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KSP2 Release Notes
Everything posted by Zorg
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[KSP1.12.x] RealPlume - Stock v4.0.8 & RealPlume v13.3.2 [25/JUN/2021]
Zorg replied to Zorg's topic in KSP1 Mod Releases
UPDATE RealPlume-Stock v4.0.7 Deconflicts with Waterfall for StockWaterfallEffects Tantares LV DOWNLOAD [Github] Download [spacedock] RealPlume v13.3.2 (no change) -
[WIP] Boring Crew Services - Stockalike Starliner Mod
Zorg replied to DylanSemrau's topic in KSP1 Mod Development
I'm speechless as to how good this looks!- 497 replies
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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).
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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.
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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 .
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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.
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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.
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Its part of the official roadmap from our side now. But probably not for the upcoming update, will be sometime after.
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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
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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.
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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.
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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).
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@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.
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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).