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Perantor

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Posts posted by Perantor

  1. And so I did a clean install without sigma dimensions. The Venus cloud problem is gone 

    Kopernicus 56, Eve Redux, Scatterer 0.772  

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    KSRSS.png

    Max setting \ texture 

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    screenshot0.png

    However, the atmosphere of Mars still artifacts for reasons unknown to me.

    Spoiler

    screenshot1.png

    I can say:
    1. Configuration rescale x2.5 configured incorrectly (as I expected)
    2. Artifacts on Mars are caused by some problem not rescale.

  2. 1 hour ago, Friznit said:

    Fortunately we're playing a computer game so we don't have to wait that long, and can send the probes to different places with different rockets, so they're not useless by any means

    In a way, you are right, I think that Neidon (analogue of Neptune in OPM) can be reached by strengthening the centaur stage with an additional stage (fortunately, Titan IIIE in BDB is very powerful).

  3. On 7/7/2021 at 12:11 AM, Invaderchaos said:

    I just realized I haven't given many updates on Pioneer in a while. It is 98% done being modelled. Unwrapping will be next, and then I will begin texturing. Here are some pics:

    gRtT6KX.png

    3cGrGR1.png

    IoMMssz.png

    EOBGRwM.png

    And here's a pic of the pioneer 10/11 orbiter proposal parts that will  be included:

    Q9h2pde.png

     

    And how to use it without using gravity assist? It's the same with the completely useless Mariner 10.
    I have not seen a single adequate mod capable of calculating gravity assist, and the few that exist are mostly outdated or abandoned by 2021. Voyager's situation is even worse - since the window for launching such a device occurs once every 176 years ...

    1 hour ago, Brainpop14 said:

    How is this with 1.12?

    This works great for me in 1.12.1

    Spoiler

    screenshot26.png
     

     

  4. 11 hours ago, Starhelperdude said:

    yeah I believed it too :( 

    beale, is the UR-700 something that you would never do? even in like 1000 years?

    Beal recently said that the UR-700 could be added to a new mod for the KSP2.
    But now I see no problems with assembling the UR-700 from procedural parts.
    The LK-700 lander itself is already in Tantares.
    RD-270 can be made from RD-0120 by editing its file so that it uses "liquid fuel / oxidizer" and has a specific impulse of 301 (ground) 322 (vacuum). Also, you will probably need to increase his cravings to the F1 level (as in the BDB mod)
    Lastly, RD-0120 needs to add the UDMH \ N2O4 exhaust from the waterfall.
    For example, this person built a wonderful nuclear version of the UR-700 5 years ago.

    Spoiler

     

     

  5. This is a cool mod, and the only one that introduces some details of Indian space technology. I think that the Indian space program is grossly underestimated, it has very interesting rockets and therefore I paid attention first to the "Contares IND". For a personal game, I rebalanced all these details for x2.5 size and everything turned out pretty well: 

    PSLV

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    screenshot10.png

    GSLV

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    screenshot11.png

    LVM3

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    screenshot13.png

    Manned spacecraft (probably a Gaganyaan prototype)

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    screenshot16.png

    RLV-TD

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    screenshot18.png

    I think I started using Contares too late, as I know that you are preparing a remaster and rebalancing of all your mods.
     

  6. 26 minutes ago, OKB-279 said:

    Thank very much, I hope to experiment with them.

    The addition of MagPie radically changes textures for the better. 

    Spoiler

    screenshot5.png

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    screenshot7.png

    However, you need to add the parts yourself (example model = TantaresLV / parts / ENERGIA / Energia_1_Engine_1) to the MagPie config. Also, the main thing is not to forget to turn on the frame update, otherwise the details will not shine, but only
    darken.

    Spoiler

    image.png

    Spoiler

    sda

     

  7. On 2/12/2021 at 3:07 PM, hraban said:

    All CSA Contares mods have been under complete revision for quite some time. Thanks to several bugs in the version 1.11.1 and questionable improvements, the revision will take some more time.
    Whether the space gliders will be continued at all depends primarily on my time and motivation, the latter is directly linked to the interest and participation of the community.

