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gyros81

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Everything posted by gyros81

  1. ok, I see what you mean. Um...Any thoughts on the button option? I think I've phrased this question right. How difficult would it be to make a "counter-rotation button" an auto selected option when a (modded) prop engine part is duplicated with "mirror symmetry" mode? A simple "Mirror Symmetry Counter-Rotate -on/off" Option, if you will. Does that make sense? Is that possible? Or Am I barking up the wrong tree?
  2. I am not having that issue specifically, but for awhile now some of my propeller engines (its only the engines that calculate engine power in hp ratio instead of flat k/n) dont seem to produce nearly as much thrust as they rightly should. Not the same problem, but perhaps they could be related? Kinda thought i was imaging it till now.
  3. I have a recommendation/request for prop engines: How about adding an option for counter-rotation on multi-engine propeller aircraft? There is already an option to reverse spin in the engine options, but that also reverses thrust. The torque created by two props spinning in the same direction can often unbalance or negatively affect flight characteristics on many of the builds I attempt. Especially with more than two propellers. I know this is an old, old, old problem going back before the P-38 Lightning. And I understand that there's a vast difference between a real-world solution and coding a mod; but it seems like a sensible fix to a problem I continually encounter. Perhaps it could/would/should be linked to the mirrored symmetry option, just a simple "counter-rotate on/off" button available when engine are mirrored. Perhaps a sub-option for selecting inward spin and outward spin? Has anyone else had this problem? How complicated would this be? Or is this already a thing that I've just totally overlooked? Any advice, or info is appreciated.
  4. I have a recommendation/request for prop engines: How about adding an option for counter-rotation on multi-engine propeller aircraft? There is already an option to reverse spin in the engine options, but that also reverses thrust. The torque created by two props spinning in the same direction can often unbalance or negatively affect flight characteristics on many of the builds I attempt. Especially with more than two propellers. I know this is an old, old, old problem going back before the P-38 Lightning. And I understand that there's a vast difference between a real-world solution and coding a mod; but it seems like a sensible fix to a problem I continually encounter. Perhaps it could/would/should be linked to the mirrored symmetry option, just a simple "counter-rotate on/off" button available when engine are mirrored. Perhaps a sub-option for selecting inward spin and outward spin? Has anyone else had this problem? How complicated would this be? Or is this already a thing that I've just totally overlooked? Any advice, or info is appreciated.
  5. Ok, here's a second draft. Still not from scratch, but I think piecemealing it together is helping me puzzle it together in my brain. It's still far from complete, but hopefull a step in the right direction. I would appreciate finding out where I've gone wrong thus far. Still having trouble finishing the model. Thanks! PART { // --- general parameters --- name = GNL_Control_ICS_Panel_Impulseplasma module = Part author = GNL81 // --- asset parameters --- MODEL { model = ICS/Parts/Med Panel/control_ics_panel_impulse_med } scale = 1 rescaleFactor = 1 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0 // --- editor parameters --- TechRequired = advFlightControl entryCost = 2000 cost = 400 category = Control subcategory = 0 title = Impulse Plasma Panel Med manufacturer = Gyro Industries description = Gravimetric Impulse Plasma generators ....technobable...etc etc. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,0 // --- standard part parameters --- mass = 0.1 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 35 maxTemp = 4800// = 4800 bulkheadProfiles = srf tags = control maneuver manoeuvre ics rcs rotate shield steer thruster translate RESOURCE_DEFINITION { name = Plasma density = 0.0001 unitCost = .01 hsp = 2000 flowMode = STAGE_PRIORITY_FLOW transfer = PUMP isTweakable = true } MODULE { name = ModuleICS thrusterTransformName = ICSthruster minThrust = 2 maxThrust = 16 heatProduction = 0 useResources = true PROPELLANT { resourceName = Plasma ratio = .01 resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { } } }
  6. I thought High School Algebra was bad back in the day, but this material simply refuses to absorb into my brain. I've been reading,and re-reading the tutorials over and over. I have been trying to struggle through it. But after several days, I still understand practically nothing of the process. I can see what components are required for a functioning part in game now, but how to actually write each of those and coalesce it all into the correct format is proving elusive. I am seriously discouraged and frustrated. I am hoping it's just a case of improper attitude, intimidation, etc. The only progress I have made is getting about half-finished with a basic model. Just a wireframe png file. I got stuck on Part 3 of Beginners Part Modding Tutorial. I began with the modeling aspect because it was the least technically complicated. I am going to take a few days and try assembling the cfg file. Getting my mind right and taking it from a new angle may help me process it all. It will probably be mostly placeholders and rough outlines at first. I figure even if it's way off, it can still serve as a teaching aid for me. Anyone else recommend some other good reliable tutorials? The simpler, the better? Most everything I searched out was fairly thick with technical references and programming terms. And I will say, My Hat Is Off to all of you out there who can actually do this without struggling. I am truly in awe and envy. I consider myself a reasonably intelligent and able person. College degree, fairly mechanically inclined, etc. I have NEVER had to work this hard IN MY LIFE to understand something.
