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R_Skoklater

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Everything posted by R_Skoklater

  1. Hello I made an interstage mod with a decoupler node that pushes the engine outside the interstage. The interstage itself is hollow (including the colliders "COLInterstage" ) but has caps (top and bottom caps) that are not hollow to enclose the interstage. The caps are set to convex and trigger so that the upper stage can decouple and separate from it without explosion. My issue though is this. And for three days nonstop I tried everything I could learn on the old wiki and searching forums but nothing solved my problem. The ModuleCargoBay doesn't seem to work. Normally if it's shielding the engine, the engine's drag value should be 0.00 but it's still interacting with the airflow outside. Here is the config file: PART { name = Frustrum_Interstage module = Part author = SkyRock Corp. MODEL { model = SkyRockCorp/Interstage/Interstage } rescaleFactor = 1.0 node_stack_top2 = 0.0, 0.998, 0.0, 0.0, -1.0, 0.0, 2 node_stack_bottom2 = 0.0, -2.04, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 1.141, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.163, 0.0, 0.0, -1.0, 0.0, 2 node_stack_top3 = 0.0, 1.141, 0.0, -1.0, 0.0, 0.0, 2 node_stack_top4 = 0.0, 1.141, 0.0, 1.0, 0.0, 0.0, 2 TechRequired = generalConstruction entryCost = 2200 cost = 2800 category = Coupling subcategory = 0 title = Interstage Adapter 2.5m to 3m manufacturer = SkyRock Corp. description = This Adapter houses the upper stage engine/s (Currently supports the Cheetah engine only!) and separates the stages and payload fairings. The fairing supports up to 3.8 meters high payloads and 3.2 meters wide payloads. attachRules = 1,1,1,1,1 mass = 1.85 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 0.2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2000 // = 3000 fuelCrossFeed = False stageOffset = 1 childStageOffset = 1 inverseStageCarryover = false bulkheadProfiles = size2 tags = #autoLOC_500174 fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple MODULE { name = ModuleDecouple ejectionForce = 250 isOmniDecoupler = false explosiveNodeID = bottom3 } MODULE { name = ModuleServiceModule ExteriorColliderName = COLInterstage ShellMeshName = COLInterstage partDecoupled = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.0 useBayContainer = true bayContainerName = COLInterstage nodeOuterForeID = top nodeOuterAftID = bottom nodeInnerForeID = top2 nodeInnerAftID = bottom2 } DRAG_CUBE { cube = Default, 8.675,0.2549,1.701, 8.675,0.2553,1.701, 7.748,1,0.09618, 7.748,0.7187,3.407, 8.675,0.2549,1.701, 8.675,0.2553,1.701, -3.052E-07,-0.511,7.629E-07, 3.216,3.304,3.216 } } } Here are some images of the interstage and the hierarchy in Unity. (I separated the colliders that way I can achieve a hollow center)
  2. Personally the way I'll make it is I'll make a fully enclosed low res fairing the same dimension as the high res mesh, reduce the number of edges to 12 (just like making a collider for your fairing) and close the bottom part of it. I'll then import it to ksp, then ksp will generate a drag cube for it in PartDatabase.cfg and voila!. You just copy and paste the drag cube info of the low res model you imported to ksp to your high res fairing model.
