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Zorg

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Everything posted by Zorg

  1. These look pretty great! I never got around to updating the stock plumes with the new stuff, I took over realPlume-stock mainly with the goal of doing the plumes for ReStock actually. Im sure non restock users will appreciate these updates to the F1 and so on. About the Dart that looks pretty good, once you're done tweaking I can add it as an aerospike prefab into RealPlume core. About complexity its not so much the number of fx as the total number of particles being emitted. Generally the solid rocket plumes vastly outstrip everything else but otherwise look at the total emission of the plumes with shock diamonds. Keep in mind the actual engine config can bring the total emission down with the emissionMult parameter too. Once you feel they are close you can make a pull request and I can take a look and make any suggestions as well.
  2. They are currently in the development branch of the BDB github. It also requires the simple adjustable fairings mod (up to date ksp 1.8+ version). SAF is included in the BDB bundle on github as well. https://github.com/CobaltWolf/Bluedog-Design-Bureau/tree/v1.7.0-Development Of course it contains work in progress stuff so no warrranties if you use it in a career save
  3. I'll just make the lower cylindrical section the base for the fairing, intended to fit over and around the Agena interface.
  4. New Hydyne (left) and Alcolox (right) plumes CNAR A4 engine using the new Alcolox plume. New mainsail and skipper configs. Apologies to EngineerMartjin who kindly submitted configs when I was too busy to attend to this, but I ended up redoing it with the new kerolox plumes and also adding the verniers. Still makes me mad I have to use a kerolox plume on a Vulcain model but what you gonna do? Its a mainsail ultimately. Actually the way I did the new Mainsail config is a good direct example. Rather than repeating the main plume, I copied values from the kerolox vernier plume but the principle is the same. https://github.com/KSP-RO/RealPlume-StockConfigs/blob/master/GameData/RealPlume-Stock/Squad/liquidEngineMainsail_v2.cfg
  5. UPDATE RealPlume-Stock v3.1.0 New Update .version file Update bundled RealPlume to v13.1.0 Update bundled ModuleManager to v4.1.3 Configs for CNAR (Completely NonAggressive Rocketry) Configs for new ksp 1.9 Mainsail and Skipper Fixes Fix ReStock Pug RealPlume v13.2.0 New All new alcolox plume with shock diamonds all new hydyne plume New abort plume for LES systems (uses sep motor plume but with added smoke) Fixes Fix repeated keys in some plumes causing minor float curve errors Fix broken shaders on Methalox and Hypergolic orange .mus (apparent on 1.8+) DOWNLOAD [Github] Note that RealPlume remains compatible with KSP 1.7.3 but the bundled RealPlume-Stock package no longer officially supports versions older than KSP 1.8.1 If using Realism Overhaul, the correct version of Smokescreen for KSP 1.7.3 is available from the smokescreen page or CKAN.
  6. Hmm I'll look into it more. At any rate there will be a biconic 1.875m fairing. What the texture will look like is undecided. The Seasat version looks nice certainly but most images of Titan 33B/34B show something more similar to Hexagon colour scheme wise. That does make sharing the textures more straightforward. Theres the other consideration a white fairing is more general use though. I havent really started research yet tbh. Theres also the fact a lot of those military Titan launches had the photos airbrushed. The next two items that will use the Titan texture sheet will be Titan IV and the prototype conical Titan III-A, III-C shroud. Will have to see how much space is left over after that.
