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Everything posted by quadro7f
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For tests i used part, called "Ratatron" from Damned Robotics pack, based on "MuMechServo" plugin. Of course, i gonna make my own extra-big heavy-duty parts, specially for crawler. But main principle will be the same (if no other, better options will be found). I already made some similar parts and sucessfully tested with that plugin - all works perfect. Shuttle's cargobay doors will be use the same module, but dirrerent scheme. I need test them in flight, to be sure what this is best solution for them as well.
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Rgr, thanx. The platform itself will be as 1 big part, so it shouldn't break (in theory - )
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Aye, but servo's circular disks works great. Even only 2 of them in front or backside provides really great control other platform steering, as far as you moving of course (even with little speed). I thinking about this scheme:
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You are correct, more parts - more calculations. But i creating special low-poly meshes, and shuttle will contain not so much parts, actually, i would say their number will be equal to avarage mun's rocket created using stock parts (like 10-15 +extra mod ones if required). There also will be several texture packs, x2048 and x1024 for sure. Maybe i will release x512 if needed. That means if you can build mun rocket and fly it with no problems atm then there will be no problems with USTS as well. At least i trying to do so. I didnt seen that video. Can you post a link? Here is how docking port looks like on shuttles: And here is some vital tests on gears and crowler-tower launch system: Landing gear tests, with carts plugin. I using CSS parts to simulate the rest of the shuttle And here is crowler concept tests, using stock parts. Tests results: 1. Possibility of using carts as landing gears - confirmed, needs more tests. 2. Smoth touchy-touch gears behavior - confirmed. 3. Crowler concept - confurmed. 4. Crowler steering system using carts controls - busted, needs more tests. 5. Crowler steering system using servo module - confurmed. 6. Tower building possibility using parts on top of crowler - confurmed. 7. Safe boarding and lauching possibilities - confurmed. 8. Rocket refueling before launch - confurmed. 9. Moving all this crazy stuff around space center without death accidents and crashing (aka 'oh yeah, there will be blood") - confurmed. UPD: Nozzles modeled (cones), and some diffuse maps on them. Normal maps are not done yet. I cant say, its all depends on free time. Here is my channel: http://twitch.tv/quadrovf You can find some previous videos in archive.
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Yesterday was epic storm here, over city, and one powerfull lightening taken down internet hub, so i couldn't answer, because of internet connection destruction, but anyway, during those dark times, i completed nose section. All rcs thrusters works fine now, collision and structural integrity are perfect. Right now i tweaking textures once more time, plus i need to create bump maps for all parts (so many work for me ). There is some bad news as well - sounds for RCS thrusters doesn't work. Does anybody know how to turn on sounds for them? Why people saying about performance issues? Performance isn't issue at all! Even HD textures 2048x2048 works very smooth so far. Of course, there is no bump maps yet, but this shouldn't be a problem at all. I watching very carefully on all aspects of this mod. Dont worry. I just trying to say what there is no point to create second CSS-like shuttle, because we already have one. CSS is very good shuttle, easy to construct, with good aerodynamics and excellent engines, plus you can download it right now. I mean, i using another approach - more customizability and more attention to details, with ability to create you own shuttle design with lots of plugins for maximum experience, challenge and fun. That's the main idea, anyway. P.S. If somebody interested, i am making development live streams, so you can actually see full creation process from scratch till game.
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I have special part, called "Hood Patch" wich can replace all forward upper section with rcs trusters if you dont need them. And each rcs trusters have their patch-variants too, if you need to remove some of them and leave others. Here is how it looks: About size - shuttle is pretty big, much bigger than standart mk3 cabin, so all its parts big too. The most small part i made so far (upper RCS Thruster) is about the size of kerbanaut. About lag - i trying to use as low polygons as possible. I've seen mods where 1 booster has a 3x-times more polygons than all my shuttle parts so far. I using very complex textures and shaders to compensate this, so it looks and plays very smooth. All parts starts from "USTS" tag, so they always grouped together, in each 4-5 sections of menu. If you have issues with finding stuff (because of too much of it) then it's game interface problem, there should be filters by parts manufacturers at least. Plus idea of this shuttle is to have complex transport system what you can build and tweak for different tasks, like cargo delivery, sciense expeditions, passanger routes, interplanetary flights, etc. using USTS parts as base with 3D Cockpit and middeck. For example, you could build different-sized shuttles (like modern passenger planes) with small or standart, or extented cargobay, or winout cargobay but mega-fuel tank instead. Even baby-shuttle (as i call it) with only cabin, small hull and wings. Or you want me to stop doing all this and make just 5-8 standart-replica looking parts? In that case it would be similar to CSS shuttle, so thats mean what there is no longer any reason for me to make this project and i can switch back to WoT sounds mods development, because wot fans want me very bad.
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Need help to choose animation.
quadro7f replied to Legal2k's topic in KSP1 Modelling and Texturing Discussion
Second one is more practical i think - much more easier to deliver or retract cargo. Because this is cool. Cargobays FTW! -
Ok, i ll try to make tracks using these scheme or another. I might also need to ask Tosh if this possible. Btw, i think, crawler steering by rotating 4 blocks like this: So, i need think about control system once more, maybe it will be better to make just 4 big virtual weels (with steering function) and place them as blocks, and then make blocks with false weels and animated non-collision tracks. Dont know yet. To be able to make such complex things i need to look at carts plugin first.