    There may be an interim or compatibility update in the next few weeks, possibly using the effect mod Waterfall instead of Real-Plume.

    Space gliders are some of the best things. They have good aerodynamic characteristics for a smooth descent into the atmosphere, and they are also very beautiful (DreamChaser, Klipper). It's just that Contares is a special mod that will either force you to play in the warehouse, or rebalance it to x2.5 on its own, several people will go for such a feat (including me) I think because of this and the low popularity of the mod. But Contares is the best I've ever seen, because it allows you to collect a collection of space technology from the whole world and not just one country. Therefore, I wish you every success and look forward to the update from waterfall. It seems that Zorg has already created exhaust templates for various fuels.

    Spoiler

    ps. sorry for bad english

     

  8. 1 hour ago, Zorg said:

    I've also actually applied a few of the new templates for testing purposes and can submit these in a PR.

    screenshot159.png?width=696&height=844

    Kero booster (with film cooling), Kero booster alt, kero sustainer, kero upper.

    screenshot160.png?width=875&height=844

    Kero upper in vacuum. All the new kero plumes I added look similar in vacuum. Will try to introduce some variety with modifications in the future maybe (that wont affect sizing).

    screenshot161.png?width=864&height=843

    New cryo sea level and vac on the J2. Vac az50 on the apollo SPS.

    screenshot166.png?width=896&height=843

    Putting aside Waterfall restock for a moment, just as a general point for Waterfall Core, the newly added templates are:

     

    Improved (configs using these may need adjustment though hopefully minimal). CryoEngines already updated.
    hydrolox-upper-1
    hydrolox-lower-2
    hydrolox-lower-3

    New Configs


    Hypergols
    AZ50+NTO upper
    AZ50+NTO lower
    IRFNA+UDMH upper
    HDA+UDMH upper
    UDMH+NTO upper
    UDMH+NTO lower
    Hypergolic white upper generic (for MMH+MON or IWFNA+UDMH etc)
    Hypergolic vernier upper

    Kerolox
    These all feature colour change from yellow to red to blue as the rocket ascends the atmo. FInal vac form will have a yellow plume with blue trailing effects

    Kerolox booster (w shock cones)
    kerolox booster (alternate look, more flamey looking)
    Kerolox sustainer
    Film cooled versions of the later two
    kerolox upper
    kerolox vernier (sl or vac)

    Methalox
    BE4 based sea level
    BE4U based (sustainer)
    Raptor based sea level
    RaptorVac based (sustainer)
    Upper (generic)
    Vernier (TQ11 based)

    Utility
    Simple nozzle glow effects to fill in the bell of an engine if the built in emissive is not sufficient.
    Config makers should Apply template to an ADDITIONAL Waterfall module with a different module ID. Can then be adjusted independently of the main plume

    Available in orange, blue, yellow and white (yellowish tint)

     

    A few more previews applied to other mods

     

    screenshot136.png?width=704&height=844

    new keroxide plume

     

    screenshot21.png?width=1500&height=844

    Kerolox plume undergoing expansion

     

    screenshot38.png?width=1500&height=844

    Alcolox plume at sea level

    screenshot168.png?width=594&height=844

    UDMH + NTO plume

     

    screenshot15.png?width=1500&height=844

    Expanded Aerozine 50 plumes

     

    (Im keeping the methalox previews under wraps, you'll see them with the CryoEngine update :) )

    Very nice! I appreciate the realism in KSP and you've taken it one step further.
    I confess that my favorite fuel is various toxic substances, for example, UDMH 

  9. 18 minutes ago, AeroSky said:

    Как это сделать в моей игре? Ночью выглядит феноменально!

    To be honest, I don't know how to correctly make and attach a new effect from waterfall. Yesterday I was able to create, bind and save this effect in the 1-stage of "Proton" using a few poke methods. Besides, this is just my raw test version, the exhaust is not perfect and you will probably have to calibrate it. But as far as I know, you need to replace the CFG configuration of the first stage of the "Proton" at Kerbal Space Program \ GameData \ TantaresLV \ parts \ PROTON. (Also make sure you have Waterfall installed)

     

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