON. - The good thing about it : Many parts of the Aikos project (which I no longer follow) will be part of the new "Rocket Factory". New Lifterstage Setup for Rocket Factory, the Service Modules for the Sigma, Solid Rocket Boosters etc. so much of the Parts from project Aikos will merge with Rocket Factory. - The less good thing about it : Because I mostly work alone it will take a while until I get to it. cheers !- 183 replies
-
- 3
-
- overall revision
- ksp1.2x
-
(and 1 more)
Tagged with:
-
dear all, After several starts I could build a stable stage connection adapter. Is a little poodley, but on the whole, his work is good. The route to LKO / LEO is very stable and balanced. The concept is now ready for flight. Much work is still in the configuration fine-tuning and not to forget 95% is not yet graphically texturiert. here as usual - last clip from 'testflight-series'