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KerboNerd

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Everything posted by KerboNerd

  1. There shouldn't be any problems in my opinion. Since "Smart Actuators" is just a config mod, there shouldn't be any conflicts with other mods. All it does in this mod is make the VRTX engine have more than 2 engine modes.
  2. For now it's not possible to convert NptGas to HP. Although there are converters in the making, they won't be released any time soon. It will totally not be collectable from space stations. ..cough...
  3. Yes, the heating is designed to be that way. Although the lowering of the throttle is possibly a side effect. There might be something i've missed while reading the codes. Maybe Squad implemented the feature (throttle decrease) as a failsafe for overheating. Anyways. The engines are most efficient when used by small bursts. I suggest making your spacecraft's TWR to be enough to get you to your target node while the engines are still running nominaly. Otherwise - thermal dissipation tech.
  4. Now that's what i call feedback! I've noted every single thing you mentioned. The engines are still being balanced so you gotta wait for a future update where they'll be much less op. About all of the configs and everything... Since I'm a fairly new modmaker, when i made this mod, i was just testing my ability to accomplish something i just learned. That came with many errors. Although I've already planned on fixing everything, it's gonna take some time... But many thanks for the awesome suggestions.
  5. Hyper Propulsion "CYREX" Sci-Fi parts pack (Current ver. 0.0.3) Say hello to the lineup of the "CYREX" thermonuclear engines! Utilizing super efficient Thermonuclear reactors, these engines are capable of many useful things! Why don't u give them a try yourself? A bit about the mod This pack includes many Sci-Fi inspired parts for KSP! Take on a journey to explore other planets with ease using the "CYREX" engines! Based on fictional resources, HyperProp utilizes the use of ThermoNuclear reactors in the name of space propulsion systems and many more interesting parts! This pack will be updated from time to time, so be sure to stick around for some cool updates in the future! Main CYREX album https://imgur.com/a/oSxBB7u Parts in this modpack Well know Issues CYREX-S slightly offset from center node. (doesn't affect use) VRTX-1 Jet engine has a problem of not jumping to low thrust mode upon flame-out of the atmospheric jet Tech Tree not yet configured for the parts Required Mods Smart Actuators Module Manager Kerbal Joint Reinforcement (recommended) B9 part switch Installation Place the folders from the downloaded folder into your game's "GameData" folder. If asked to replace files, do so. Get it here: GitHub: https://github.com/KerboNerd/KNI-HP-CYREX/releases SpaceDock: https://spacedock.info/mod/2137/Hyper Propulsion Sci-Fi engine pack Thanks Kottabos for reviewing the mod! Be sure let me know about the bugs you run into! That really helps the further development of the mod! Post any issues/bugs/errors here: https://github.com/KerboNerd/KNI-HP-CYREX/issues
  6. So basically i've been experimenting with the Particle emitter in Unity. It has two "modules". The Emitter(Script) and Particle System. As i managed to make a nice plume with the Particle System, when i export it, nothing shows up in game. I mean only when i make something with the Script "Module" plume shows up in game. How can i make the plume in the Particle System component and get it to work in game? Tenks I dunno if this help or not. http://prntscr.com/mnlogo
