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Zorg

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Everything posted by Zorg

  1. UPDATE RealPlume-Stock v4.0.7 Deconflicts with Waterfall for StockWaterfallEffects Tantares LV DOWNLOAD [Github] Download [spacedock] RealPlume v13.3.2 (no change)
  2. A compelling justification Hmm interesting idea, no promises but can take a look at it though. Is there anything better than this?
  3. lots of tutorials out there, the first one should give you the basics of the bezier, the second has some clever alternative methods such as what I mentioned earlier. Play around with the various curve types and you'll soon get a feel for them and understand what works best for in what situations.
  4. Its about 34k tris (18k verts), on the high side of poly count for ksp but not too unusual for complex engines. Final version will have a bit less as I remove some unwanted loops from pipes. Which brings me to your other question, the pipes are done using Bezier curves or path curves in blender. Sometimes I trace out a run using individual vertices, bevel the corners, convert to a curve (path) and then add in the geometry. Thats a method that works well for runs that have curves but also lot of straight sections (see below).
  5. So @TimothyC and I spent quite some time looking into HG-3 through various original source files (as opposed to articles written about it) and as far as we can determine HG-3 was really a paper project. Not even so much a paper engine so much as a study program to examine various possibilities. The fact that there's a paper that suggests a J2 drop in replacement could be produced from some of the ideas studied for HG-3 as well as the influence the program had on the SSME has given it some notoriety. However the fact remains that this is the best reference image from an original source we could find for HG-3. Now if someone can find (well sourced) information to the contrary, or more importantly find some useful diagrams we could revisit HG-3. However when looking at pre SSME American work on staged combustion, we do have the very interesting Pratt and Whitney XLR-129. A 1,100kn staged combustion engine with 465s of vacuum specific impulse that was originally developed for a B52 launched rocket spyplane: Project Isinglass. P&W later then tried to uprate it and try to win the propulsion for shuttle but it didnt work out. However unlike HG-3, actual components were produced and tested and we have reasonably high quality references for it. I think it will be really fun engine with its axially oriented turbos and extensible transpiration cooled nozzle. (like the M1, the top section of the nozzle is regenerative but the lower section has the turbo exhaust flow through it and exhaust out through tiny holes in the bottom, different from film cooling which is dumped into the bell.) Now this doesnt have anything to do with Saturn even tangentially buuut its cool and I wanna make it . Just for information the nozzle exist is 66 inches which works out to just over 1m in game.
  6. Yup. However we've always wanted the M-1 in BDB for a revamped saturn update since it was contemporary to Saturn V development and is a crazy cool engine (before being killed off as a result of the Apollo programs funding requirements). We have no plans for Nova itself but you can have some fun with uprated saturns hopefully . The vacuum version pictured is with a 40:1 nozzle but I plan to make a 20:1 sea level optimized version too. We have at least two more slightly less less well known engines planned for BDB 1.8 .
  7. BDB has a thermal patch that rebalances the (BDB) engines thermal output based on performance. Some engines however need to be handled separately and the Ion engine was missed out last time. This will be fixed in the next update. In the meantime you can go to Bluedog_DB/Thermal and delete the file there or you can replace it with https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/master/Gamedata/Bluedog_DB/Patches/Thermal/engines.cfg I'll take a look.
  8. If you see this again please let me know the specifics. Just pushed a fix for the Delta AJ10s What exactly is the issue? The RL10s were due to the fact it used the old model for the icon (which has been fixed) but as far as I can see the Castor upgrades look fine in the config and reference the correct the icons too. Its possible for solid vacuum plumes like the kick stages but doing so is not a priority right now, will get to it eventually.
