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KSP2 Release Notes
Everything posted by Delta_8930
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The Russian RD-180 engine has a very large gimbal range, around 10 degrees IIRC. The Atlas V was designed to be "custom made" to every one of its payloads, which is why you can choose between six fairing sizes, up to five solid rocket boosters, and one or two engines on the upper stage. The OSIRIS-REx mission only requires the use of one solid rocket booster, so it will be fitted with only one booster. All of the Atlas V booster configurations are asymmetrical. The RD-180 will gimbal to compensate for the asymmetric thrust.
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An interesting challenge might be to use a rocket with one solid rocket booster, as is the case with the AV-411 that will launch this mission.
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All right. Will you guys be creating new inflatable heatshields for the KSP 1.1 release?
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YANFRET, some weird things are happening with the inflatable heatshields. I edited the CFGs according to your example, and this happens in the VAB: As you can see, some crazy things are happening to the mesh. When I inflate the heatshield, the largest one inflates so much that it fills the entire VAB. How can I fix this? I've also attached the code that I've modified for the heatshields: PART { name = PC_InflateHeatshieldLxx module = Part author = Yorik CoMOffset = 0, -1.5, 0 CoLOffset = 0, -6.0, 0 CoDOffset = 0, 1.5, 0 MODEL { model = CMES/Aero/BC-003/model scale = 3.75, 2.3, 3.75 } scale = 1 rescaleFactor = 1 node_stack_top = 0, 0.36, 0, 0,1, 0, 3 node_stack_bottom = 0,-1.02, 0, 0, -1, 0, 3 TechRequired = basicRocketry entryCost = 7500 cost = 1250 category = Structural subcategory = 0 title = CHAKA / Inflatable Heat Shield 2.5 (LARGE) manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH description = Remember to inflate before entry! attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12000 breakingForce = 60000 breakingTorque = 60000 maxTemp = 9000 fuelCrossFeed = False MODULE { name = ModuleDecouple ejectionForce = 20 explosiveNodeID = top staged = true } MODULE { name = ModuleAnimateGeneric animationName = InflateShieldL startEventGUIName = Inflate Heatshield isOneShot = true } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom checkBottomNode = true isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimation2Value animationName = InflateShieldL valueName = maximum_drag valueCurve { key = 0 2 0 0 key = 0.4 3 0 0 key = 2 8 0 0 } } MODULE { name = ModuleEnviroSensor sensorType = TEMP } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = maximum_drag valueCurve { key = 0.0 0.4 0 0 key = 2.0 20.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = minimum_drag valueCurve { key = 0.0 0.4 0 0 key = 0.5 2 0 0 key = 1.8 10 0 0 key = 2.0 20.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = angularDrag valueCurve { key = 0 4 0 0 key = 2 2000 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.04 0.0 0.0 //not negative because the shield is there, just smaller key = 1.6 0.2 0.0 0.0 key = 2 0.5 0.0 0.0 //full reflection } } MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation) } RESOURCE { name = LeadBallast amount = 0.0 maxAmount = 652.734 } } @PART[PC_InflateHeatshieldLxx]:NEEDS[FerramAerospaceResearch] { !MODULE[ModuleAnimation2Value],0{} !MODULE[ModuleAnimation2Value],1{} !MODULE[ModuleAnimation2Value],2{} } } } PART { name = XPC_InflateHeatshieldLX module = Part author = Yorik CoMOffset = 0, -1.5, 0 CoLOffset = 0, -6.0, 0 CoDOffset = 0, 1.5, 0 MODEL { model = CMES/Aero/BC-003/model scale = 2.5, 1.3, 2.5 } scale = 1 rescaleFactor = 1 TechRequired = basicRocketry entryCost = 10200 cost = 3200 node_stack_top = 0, 0.18, 0, 0,1, 0, 3 node_stack_bottom = 0,-0.5, 0, 0, -1, 0, 3 TechRequired = heavyAerodynamics entryCost = 7500 cost = 1250 category = Structural subcategory = 0 title = CHAKA / Inflatable Heat Shield 2.0 manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH description = Remember to inflate before entry! attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 6 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12000 breakingForce = 60000 breakingTorque = 60000 maxTemp = 9000 fuelCrossFeed = False MODULE { name = ModuleDecouple ejectionForce = 20 explosiveNodeID = top staged = true } MODULE { name = ModuleAnimateGeneric animationName = InflateShieldL startEventGUIName = Inflate Heatshield isOneShot = true } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom checkBottomNode = true isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimation2Value animationName = InflateShieldL valueName = maximum_drag valueCurve { key = 0 1 0 0 key = 0.2 1.5 0 0 key = 1 4 0 0 } } MODULE { name = ModuleEnviroSensor sensorType = TEMP } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = maximum_drag valueCurve { key = 0.0 0.2 0 0 key = 1.0 10.