  7. So when i add a ISRU module to an engine config, when the converter is activated, it triggers the engine fx like thrust effect. What could cause that? Here's the config: PART { name = HPUN-01 module = Part author = KerboNerd mesh = nuke.mu rescaleFactor = 1 node_stack_top = 0.0, 1.201, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -3.433, 0.0, 0.0, -1.0, 0.0, 2 mass = 1.5 // heatConductivity = 0.06 // half default emissiveConstant = 0.8 // engine nozzles are good at radiating. dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 400 breakingTorque = 400 crashTolerance = 22 maxTemp = 2000 // = 3600 TechRequired = start entryCost = 0 cost = 470000 category = Engine subcategory = 0 title = HPUN-01 "HyperProp" ThermoNuclear Self-Reprocessing HyperPlutonium Engine manufacturer = KerboNerd Industries description = This ones special. Equiped with a top-shelf miniature HyperPlutonium nuclear reactor, by reprocessing fuel in many cycles, this could be one of the most efficient nuclear engines ever made! attachRules = 1,1,1,1,0 tags = hyperprop EFFECTS { engine_engaged { AUDIO { channel = Ship clip = Squad/Sounds/sound_falconheavy_lowmid volume = 0.0 0.0 volume = 0.1 1.5 volume = 0.2 3.0 volume = 0.4 4.5 volume = 0.5 6.0 volume = 1.0 7.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge 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 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/SRB_Large transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 1.0 emission = 0.2 3.5 emission = 0.5 5.0 emission = 1.0 10.0 speed = 0.0 0.5 speed = 1.0 1.2 localOffset = 0, 0, 1 } } } MODULE { name = ModuleResourceConverter ConverterName = ThermoDynamic Reactor StartActionName = Engage reactor StopActionName = Terminate reactor ToggleActionName = Toggle reactor FillAmount = 100 AutoShutdown = false GeneratesHeat = false UseSpecialistBonus = false INPUT_RESOURCE { ResourceName = HyperPlutonium Ratio = 0.0016875 FlowMode = STAGE_PRIORITY_FLOW } OUTPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 250 DumpExcess = false } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = engine_engaged thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 2800 heatProduction = 720 fxOffset = 0, 0, 2 EngineType = LiquidFuel exhaustDamageDistanceOffset = 2.5 PROPELLANT { name = HyperPlutonium resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.0001 DrawGauge = True } PROPELLANT { name = ElectricCharge ratio = 0.01 DrawGauge = True } atmosphereCurve { key = 0 9800 key = 1 40 } } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 3 gimbalResponseSpeed = 7 useGimbalResponseSpeed = true } MODULE { name = ModuleOverheatDisplay } MODULE { name = ModuleResourceConverter ConverterName = HyperPlutonium StartActionName = Start Compressor [HyperPlutonium] StopActionName = Stop Compressor [HyperPlutonium] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = Plutonium Ratio = 1.0 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 50 } OUTPUT_RESOURCE { ResourceName = HyperPlutonium Ratio = 0.5 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } MODULE { name = ModuleResourceConverter ConverterName = Plutonium StartActionName = Start ISRU [Plutonium] StopActionName = Stop ISRU [Plutonium] AutoShutdown = true TemperatureModifier { key = 0 100000 key = 750 50000 key = 1000 10000 key = 1250 500 key = 2000 50 key = 4000 0 } GeneratesHeat = true DefaultShutoffTemp = .8 ThermalEfficiency { key = 0 0 0 0 key = 500 0.1 0 0 key = 1000 1.0 0 0 key = 1250 0.1 0 0 key = 3000 0 0 0 } UseSpecialistBonus = true SpecialistEfficiencyFactor = 0.2 SpecialistBonusBase = 0.05 UseSpecialistHeatBonus = true SpecialistHeatFactor = 0.1 ExperienceEffect = ConverterSkill EfficiencyBonus = 1 INPUT_RESOURCE { ResourceName = NeptuniumGas Ratio = 0.5 } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 20 } OUTPUT_RESOURCE { ResourceName = Plutonium Ratio = 1 DumpExcess = false } } MODULE { name = ModuleAnimationGroup deployAnimationName = activeAnimationName = pressureRelease deployActionName = #autoLOC_6002380 //#autoLOC_6002380 = Deploy <<1>> retractActionName = #autoLOC_6002381 //#autoLOC_6002381 = Retract <<1>> toggleActionName = #autoLOC_6002382 //#autoLOC_6002382 = Toggle <<1>> moduleType = #autoLOC_7001227 //Converter //#autoLOC_7001227 = Converter autoDeploy = true } MODULE { name = ModuleJettison jettisonName = jettison bottomNodeName = bottom isFairing = False jettisonedObjectMass = 0.5 jettisonForce = 15 jettisonDirection = 0 0 1 } }