  3. It worked ! Here is the result Have to fix my fairing and interstage drag issues and I'm going to texture it after.
  4. Thanks I will try that now and will update if it solves my problem.
  5. Hello KSP modders ! I am very new to modding so I'm sorry if my questions are very basic plus I don't know how to code at all. I wanted to know how to share one End-cap asset across all my fuel tank models. I know I can just model the end-caps for each fuel tanks I make but I still want to try sharing the asset. My fuel tank models are just basic 24 sided cylinders with no tops or bottoms. The fuel tank cap is another model. ( A bit like the restock mods ). EDIT: wasml fixed my problem Secondly, my SRB plume effect is way too huge and I have no clue on how to resize it. The SRB is the same diameter as the "Shrimp" Booster so I assumed that it would have the same engine effect if I copied the fx line and tweaking the position to align it to my nozzle position but no it doesn't work. Is there a way I can fix it ? And how would you do it ? ( on the pic you can't see the SRB plume because it's flickering and it's way too big ) EDIT: It turns out the plume size follows the scale of your model (in the 3D software) I scaled down my model in Maya and it fixed my problem. At last, I made a non procedural fairing ( I modelled the fairing ) and added decoupling nodes for it to separate and made hollow separate collision meshes for the fairings. The issues after testing the fairings are : -The fairings don't separate properly. -The fairings collide with the encapsulated payload and explode sometimes. -Only one fairing separates from the rocket, the other part of the fairing is stuck! -The attachment nodes that the fairings are attaching to (fairings are attached to the interstage ) create lots of drag causing the rocket to lose stability and imbalance on ascent and gravity turn. EDIT: turns out I had to modify the collider , make the collider convex but still retaining the hollow part in the middle of the fairing. Also in the config file if I set it to isfairing= true the fairing won't separate. Although they clearly are fairings. And the issue of the drag is still present though. The config of the fairing + interstage. MODULE { name = ModuleServiceModule ExteriorColliderName = COLFairing partDecoupled = false } MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 1.5 useBayContainer = true bayContainerName = COLFairing } MODULE { name = ModuleJettison jettisonName = Fairing1 isFairing = False modifyJettisonedMass = true jettisonedObjectMass = 0.8 jettisonForce = 20 jettisonDirection = -1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = #autoLOC_8012024 // #autoLOC_8012024 = L useProceduralDragCubes = true } MODULE { name = ModuleJettison jettisonName = Fairing2 isFairing = False modifyJettisonedMass = true jettisonedObjectMass = 0.8 jettisonForce = 20 jettisonDirection = 1 0 0 hideJettisonMenu = true allowShroudToggle = false ignoreNodes = true actionSuffix = #autoLOC_8012025 // #autoLOC_8012025 = R useProceduralDragCubes = true }
  6. Hello everybody, so I have been playing KSP for quite a while now and I decided I want to make my own rocket mod,but unlike others I wanted to make it correctly and realistically (most of the parts). I am no mechanical or aerospace engineer or rocket scientist either so I wanted to ask the engineers and the scientists who play KSP if the way I design and modelled some parts were not realistic. So the project future rocket will consist of a 5 segment SRB lower stage with a top mounted Cryogenic Upper Stage and a payload fairing just like the Ares I cargo configuration. However the upper stage will be a hybrid between the single engine Centaur and Atlas V core stage and Ares I's J2X (skiff) powered upper stage. The issue I am having right now is figuring out how to make things appear realistically. Where are the upper stage flight computers located on common orbital rockets and what do rocket upper stage flight computers look like ? (I tried google but I could only find the Saturn V's very very outdated analog computer inside a ring like housing). Should I allocate the flight computer parts inside the forward skirt of the upper stage? Or, inside the fairings just below the Payload Attach Fitting and why ? Do rocket upper stages have feed lines and do they also house and connect wires and other equipment or do they just act as feed lines for oxidizer/fuel ? In KSP we have decouplers to separate different stages. Do interstages act as decouplers/separation system ? I mean do they separate the stages like the way decouplers in KSP do or do they just serve as Structural Support and housing for the upper stage ? Also, are interstages made of composite or aluminium ? Why are Payload Attach Fittings shaped like conical shells and are Payload Fairings attached to the PAF or is there another mechanical deployment mechanism they are attached to ? These are overviews of the cryogenic upperstage project I am working on. It currently has the Payload Fairing and the payload attach fitting and the tank is a 5.6m tall tank. The current configuration has the flight computer sitting just below the PAF and the flight computer is slightly raised by a spacer so it doesn't clip with the payload fairings. Next step of the project will be adding an RCS module integrated with monoprop tanks at the aft section of the upper stage tank for attitude control. I currently am UV mapping the parts that are ready for texturing but I am still learning how to texture.
  7. I do not plan to have greenhouse and plants yet as oxygen generation by plants are not very used in space ( iss and the upcoming artemis missions ) and in a realistic point of view it would require plant watering,soil mass and light which consumes more water and energy (electric charge). However I really like the idea of adding food shelf life for packed food/snacks and rehydrating the food. Thankfully it is , I will probably remove radiation though
  8. I will probably have to modify kerbalism a lot then
  9. Thanks for your information and suggestion, I know Kerbalism is very similar to my suggestion . However it does not incorporate all those features into one mod as you said (oxygen,temperature,pressure,waste) and Kerbalism introduces the life support features as parts ( adds parts for food container etc..) which is different from what I initially envisionned which is having the life support integrated into the pressurized cabin and food as cargo/inventory parts which takes advantages of the 1.11 update. I might suggest the Kerbalism devs those features or make my own mod and share it on here when finished.