  7. Excellent, will do. I can use all the info I can get.
  8. I would definitely prefer to create the part from scratch. I have a few other ideas I've been noodling around with, and getting this one done could open up some doors for me. I will admit, all that is fairly intimidating and specific info. I want to do this right, so I believe I am going to have to study it for a bit to make sure I have a handle on it. There is no time crunch. I would rather get it done well, than done immediately. Thanks again to everyone. I appreciate it very much. Now I am getting excited. The ICS may actually yet be realized.
  9. I take "bogus propellant" to imply that the game is not limited as to the specific type of "propellant" or "fuel", as long as there is a mass component as required by the game mechanics to provide inertial reaction. Would that be correct? If so, then the generator attached to the engine could hypothetically be a "gravimetric plasma" generator or some such. The game mechanics would count it as solid mass, but a simple tweak to the item description makes the propellant an energy based inertial reaction. Do I have that right? I'm not especially tied to Star trek aspect, please note. But I believe a part that cold provide superior control at little to no renewable resource cost would be pretty useful. I would very much like the part to be, in game, an energy-based system rather than a physical reaction one. Plasma is a highly charged form of matter, true, but I think the spirit of the game will allow me to lump it with nearish future tech, Also, i was curious as to the dispersion distance of the plasma vs the MP. The part is modded from a light, which spreads out over a much wider area than the RCS MP plume. How can I get the plasma to disperse over the same area as the light, but without the plum effects of the rcs or bright light effects of the lamp? Thank you for your feedback, I appreciate it.
  10. Ok, I acknowledge that this may be an old idea, or perhaps in the wrong area. If so, I am sorry. I don't usually poke my head up for air. I looked around for a mod similar to what I was thinking of and found none. If perhaps I missed it, then I would certainly love to know about it. Quite frankly, I got sic and tired of carrying cumbersome extraneous RCS tanks. I would rather just carry a few batteries linked to a recharge system. I decided I wanted a Star Trek style energy based attitude control system. Now, yes I know the Impulse engines in Star Trek were not stabilization and control systems, they were sub-light engines. Well it was the closest analog I could think of for my purposes. I am willing to hear better ideas. Basically, I attempted to use the skin and specs from the large "Omnilight" from B9 Aerospace and combine them with the RCS control function of a standard RCS blister. I replace the mono-propellant cost with a low electric charge cost and rationalized it with a half-assed explanation of some "superconducting magneto-plasmic ceramic alloy" pseudoscience. Basically, I just wanted better, finer control in space flight without carrying bulky mono-p tanks that inevitably run empty. Plus the blinky lights would be cooler than that little mist spray effect. I wanted the lights to flash yellow or orange when the Retro control "field" is active, but so far they just shine white constantly and provide no reaction or control at all. Undoubtedly I've made numerous errors, but hopefully someone else sees what i was attempting. And hopefully, it's a viable idea. It's sloppy and jammed together. Again, I'm sorry. I will not claim to be a programmer or even to understand code. It's a crude effort, so please forgive my limited abilities. If anyone thinks this might be useful, can be improved upon, corrected, or etc; I would be most interested in hearing feedback. Perhaps you could help in straightening out this little project of mine. Or at least point me in the right direction. Thank You In all it's glory, here's it is: ***After considering for a bit, I realized the term RCS would really no longer apply to a part operating in the fashion I am proposing, so I guess I am trying to make an ICS- Impulse Control System.*** PART { name = MontSco Experimental Heavy Imulse RCS Blister Antonius I module = Part author = GNL MODEL { model = B9_Aerospace/Parts/Utility_Light_N/N2_Omni_Large } scale = 1.0 node_attach = 0.01930076, 0, 0, 1.0, 0.0, 0.0 TechRequired = specializedControl entryCost = 400 cost = 100 category = Control subcategory = 0 title = MontSco Experimental Heavy Imulse RCS Blister Antonius I manufacturer = McCoy Engineering Enterprises description = The mp reaction control Impulse pads works by imparting a gravitational force via newly invented Duradymian superconducting magneto plasmic ceramic alloy. Provides superior maneuvering and stabilization of spacecraft with no need to carry tanks. attachRules = 0,1,0,0,0 mass = 0.05 dragModelType = default maximum_drag = 0.001 minimum_drag = 0.001 angularDrag = 2 crashTolerance = 25 maxTemp = 3100 PhysicsSignificance = 1 bulkheadProfiles = srf MODULE { runningEffectname = ModuleRCS lightName = light_N1 useAnimationDim = true useAutoDim = true lightBrightenSpeed = 10 lightDimSpeed = 10 ignitionThreshold = 0.1 minThrust = 0 maxThrust = 12 heatProduction = .04 animationName = B9_Utility_Light_N1 useResources = true PROPELLANT { name = ElectricCharge ratio = .1 } } key = 0 220 key = 1 120 key = 4 0.001 }
  11. If it was a snake, it would have bitten me. Its been staring me in the face the whole time. Thank you
  12. Am I alone in occasionally wanting to undo my last action when building some vehicle or rocket? Anyone else think an undo/redo option would come in useful? I will be the first to admit i know zilch about code and programming, so is there is some aspect of the game preventing such a feature?
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