  8. Topic says it all. Perhaps a line i yet don't know? Or maybe i have to first loop the animation in unity.
  9. No problemo PART { name = largewang01 module = Part author = KerboNerd mesh = wangg.mu rescaleFactor = 1 node_stack_left = -4.656, -2.69, 0.0, 0.0, -1.0, 0.0, 2 node_stack_right = -1.663, -2.69, 0.0, 0.0, -1.0, 0.0, 2 node_attach = 0.07, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // center of mass offset from center transform TechRequired = start entryCost = 0 cost = 1200 category = Aero subcategory = 0 title = HPWA-01 manufacturer = KerboNerd Aeronautics description = Just a plain old wang adapter! Nothing much! attachRules = 1,1,1,1,1 mass = 0.9 thermalMassModifier = 3 heatConductivity = 0.12 emissiveConstant = 0.4 dragModelType = none maximum_drag = 0.02 minimum_drag = 0.02 angularDrag = 2 crashTolerance = 15 maxTemp = 1200 // = 3400 explosionPotential = 0.1 fuelCrossFeed = True tags = hyperprop RESOURCE { name = HyperPlutonium amount = 0 maxAmount = 1500 } RESOURCE { name = Plutonium amount = 0 maxAmount = 300 } MODULE { name = ModuleControlSurface useInternalDragModel = True dragCoeff = 0.6 deflectionLiftCoeff = 2.69 // area = 9.48m^2 ctrlSurfaceRange = 25 ctrlSurfaceArea = 0.37 // area = 3.45m^2 actuatorSpeed = 40 transformName = aileron } MODULE { name = ModuleLiftingSurface useInternalDragModel = True deflectionLiftCoeff = 7.8 // 27,41m^2 dragAtMaxAoA = 0.6 dragAtMinAoA = 0.0 } }
  10. So basically i made some nice wings with ailerons and the only thing keeping me from posting the modpack is the wings not having any drag. Basically when i step off the throttle, i start instantly falling out the sky. And also the wings don't show the "Air effect" when achieving high velocities. Everything around it has drag but itself.
  11. I tried CRP. Actually my resource is quite original. It's called Neptunium Gas. It's totally fictional (obviously), but you can gather it across the galaxy, compress the gas into Pure neptunium and convert it into plutonium-238. And after that convert the plutonium into the even more fictional resource - HyperPlutonium. It's just highly compressed plutonium. EDIT and yeah, i already did the digging on the configs.
  12. So basically i need the Community Resource Pack. Without it it's a no go, right?
  13. Heyyyy... that's pretty goood... But how do you configure the resource(Helium3) to be gatherable? When i make my scoop to collect my resource, it just says "Nothing to harvest" or something between those lines...
  14. I roughly get the idea your explaining. I'll basically make each object in blender separate (Bot, Top, walls etc.) I'll also be going through your explanations over and over again. Thanks for all of your responses as they've been helpful every time
  15. So since i'm new to modding and i really want to get a hang of it, i want to understand how everything works. For now i've challenged myself to make a space scoop. A part, that collects a fuel while floating in space (basically out of nothing). What would be the easiest way of making it?
  16. the top image is without selecting "convex" in the mesh collider component. When i tried writing the part without the convex enabled, it just acted the same as of it was enabled. By the way, could you check out my latest post? It's more specific compared to this.
  17. So this is what i want http://prntscr.com/mlly3u And this is waht i get http://prntscr.com/mllyc9
  18. So yesterday i made a cargo bay. When i use the mesh collider on the component without the doors, when i check convex, it makes the whole cylinder have collision. When i import the part into KSP, when i put something in the cargo bay, i can't access it anymore because there's a collision mesh on top of the doors. Is there any way to just make the base part collide?
  19. Where do i put the animation after i've made it and it's in my project window? On the part that will be animated or on the whole model?
  20. Now THAT'S what i like! Thanks a lot spanner monkey!! By the way, to what i need to assign the animation component? To the part that's going to be animated orr...
  21. You see, when i rotate them separately, there are multiple animations in unity
  22. Let me go through the details of my model. I have 1 base cylinder mesh, and 2 door meshes (They're separate). Just like the mk3 cargobay. Should i select both of the door meshes and add the keyframes to "LocRot"? And where do i find the LocRot? In the transform tab?
  23. Wait, so your saying, i have to keyframe both of the doors at the same time? If so, what variable should i key? EDIT I also never enable the option
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