  7. Ok so first you need to write a normal patch like you already have. As an example shall we say we are using Cryogenic_LowerSSME_CE After this patch has run the end result is that inside the part you will have the plume applied to the EFFECTS node like so PART { EFFECTS { Cryogenic_LowerSSME_CE { } } } Inside Cryogenic_LowerSSME_CE will be a series of MODEL_MULTI_SHURIKEN_PERSIST nodes You can see these nodes by looking at the relevant prefabs inside Gamedata/RealPlume/000_Generic_Plumes. I think the one you had in your screenshot is an older one so its probably inside Gamedata/RealPlume/000_Generic_Plumes/Deprecated As an example see here: https://github.com/KSP-RO/RealPlume/blob/master/GameData/RealPlume/000_Generic_Plumes/Cryogenic_LowerSSME_CE.cfg Now what you need to then do is create a new patch targeting the part with the following syntax. You will need to create copies of all of the MODEL_MULTI_SHURIKEN_PERSIST nodes in the prefab and give each a unique name. eg ExtraShock1, ExtraPlume1 etc. You will also need to enter the positions and scale too if relevant. I believe you can leave the rest alone. You only need to do this for the SHURIKEN nodes, they each represent a particle effect used to build the plume. No need to worry about the audio stuff. You will need copies of all of the SHURIKEN nodes for each copy of the plume you want to add. and make sure your brackets are balanced, there are a lot of nodes @PART[]:NEEDS[RealPlume,Smokescren]:AFFTER[zzRealplume] { @EFFECTS { @Cryogenic_LowerSSME_CE { MODEL_MULTI_SHURIKEN_PERSIST { //Get the inputs from the other config. transformName = #$/PLUME[Cryogenic_LowerSSME_CE]:HAS[~processed[*]]/transformName$ localRotation = #$/PLUME[Cryogenic_LowerSSME_CE]:HAS[~processed[*]]/localRotation$ localPosition = 0,2,0 fixedScale = 0.5 // name = ExtraShock1 modelName = RealPlume/Nertea_FX_New/CryoEngines/fx-erebus-core-1 decluster = false emitOnUpdate = true xyForce = 0 emission { power = 0.0 0 power = 0.001 0.4 power = 0.1 0.3 power = 0.2 0.5 power = 1.0 3 density = 0.6 1 density = 0.55 0.7 density = 0.5 0 } speed { power = 0.0 0.2 power = 0.001 0.2 power = 0.1 0.3 power = 0.2 0.4 power = 1.0 0.5 } } MODEL_MULTI_SHURIKEN_PERSIST { ~snipped~ name = ExtraPlume1 ~snipped~ } MODEL_MULTI_SHURIKEN_PERSIST { ~snipped~ name = ExtraShock2 ~snipped~ } MODEL_MULTI_SHURIKEN_PERSIST { ~snipped~ name = ExtraPlume2 ~snipped~ } } } } Its annoying but this is what you end up doing if you dont have multiple fx transforms for something like an aerospike. Are you sure that part doesnt have extra transforms? What mod is it from? What does the stock plume for that part look like?
  8. Not familiar with the Seasat fairing, search found this on NSF, is this what you mean? If so probably not. Although perhaps it could share texture space with something else? If you can find me better pictures it could go on the maybe pile. We do have something cooler planned The SLV-3B shroud used for OAO-1. The top section seems identical to the Atlas Centaur shroud which is nice because we can reuse the assets when it comes time for the Centaur revamp. Cobalt is working on the OAO internal adapter which will allow a 1.875m fairing to be used without interfering. But even now we have the ETS inspired Agena-Carrack adapter which has an outer diameter of 1.5m which you can easily use with a flat 1.875m fairing base. Just set it to the longer length. Add the straight adapter and you can even use the advanced engines. I admit these parts didnt show up under an Agena search. Will fix the search tags. This on the other hand will probably happen. Not sure if its the same but it does look reasonably similar to each other that I can reuse textures from the Hexagon fairing which is planned. The hexagon fairing will be built into the aft section of the spacecraft but it would be trivial to just add it as an extra part using the 1.875m flat base for Titan 33/34B This is a Hexagon on 3D.
  9. I believe there is, @blowfish added some module manager syntax to RealPlume shortly before I started maintaining it. Im not entirely sure how its supposed to be done as I've never used the feature for any configs I've made, perhaps he might chime in. I believe you can just define extra PLUME nodes and set the position for each? Theres also the old method of manually patching in extra MODEL_MULTI_SHURKEN_PERSIST nodes into the plume at AFTER[zzRealPlume] (basically copy from the prefabricated plume and reposition) but the other thing should be more elegant and simpler.
  10. Another fairing update. First up the Delta II fairing has been modified so that the stringer section can be extended seamlessly. The default configuration also matches the historical setup now which is nice. And the new fairing of the day is the Titan 3 standard fairing. This worked just like a SAF in real life with a standard base and nose and an optional mid section which can be stacked. Pretty much exactly how SAF works now! Apologies to Alpha, I forgot to pull from the Modular Launch Pads github before launching KSP so dont have the fancy new Titan 2 tower. This fairing is available with the standard 1.875m flat base as well as the 1.875m version of the Delta miniskirt
  11. Two new fairings just uploaded to github. This time both the Lunar Orbiter and Ranger historical fairings for Agena D and Agena B respectively. Interestingly both of these were fixed single piece nose cones that were jettisoned forward but we made them bisector for ease of use and flexibility for adjustable lengths via the SAF plugin. Lunar Orbiter Ranger For the none historical lengths, the configurable extra segment will be inserted beneath the Ranger cone and between the main body and cone of the the Lunar Orbiter fairing.