  9. Its part of the official roadmap from our side now. But probably not for the upcoming update, will be sometime after.
  10. BDB is technically balanced against stock parts which means a 2.5ish scale for *reasonably* realistic performance. More recently we have been doing our flight testing in JNSQ (2.7x) these days and but you should have a good time with 2.5x with fairly good performance accuracy as well. 3.2x if you need more challenge and dont want exact historical accuracy, at 3.2x some of the smaller rockets in their historical configuration will likely be underpowered. We're hopefully quite close to the next update, a few more small things to sort out first though
  11. Create a new Waterfall module for each RCS module you have. Enter the thrusterTransformName from your ModuleRCSFX into a thrusterTransformName field inside the rcs controller and into the overrideParentTransform field inside the template. Here's an example. https://github.com/CobaltWolf/Bluedog-Design-Bureau/blob/80422a3aab3452f9c7ed93d1df86140028fd68e7/Gamedata/Bluedog_DB/Compatibility/WaterfallFX/DeltaRCS.cfg#L2 ps make sure you have the proper running effects for each RCS module in the EFFECTS node (with sound only) so the sound works. Easy to forget that step for the second module.
  12. You first need to enable the editor inside waterfallsettings.cfg. Point 1 on the getting started page on the wiki https://github.com/post-kerbin-mining-corporation/Waterfall/wiki/ModuleWaterfallFX One you have taken care of that you can follow the rest of the steps, you cant start editing something until there is a basic config applied to the part in question. You can of course build a series of effects from scratch or you can use the provided templates. Most of the included templates require 3 controllers atmosphereDepth, random and throttle. eg: https://github.com/post-kerbin-mining-corporation/WaterfallRestock/blob/995235d212d154459e56175eccfa6b31826bfc86/GameData/WaterfallRestock/Patches/Squad/LiquidEngineRE-J10.cfg#L70 Follow this page for some info on how to use templates. https://github.com/post-kerbin-mining-corporation/Waterfall/wiki/Templates You can take any of the patches in the WaterfallRestock repository as good examples of how to do things using templates. Once you have put in a template, all you need to do is open the in game editor in the flight scene, preview the plume by enabling the throttle and atmosphere controllers in the editor, then adjust the size and offset, copy them over to your cfg and you're done.
  13. Merged these changes now MOL and Mercury didnt work because the transforms were capitalized the wrong way around, one was cameraTransform, the other CameraTransform. The mercury transform still needs to be rotated since its upside down but we can take care of that from our side.
  14. I've included lights in all of the default templates now (unless I missed something out) so if your engine config uses one those templates you will get lights. If making your own template or a custom config you would need to include a light in that.
  15. Thats something that slipped through the gaps. I think @CobaltWolf was going to redo it but it fell by the side and I never deprecated the old one. Honestly it should probably be deprecated as well since its so far out of date in terms of art. Even if there isnt a direct replacement yet.
  16. The bundled version of Waterfall for the github master branch has now been updated to v0.6 (which is required) Would strongly suggest if updating to delete BDB and reinstall clean (never drag and drop but in particular this time please make sure to do so as a lot of files in the waterfall compatibility folder got moved around). The WF plumes now have various improvements and tune ups, new engine lighting effects and heat distortion effects (in atmo), and all new sounds including some loops derived from work by Ensou of Rocket Sound Enhancement. (Full RSE compatibility is planned for later btw this just uses the sounds in the normal system.) Lights and distortion should have minimal effects on framerate but if you are on a potato and trying to extract every frame you can globally disable those features in the WaterfallSettings.cfg in the Waterfall folder. If you use Engine Lighting Relit it *should* still work together. There is a patch that removes engine lightings lights if a waterfall plume is detected on the part. So hopefully that works. (you may want EL for SRBs for instance).
  17. Indeed. Probably not the best example but you can see some of that here. Anyone making jet engine templates should get really good use out it too.
  18. @Beale I know we've talked about various B9PS features before but one neat thing idk if you're aware is that you can link upgrades to subtypes. So for instance you could do multiple upgrades for the Soyuz engines and unlike the basic stock upgrades, the user can still switch back to an older model if they want to build an older rocket.
  19. Unfortunately I couldn't see what the cause of your crash is nor how it might be related to BDB. All I can say is that I can verify that BDB loads properly with its up to date dependencies in KSP 1.11.1. So if BDB causes the game to not load on your install it must be a conflict with something else (which I cannot determine).
  20. I'll need to see a log file to know more. The BDB github master loads fine for me on KSP 1.11.1. The B9 error is there yes but its not a huge issue, the game still loads so something else must be happening with your install.
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