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AntINFINAIt

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Everything posted by AntINFINAIt

  1. MOD RELEASE UPCOMING! Post your suggestions here. This pack will include probes and satellites that Raider Nick's US PROBES pack doesn't include. 1# CASSINI (us probes includes it, but i decided to make it as a commemorative plaque) %100 done. IT WILL be just the non-functional model. I put colliders on the beams for more realism.
  2. Hello. Could you help me with the RO configs, please? Because the RO master includes configs only for m1a-c and kestrel. And the old configs are not working. Thanks.

    1. Kartoffelkuchen

      Kartoffelkuchen

      Can't really help you I'm sorry, you'll need to ask the RO development team, I don't really have anything to do with RO. :/

    2. AntINFINAIt
  3. Hello, raidernick! I just wanted to ask you: where can i find the US Probes Pack RSS configs? Not using CKAN/things like that.And also, do you know where i can find the launch vehicles / configs for your Titan from US ROCKETS?

  4. Man when you put decouplers be sure that it shows highlight at staging.
  5. DONE!(new map, the old one is dead) What 's better? Smooth Shading or Normal One additional thingy It is your choice. Signing out for today.
  6. I finished making the texture map for the engine i need some inspiration for the texturing... I will use some metal textures and manual painting
  7. I started making a model for my pack. How is that lookin' ? Progress on 1 hour
  8. This is just an awesome piece of tech. https://space.jpl.nasa.gov/ Good
  9. I am working in a mod that adds huge parts for youtube videos. I am talking about facades that you cheat somewhere and make a video on that. First plate texture( very high, 4060x4060p, it can take some time to load on the post, if you have a slow internet connection)
  10. Yes there will be a patch that auto-activates when RSS is present.
  11. I am preparing my gravity asteroid lander probe(in RSS) . it will have a nice array of d science mod experiments, it will be 100 kg , and i am thinking to a very low cost mission, so no RTG's , i will use solar panels. It would have a return capsule,. The capsule would be RTG powered indeed, but it would have a Polonium-210 short lived radio nucleai battery. It would be powered by a MMH NTO engine(370 isp). After the capsule leaving, the orbiter would place a small commemorial plate on it, and would fire it's engine , pushing it into Deep Space. The lander part would remain here until it dies. I plan to use the Falcon 9. I will record some footage of the launch ,second stage and the rest.
  12. Can you give me the real scale launch vehicles ? A link?Please?Because i have trouble finding good atlas/delta and electron for RSS and i think i can edit the configs. :)

    *Edit* and the RSB models are just AWFUL.