  10. Hey , thank you. Will try to make that mod happen, although it will take time and lots of research and testing.
  11. Hey I am Skoklater, I have a new Life Support mod suggestion. I know there are plenty of Life support mods like Kerbalism and Snacks and TAC life support already but I think my suggestion is a little different but a little more complex too. Food System So with ksp 1.11 and the new cargo features I think food/snack (stackable) supplies should be transported via cargo/inventory, have their own mass and quantity lasts for a certain amount of time depending on the number of kerbals onboard and duration of mission. Food can only last for 18months maximum before expiry or turning into expired food. So if food is stored (from launch date) and no kerbal is on board to consume it for 18months, it will turn into waste and will not be able to be consumed by Kerbals anymore. Kerbals can survive without food for 2-3weeks (random values between those) before dying. Waste Management Depending on the amount of food ,water and oxygen consumed and duration of the stay and number of kerbals on board is the amount of waste generated. Waste cannot be recycled apart from H2O which can only be recycled at 90% efficiency and O2 at 40% efficiency. Waste is CO2, Waste Water, Food packaging and Expired Food and those are stackeable cargo/inventory items. Waste must be stored. At full ship inventory/storage, no resource can be consumed and no waste is generated. Oxygen O2 is a consumable resource that is available in limited quantity depending on the command pod/storage container/other pressurized units. It is consumed over time depending on the number of kerbals on board and duration of mission. Kerbals generate CO2 waste that can be recycled back to O2 at 40% efficiency and require electric charge to recycle. Oxygen depletion will result in Kerbal's Death after 3 minutes. Oxygen can be generated with Electric charge and Oxidizer. Pressure Command Pods and other pressurized compartments have to maintain pressure. Cabin depressurization will result in pressure suit O2 consumption which is not recycled and rapid cabin O2 depletion. Vessel impacts on pressurized compartments can result in cabin damage and rapid depressurization. Water Recycling/Production System Water/H2O is a consumable resource that can be recycled at 90% efficiency and when consumed will generate waste water. Depending on the duration of mission and number of kerbals is the amount of water consumed. Water can be generated with electric charge and liquid fuel. Kerbals will survive without water for 2-3days (random value between those) Temperature Regulation Kerbals can only survive at a temperature of 238.15-288.15Kelvin. Temperature regulation in pressurized compartments requires electric charge , radiators and heat exchangers. Temperatures below/beyond the limits will result in Kerbal's death.
  12. Hello , thank you so much for your reply it was very informative and sorry for the late reply. The total polycount is actually 13k tris for all of the LOx tank + Truss Mount + Spacecraft Adapter + LH2 Tank. Based of 24 sided cylinders. The only problem now is if I add reinforcing edges my polycount will go up and I don't know if I even need to reinforce the edges since the mesh will get triangulated in unity anyway. Or do I need to reinforce those sharp edges so it doesn't cause problems with my normal maps later on ? This is the step that I have no clue on how to properly and correctly do while balancing with performance saving and the step that is blocking me right now. My second question is still about that Orange fairing variant (Not the Black&Orange in Stock) . How do I make a fairing variant that has the normals and the albedo/color of the rockomax 2.5m Orange tank texture while retaining the fairing model ? I have attached images of the project I am working on right now. It is not a very close replica to the Interim Cryogenic Propulsion Stage (ICPS) since I have not planned to make an Orion Spacecraft adapter that contains the cubesats yet. If anybody is interested to work with me on finishing this project and integrating it into KSP that would be very helpful.
  13. Hello I am a KSP player ,it has been a year now but I am new on the forum so I apologize if I do something wrong. So I saw the Interim Cryogenic Propulsion Stage (ICPS) the one on SLS Block 1 for artemis 1 , and I wanted to make the ICPS for KSP 1.11 with separate LOx and LH2 tanks and the truss mount as a decoupler with monoprop tanks. I have made the parts successfully and they look good so far ( made in Maya 2018 ). I wanted to ask what should be the tri count for a fuel tank and detailed parts for ksp 1.11 ? I tend to add supporting edges and sharpen the edges to get a nice smoothed preview. But do I need to add supporting edges at all for a crispy smooth preview in Maya ? Or do I leave it unsmoothed and not add supporting edges to lower the tri count and save performance in ksp. I currently have 15k faces for the LOx & LH2 tanks, truss mount and spacecraft adapter parts combined. I also wanted to ask. What is the easiest way or your way to make those multi layer insulation wrinkles (MLI) (the golden foil around satellites) ? Do you sculpt them by hand ? Put a displacement map ? Sculpt with alpha ? I want to modify my LOx tank and wrap an MLI around the spherical tank. ( I use Substance painter 2019 for texturing ) Last question is , so ksp doesn't have any orange fairings yet ( actual orange not the orange&black variant). And I want to make my own orange variant which will have identical textures as the 2.5m orange tanks. I only want it as a v,yariant though, so the models have to be the original fairing models but only the normals and colors can be changed. How would I approach that ? How could I add a custom orange fairing variant ?
  14. I really look forward to see a SpaceX / KerbalSpaceProgram collaboration as SpaceX is doing so many innovations and they inspire people a lot. SpaceX is doing those reusable rockets that lowers the cost of the launches , their Starlink missions and internet speed, Dragon ISS resupply missions and starship. I really would like to see a KSP mission collab with SpaceX where space stations with any crew has to get supplies often like food and water to survive and where Space stations are up-gradable via EVA like installing new equipment and repairing damaged equipment. Would you guys want to see those too ?
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