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = minimum_drag valueCurve { key = 0.0 0.2 0 0 key = 0.25 1 0 0 key = 0.9 5 0 0 key = 1.0 10.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = angularDrag valueCurve { key = 0 2 0 0 key = 1 1000 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.02 0.0 0.0 //not negative because the shield is there, just smaller key = 0.8 0.1 0.0 0.0 key = 1 0.25 0.0 0.0 //full reflection } } MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation) } RESOURCE { name = LeadBallast amount = 0.0 maxAmount = 352.734 } } @PART[XPC_InflateHeatshieldLX]:NEEDS[FerramAerospaceResearch] { !MODULE[ModuleAnimation2Value],0{} !MODULE[ModuleAnimation2Value],1{} !MODULE[ModuleAnimation2Value],2{} } } } } PART { name = XPC_InflateHeatshield31X module = Part author = Yorik CoMOffset = 0, -1.5, 0 CoLOffset = 0, -6.0, 0 CoDOffset = 0, 1.5, 0 MODEL { model = CMES/Aero/BC-003/model scale = 1.25, 1.3, 1.25 } scale = 1 rescaleFactor = 1 TechRequired = basicRocketry entryCost = 10200 cost = 3200 node_stack_top = 0, 0.18, 0, 0,1, 0, 3 node_stack_bottom = 0,-0.5, 0, 0, -1, 0, 3 TechRequired = heavyAerodynamics entryCost = 7500 cost = 1250 category = Structural subcategory = 0 title = CHAKA / Inflatable Heat Shield 1.5 manufacturer = CMES / Planetes Corporation, Planeguy Aerospace Systems, GMBH description = Remember to inflate before entry! attachRules = 1,0,1,0,0 // --- standard part parameters --- mass = 4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 12000 breakingForce = 60000 breakingTorque = 60000 maxTemp = 9000 fuelCrossFeed = False MODULE { name = ModuleDecouple ejectionForce = 20 explosiveNodeID = top staged = true } MODULE { name = ModuleAnimateGeneric animationName = InflateShieldL startEventGUIName = Inflate Heatshield isOneShot = true } MODULE { name = ModuleJettison jettisonName = Shroud bottomNodeName = bottom checkBottomNode = true isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } MODULE { name = ModuleAnimation2Value animationName = InflateShieldL valueName = maximum_drag valueCurve { key = 0 1 0 0 key = 0.2 1.5 0 0 key = 1 4 0 0 } } MODULE { name = ModuleEnviroSensor sensorType = TEMP } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = maximum_drag valueCurve { key = 0.0 0.2 0 0 key = 1.0 10.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = minimum_drag valueCurve { key = 0.0 0.2 0 0 key = 0.25 1 0 0 key = 0.9 5 0 0 key = 1.0 10.0 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueName = angularDrag valueCurve { key = 0 2 0 0 key = 1 1000 0 0 } } MODULE { name = ModuleAnimation2Value animationName = heatshield valueModule = ModuleHeatShield valueName = reflective valueCurve { key = 0 0.02 0.0 0.0 //not negative because the shield is there, just smaller key = 0.8 0.1 0.0 0.0 key = 1 0.25 0.0 0.0 //full reflection } } MODULE { name = ModuleHeatShield direction = 0, -1, 0 // bottom of pod reflective = 0.02 // 2% of heat is ignored at correct angle (pre-inflation) } RESOURCE { name = LeadBallast amount = 0.0 maxAmount = 352.734 } } @PART[XPC_InflateHeatshieldLX]:NEEDS[FerramAerospaceResearch] { !MODULE[ModuleAnimation2Value],0{} !MODULE[ModuleAnimation2Value],1{} !MODULE[ModuleAnimation2Value],2{} } } } }
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[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Delta_8930 replied to AlphaAsh's topic in KSP1 Mod Releases
How much RAM does this mod use in general?- 2,488 replies
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Is anyone having issues where the RD_253 engines don't produce Surface FX (the smoke that comes out of the launchpads)? I messed around with the cfg file, but still to no avail. PART { // --- general parameters --- name = HGAProtonRD-253 module = Part author = [HGA]InsaneDruid // --- asset parameters --- MODEL { model = HGA/Proton/parts/rd253 scale = 0.60976,0.60976,0.60976 } rescaleFactor = 1.0 scale = 1.0 // --- node definitions --- NODE { name = top transform = RD253_NodeTop size = 1 method = FIXED_JOINT } NODE { name = topAlternate transform = RD253_NodeTop_Alternate size = 1 method = FIXED_JOINT } NODE { name = bottom transform = RD253_NodeBottom size = 1 method = FIXED_JOINT } // --- editor parameters --- TechRequired = heavierRocketry entryCost = 3500 cost = 4300 category = Engine subcategory = 0 title = Proton RD-253 Engine manufacturer = KPO Kerbomash description = RD-253 Engine, used in the first stage of the PROTON heavy launcher. attachRules = 1,0,1,0,0 stageOffset = 1 childStageOffset = 1 // --- standard part parameters --- mass = 1.655 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 = size2 // --- FX definitions --- EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 0.90 pitch = 0.0 0.8 pitch = 1.0 0.8 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/ks1_Exhaust transformName = RD253_ThrustTransform emission = 0.0 0.0 emission = 1.0 1.5 speed = 0.0 0.8 speed = 1.0 1.0 energy = 0.0 0.33 energy = 1.0 0.88 } PREFAB_PARTICLE { prefabName = fx_smokeTrail_light transformName = RD253_SmokeTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_medium loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft loop = false } } } // --- module parameters --- MODULE { name = ModuleEnginesFX thrustVectorTransformName = RD253_ThrustTransform runningEffectName = running engineID = RD-253 exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 369.543 heatProduction = 200 fxOffset = 0, 0, 10.0 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 255 key = 1 215 key = 6 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = RD253_ThrustTransform gimbalRange = 3.0 responseSpeed = 25 } MODULE { name = FXModuleAnimateThrottle animationName = HeatEmissiveAnimation responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.9 maxDistance = 75 falloff = 1.75 thrustTransformName = thrustTransform } } I might have missed something, but I changed the "Module Surface FX" values to that of a stock engine and it still doesn't work.
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[WIP] US Probes - Old and New - Dev Thread
Delta_8930 replied to raidernick's topic in KSP1 Mod Development
Can you make the LADEE probe as well? -
Ok, any ETA on the new update?
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So should I change those two values for all three CFG files in the heat shield folder? Also, by the way, can you add a reflective texture (from the new Orion upgrades) to your Orion model?
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Just unzip the Felbourn folder to GameData and you'll be fine. The folders in them contain ModuleManager configs that can be used when put anywhere in the GameData folder.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Delta_8930 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
He mentioned to me that he thought the rocket was "uninteresting" in one of his threads I believe. Even though he modeled it, he isn't releasing it because he dosen't like the rocket. -
New GPS functionality
Delta_8930 replied to Delta_8930's topic in KSP1 Suggestions & Development Discussion
I know, but it would still be cool to have a GPS constellation. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Delta_8930 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
KK, when you are done with your current LVs, are you interested in making the Russian Angara launch vehicle? There used to be a mod for that but development has stopped for a long time. -
I think KSP should get a mod that adds GPS satellite parts so that GPS satellites can be launched and be used to determine a player’s position anywhere based on data in a GPS constellation (GEO and MEO; similar to real life). This suggestion is mostly based on the Figaro GPS mod, which added GPS parts and functionality, but it hasn’t been updated for a long time. Personally I would like Squad to implement this in game, but if other modders are interested it would be greatly appreciated. What are your opinions and/or suggestions on this idea? You can post them below.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Delta_8930 replied to Kartoffelkuchen's topic in KSP1 Mod Releases
What?! Squad is making an official mod for that?! (Didn't watch the stream) Also if you read a few pages back you'll see that someone listed out a bunch of issues with the 1.0.5 AV such as vertex alignment issues and something about the RL10 being longer than the interstage adapter. -
Gotta wait for Launchers Pack 1.1
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You mean the retractable gantry?
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Awesome! I'm not sure if I'll even have time to watch it today though... Das, will the stream be archived to your Twitch channel?