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Zarbizaure

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Everything posted by Zarbizaure

  1. so the FRE-1 upper engine is done, there is still the FRE-2 (firefly aerospike) to do...and there will be a release sometime in the next week. Also, I wanted to use the reflective plugin to give my nozzle a bit of shinyness, but it seems like the plugin is not updated for 1.1.3....does anybody knows a workaround? (using the 1.0.5 plugin version break the parts).
  2. another company that developp tiny rocket to launch cubesat (like rocket lab). Fun fact is, they also use the "FRE"(-R1) abbreviation, for "Firefly Rocket Engine Research 1". It may worth some part modelling! http://www.fireflyspace.com And guess what...they're developping a tiny aerospike engine! And pressure-fed! Wow, that's would be insanely cool in RO!
  3. @Theysen thanks a lot :-) the blue engine after decoupling is a known issue...I have absolutely no idea what is causing it xP I tried changing my emissive curve multiple time, but it didn't work...Perhaps it's because I create these glowing effect in Unity 4 and not 5, the current version used by the KSP dev (but which lacks of good emissive animation tool). Any other modder encoutered an issue like this one?
  4. i agree with the technical KSP terms: COL, COM, COD... CKAN needs to have one, maybe LEO/GTO/GSO? (although they would be only for RSS players...) is there one for KSP? and COT: Center of thrust in KSP center of drag and life are the same point, not sure how it really change with real life airplanes...
  5. I finally found a way to make great quality screenshots thanks to the Blender awesome .mu file importer!
  6. @JoseEduardo Sorry for my late answer! Yeah these are interesting engines Not for now though...I'll pass my final exams then model the KARI korean engines, and my not, brasilian then... Plus the pdf document has some really interesting 3D drawing, I won't have to guess-estimate how the pumps are this time!
  7. yes I turned it into a MM patch it (Temeter did a good job!) but some engines are still not placed. Any idea on what to do with the RD107X? It has no real counterpart I suggest setting it as the RD-107, withouth the gimbal, and costing it a bit less than the RD-107.
  8. It seems good enough! Excepted by copying/pasting hundreds of pipes it will be hard to have a result really close to the real engine (but whyyyy did they add so many pipes?)
  9. that's not that bad! Honestly it's hard to do better than this The mount looks a bit huge but I suppose it is that wide because of the 1.25m stock size? (or 2.5m maybe?)
  10. @rasta013 I'm probably going to switch to SSTU tanks too...as soon as these tanks will be supported by RP-0 there is still a lot of work to do with the RO/RP0 integration... However placing engines is simple and I'll configure some of them the merlin are not done yet, I'll see how I could do it!
  11. your mod is insanely cool! One day, I will probably delete my whole Squad folder and replace it by SSTU Just two suggestion: The current mount system is really cool, but... Mounting multiple engines in a single part means you cannot control them separately (example: central engine shutdown on the Saturn V). Plus if one explode, all of them explode (if you fail a falcon 9 landing with stock parts, you may save one or two engines which haven't exploded, but with SSTU...) This mount system is great but only support your parts ...so maybe adding a mounting part with nodes instead of engines?.... Pleaaaaase do a CKAN release! (you don't have to, but it will be much simpler for testing...) A big thanks from the whole KSP community...you are creating the future of KSP!
  12. I tested and all of your models are indeed really cool. Some are a bit too much glossy however, but they still look great! Nice work
  13. that's a really cool mod. I will definitely give it a try on my RO install once I have a bit of time. Would you mind me if I delete the fuel tanks for PP instead? (and also, really cool looking butless engines... )
  14. @SoTOP No, I don't have good sources for the entry cost. If you think they need to be changed (and if you have a better source) you could always do a pull request on the RP-0 github fork. The cost of most of the engines is probably not completely accurate but it should be relatively good. I will see if I could improve the Viking pricing because they were done earlier and I hadn't good sources at this time. You would have to wait for an RP-0 update though... However, if you unlock one of the Viking engine, the others should be much less expensive; I added an entry cost substractor depending on which engine you unlocked. I checked and their pricing isn't bad; yet the entry cost is indeed too high. I don't have any good sources, what would be a correct value for you?
  15. I just added a bunch of random pipes, copy/pasted them and it was fine. You could always remove more pipes than I did, but the original desing has a lot.
  16. thanks! I did a mistake during uploading, the Vacuum version has the wrong nozzle I'll push a patch for this
  17. 0.6.0.0 - KSP 1.1.2 NEW PART: Rutherford engine! NEW PART: Rutherford Vacuum engine! Warning : These engines are still WIP and stats may change in the near future. Also, as mentionned above, a bit of help for these configs would be nice Pics are coming
  18. Almost done with Rutherdford engines. Also, two question: Since it is powered by brushless motors, it should not have an ignition limit, right? The only limit is the battery... How could we replicate the way these motors work? Supposing they are really powerfull brushless motors, they should have a power input of 2kW per engine = 4kW total; It would be cool to see the engine conuming these 4kW from an integrated battery! However I have no idea where to place an electrical consuption during thrust. Maybe @NathanKell knows how to do that?
  19. Rutherfords 90% done! Still a bit of work on heat animations and configs to create... I'm going to sleep now, you could expect an update tomorrow!
  20. I'm currently working on the Rutherford engines. How insanely cool is the Electron Rocket !
  21. why not for now, the next engines will be rutherfords (lower and vacuum), since they are really cool next-gen engines. But I will probably do chinese and Indian engines then!
  22. @Deimos Rast Yes the idea was indeed to develop a plugin - to create a procedural mount mod; But maybe I can use plugins from somebody else - or check how similar plugins are written. So what you told me is fine, I may check these mods later I've already took a look at how SSTU and procedural parts work but these are really complex mods; understanding something with my poor coding knowledge is almost impossible. This involve learning C# so I will stay a bit more on FRE engines right now - there are still a few engines that I really want to create, and I didn't wrote something in C# for almost 2 years... Anyway, if anybody is interested in this idea, and has a good talent for coding but is too lazy to modelize stuff, I would be happy for a partnership-mod! Still a big thank for your answer
  23. About the "procedural mounts" idea: I really have no idea from where to start, and my C# knowledge is poor. Maybe somebody more talentuous could give me some advice? The idea would be: A first slider which scale the whole mount (like Tweakscale does) A second slider which choose the engine scheme (like SSTU: single, twice, threeRadial, threeLinear...). This means two things: Mesh would have to be switched. How it is possible to do this in KSP? Will all the meshes be loaded and only one displayed (with an animation) or it is possible to change the active mesh of a part? Nodes would have to be modified too. A third slider which will adjust the bottom node height (the node connected to the lower part of the rocket). A toggle for the decoupler. A fairing generator. Maybe it's possible to use procedural fairings?
  24. @fs10inator Beautiful! Seing this I thought that I should really create a procedural mounts mod - engines withouth their cases doesn't make a lot of sense. It would make clustering much easier!
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