  12. Another day, another fairing This time its the Standard Agena Clamshell which was also used on various Deltas as seen here (Delta 900 for Nimbus 5) Due to new features added to Simple Adjustable Fairings, we are able to do a cap on one fairing side like the GATV/ATDA fairing. Nimbus is a tight fit but it does fit
  13. None of the BDB authors use remote tech so we depend on users to make and submit them. In general we only have time to do compatibility configs for the mods we use, a lot of the compat patches are user submitted and we always appreciate pull requests. If you do decide to make a PR make sure to target the v1.7 dev branch.
  14. So there was an issue with the fairings not shielding everything fully. The latest commit together with the just released update of v1.7.2 of Simple Adjustable Fairings should fixes the issue. Your boiloff problem could be related to that. A BDB tank shielded via moduleCargoBay (ie cargo bays, stock fairings, SAF and ProcFairings) will have boil off reduced but not eliminated.
  15. Er BDB is absolutely covered under realplume, custom ones infact. The compatibility files are within BDB itself though. In fact these days most new plume designs that go into realplume are developed for BDB before I upstream into RealPlume. If you have RealPlume, RealPlume-Stock and Smokescreen all installed correctly all BDB engines should have RealPlumes.
  16. You cannot significantly change the shape of a plume with the stock particle system. You can change the speed and energy with changes the length but you cannot make it flare out like a vacuum plume properly. If you want a kerolox vacuum plume for whatever reason your best bet is to replace all the MODEL_MULTI_PARTICLE nodes with those from the Vega engine. (bluedog_Vega_Engine) If your system can handle it RealPlume of course is even better as every plume will then adapt to the situation properly. Edit: Just so we're clear, vacuum plumes like the J2 and the Vega plume are designed that way in Unity, the growth parameters that control the expansion cannot be changed within KSP itself (again unless you use RealPlume/Smokescreen).
  17. Not officially no, the plugin is compiled against 1.8.1 but I have a 1.9.1 test install and no issues spotted so far though I've not tested a lot. Generally most plugins compiled for 1.8 are fine on 1.9 (with a few exceptions like Scaterrer)
  18. Oh I've been so preoccupied with some other things I havent been able to get around to making the configs. Do feel free to send me the files or make a pull request on github, its much appreciated. Did you add fx for the mainsail exhaust?
  19. You're looking at the old Mercury capsule not the new one (the textures got overwritten). If none of the parts are showing up that sounds like an installation error. If you are installing manually from spacedock make sure your folder structure is correct: Gamedata/Bluedog_DB not Gamedata/Bluedog-Design-Bureau/Gamedata/Bluedog_DB
  20. The fairing sides arent really regular parts per se, I guess they dont occlude the sun, (the BDB plugin lowers boiloff when occluded I think). Will check with blowfish if its something he can look into though its kind of a niche use case.
  21. Little bit of a surprise for you guys, rather than just a fairing base... Yes its the Ariane 4 Speltra type Dual Payload Adapter. The fairing appears to be the same as Ariane 4 and the DPAF is probably a longer version from the same manufacturer. Flag decals Staging icon will release the fairings, the DPAF needs to be decoupled manually from an action group or part action window. Just place it on top of the stock type CT3 fairing base (or DCSS perhaps?) Also make sure to update to yesterdays new v1.7.0 release of Simple Adjustable Fairings. @blowfish has kindly added features to accomodate us, for instance the Titan 3E fairing is now configurable. The Centaur section is fixed but the upper section of the cylinder can be lengthened now. This system will allow for the correct Delta II 9.5 ft fairing which is being worked on now. Left is the minimum length (rather than cone only), middle is historical, and then from there on you can configure to desired length.
  22. That is by design. You can deploy via the part action window or action group them but the intended use is to auto deploy at a preset altitude. Edit: Looks like it can be done, although you will get a horizontal decoupler icon rather than a fairing icon.
  23. Yeah use the interstage, change it to the truss variant and attach it to the bottom of the fairing. There is a second bottom attach node just for that purpose, that way you can avoid the translation gizmo.
  24. Yeah we're not getting rid of the stock bases. The 3E fairing is limited to a single segment for the moment.
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