  13. Using a vnc server to control your pc And yes, a pc os. Why don't you do aerocapture?
  14. So i made my texturing on a mesh directly in unity, without uv mapping in 3d software. And i set my material to ksp shader, and hit write. Unity Part Tools exported the image textures used on materials but in game it didn't work. Could it be done without UV maps or/ with untextured UVs ? And the materials to be an image texture, applied on the mesh in unity?
  15. Shall i post the 2 engines that are done? Like alpha 0.1 of the mod? Waiting reply. Edit: 3 engines Alpha 0.2
  16. They copyed the brain of a warm and put it in am machine!
  17. I am using all you said there PART { name = ANT_htp_thruster_mk1 module = Part author = AntINFINAIt mesh = model.mu scale = 1 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.10, 0.0, 0.0, -0.09, 0.0, 1 node_stack_top = 0.0, 0.10, 0.0, 0.0, 0.09, 0.0, 1 TechRequired = start entryCost = 12 cost = 12 category = Propulsion subcategory = 0 title = HTP Hydrogen Peroxide Thruster manufacturer = AntINFIANAIt description = This engine is a pressure fed, super-tiny homemade engine. It runs only on HTP (High-Test-Peroxide) , so it's hypergolic, non-toxic. It outputs superheated steam and oxygen, plus some TINY thrust. The gimbaling is produced by 2 cyllinders that take a bit of fuel to move the screws along. . attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = Sounds\sound_mk1_startup.wav volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = Sounds\sound_mk1_running.wav volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } mass = 0.01 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.0090 angularDrag = 0.2 crashTolerance = 3 maxTemp = 1600 stagingIcon = LIQUID_ENGINE MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0.5 maxThrust = 0.5 heatProduction = 200 fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 } { name = Oxidizer ratio = 0.9 } atmosphereCurve { key = 0 223 key = 1 202 } } MODULE { name = ModuleGimbal gimbalTransformName = smokePoint gimbalRange = 10.0 PLUME { name = Hypergolic-Vernier transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,1 fixedScale = 0.5 energy = 1 speed = 1 } My engine configuration THERE ARE MY PLUME CFG TRIES(put them in a cfg file with mm and all that in gamedata) PART { name = ANT_htp_thruster_mk1 module = Part author = AntINFINAIt mesh = model.mu scale = 1 rescaleFactor = 1.0 node_stack_bottom = 0.0, -0.10, 0.0, 0.0, -0.09, 0.0, 1 node_stack_top = 0.0, 0.10, 0.0, 0.0, 0.09, 0.0, 1 TechRequired = start entryCost = 12 cost = 12 category = Propulsion subcategory = 0 title = HTP Hydrogen Peroxide Thruster manufacturer = AntINFIANAIt description = This engine is a pressure fed, super-tiny homemade engine. It runs only on HTP (High-Test-Peroxide) , so it's hypergolic, non-toxic. It outputs superheated steam and oxygen, plus some TINY thrust. The gimbaling is produced by 2 cyllinders that take a bit of fuel to move the screws along. . attachRules = 1,0,1,1,0 EFFECTS { running_closed { AUDIO { channel = Ship clip = Sounds\sound_mk1_startup.wav volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } engage { AUDIO { channel = Ship clip = Sounds\sound_mk1_running.wav volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } mass = 0.01 dragModelType = default maximum_drag = 0.01 minimum_drag = 0.0090 angularDrag = 0.2 crashTolerance = 3 maxTemp = 1600 stagingIcon = LIQUID_ENGINE MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0.5 maxThrust = 0.5 heatProduction = 200 fxOffset = 0, 0, 0.0 PROPELLANT { name = LiquidFuel ratio = 0.9 } { name = Oxidizer ratio = 0.9 } atmosphereCurve { key = 0 223 key = 1 202 } } MODULE { name = ModuleGimbal gimbalTransformName = smokePoint gimbalRange = 10.0 PLUME { name = Hypergolic-Vernier transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,1 fixedScale = 0.5 energy = 1 speed = 1 } @PART[ANT_htp_thruster_mk1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hypergolic-Vernier transformName = thrustTransform localRotation = 0,0,0 localPosition = 0,0,1 fixedScale = 0.1 energy = 1 speed = 1 } @MODULE[ModuleEngines*] { @name = ModuleEnginesFX %powerEffectName = Kerolox-Lower } } @PART[ANT_htp_thruster_mk1]:FOR[RealPlume]:NEEDS[SmokeScreen] { PLUME { name = Hypergolic-Vernier // Pre-fabbed plume you want. transformName = thrustTransform // The engine thrust transform to attach the plume. localRotation = 0.0, 0.0, 0.0 // Optional - Any rotation needed (global). localPosition = 0.0, 0.0, 1.0 // Position of the engine plume (global). flarePosition = 0.0, 0.0, 1.0 // Optional - Position of the engine flare (if localPosition is not used). flareScale = 1.0 // Optional - Scale of the engine flare (if localPosition is not used). plumePosition = 0.0, 0.0, 2.0 // Optional - Position of the engine plume (if localPosition is not used). plumeScale = 1.0 // Optional - Scale of the engine plume (if localPosition is not used). smokePosition = 0.0, 0.0, 1.5 // Optional - Position of the engine smoke (if localPosition is not used). fixedScale = 1.0 // Size adjustment to resize to engine (global). energy = 1.0 // Adjust length of plume (global). speed = 1.0 // Adjust speed to fit resize, generally close to 1:1 with scale (global). emissionMult = 0.5 // Optional - Density of the plume particles (global). } @MODULE[ModuleEngines*] { %powerEffectName = Hypergolic-Vernier !runningEffectName = DELETE } } i TRIED putting code in the cfgs after i watched a tutorial at Raiz Space and it didn't work. And help with sounds would be great.
  18. So i am working on an engine pack. And i configured an engine and i tried to add RealPlume to it. It didn't work! I tried everithing!!!! And i couldn't put costum sounds on it but the engine works just fine! Please help!
  19. LOOK AT THIS AND TELL ME YOUR OPINION AND IF YOU WOULD WANT IT WHEN IT'S DONE
  20. And spin it for centrifugal force type of gravity
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