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Thats true, they could kill any PC, so i planning to make them as big as possible, but with some customisable options, something like 15-20 meters on each section (its like 4-5 floors per each), so normal-size tower will contain 3-4 sections and for apollo-size rockets about 4-5 sections (400 feets or 122 meters). And to make them stable, they will have extra-big breakingForce, breakingTorque and other parameters, but tests will show, of course. And if there will be lags, then i will make 1 big piece. About Crawler. It will have lots of weels instead of tracks, becasue i dont think what carts plugin can simulate tracks, but anyway, those weels will act pretty similar (4 blocks with around 16 heavy-duty weels each). Anyway, fisrt poject based on this plugin will be bus, so i could understand how to work with it and then use that experience for making crawler.
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Ok, i'll add them to future projects, maybe with ares rockets as well. Btw, i just sucessfully tested MuMechServo Plugin by r4m0n. So i planning to use it for cargobay doors. And if flight tests will be good (i hope doors wouldn't just rip off from shuttle because of G-forces) and license will allow me to include this plugin, then i'll use this scheme for cargobay and other stuff like towers. It worlks perfect so far. Oh, and about towers, this is top secret, but i trying to make this as well: I gonna try to implement Crawler, based on Carts Plugin. Its more than possible, i think. In theory, you could build your own tower, using pieces or components, like you seen on apollo's red tower, each one will be pretty big (because of optimization and for reducing possible lags) with ladders and surfaces to walk on. The plan is what you starting you rocket's design from crawler, then add special launch platform on top, then build tower on this platform, and at last - a spacecraft to launch. So all this construction could easily drive over space center and parks whatever you need it for launch (of course, on very low speed to prevent crushing). After parking you can remove crawler or just leave it there. And then you start another flight as bus, filled with crazy kerbanauts or passengers (if you build passenger-like shuttle or rocket) and drive them to the tower, board into ship, remove tower's boarding parts using servo plugin, and finally launch it. This is general plan. There are lots of details and testing needs to be done before i could say what this idea works, and add this to projects list and start doing this. And remember, i didn't say this.
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Sry mate, its only for showcase atm. I would like to make those panels for game, but sadly i am not a programmer and i have absolutely no idea how to do that. But anyway, i planning to make a full 3d cockpit interior (in fact its already done, hehe), so maybe this buttons and some useful displays will be there and you could push them like a boss. Its all depends on how Squad will implement IVA.
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Well, it all depends on part complexity. If you part has a lot of corners and non-easy shape, then you would need not two, but way more meshes. And of course, if part box-shaped, for example, then you could use a single mesh only. I just showed an example of using several meshes. Plus, using you own meshes for collision detection provides more flexibility, because you have full control over mesh you need. Here is example of collision meshes for just one part, i making, they working as one structure:
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Thanks, i do my best =) Definately Ok, here is some RCS Tests:
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Its ok, no matter what programm you using, the main principles are always the same. And all magic happens in Unity. BTW, Unity is really simple, even my cat could easily study it in about 3 hours or so, if wouldn't been so lazy and fat (30 kg). So, i recommend to download it (its free) and part tools as well (somewhere near in this forum).
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What kind of 3d programm do you use for modelling? If 3ds max, then i can help with it (to explain all the stuff). But anyway, its much easier to make collision mesh another way. All you need is just Unity and partTools by Developers. Then you need create 2 meshes in you 3d program (first is actual high-detailed part with textures and such, and second is your collision mesh (must be convex or composite concave by many convexes - this can be done using plugins for your 3d-programm or by hands). These 2 meshes should be one over another, but separate. And then you just export them like that in Unity. After importing into Unity, you need to do several things. I've made a picture for you: Thats it. Its only some minor actions left - like attach textures, convert all this stuff into .mu 3d files and create a config file and your first part ready, working great and makes everybodys bleed from awesomeness =)
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From Buran site (http://www.buran.ru/htm/history.htm) and many other forums. It calls "üó-19 óурúþûõт", try to search using these name. This plane still secret. Most advanced variant using liquid hydrogen and nuclear reactor's heat to accelerate in atmosphere using ramjet effect, almost without any fuel consuption. BTW. How to remoove the Poll? Does anybody know? UPD: Fresh WIP Screens. Nose section almost completed. Only some textures tweaks and landing gear left.
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Nice model, mate, but try to jettison external tank before orbital circulation burn, so it could burn and crush intro terrain. Kerbin is much smaller than earth, and leaving space junk is very dangerous for future flights (especially on ecliptical plane). =)
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I just realized, what it is bad idea to use it on spacecrafts in many ways (capsule i mean). P.S. Added 2 new possible projects to the list.
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There some similar thing exists for shuttles (on paper), called B-58: But i dont know how to implement this into game. We need multi-command modules support at least. Thank you. I trying to make this mod as good as posssible. Sure, you could fit your X-71 for interplanetary flights as well, its all depends on your design (same as for classic shuttle), but x-71 is more fits for this role.
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Unity Reducing Texture Quality
quadro7f replied to GrinchWSLG's topic in KSP1 Modelling and Texturing Discussion
I can only suggest this: 1. Try to reinstall game. 2. Try to force game's graphics setting using registry (this helped me). 3. Check your video drivers settings, maybe they overwrite game parameters. -
Basic cabins (Mk0 and Mk1) cant do that. Mk1 contains 8 kerbanauts, but its unsafe in case of emergency, so you need EVA them one by one, and hope what parachutes will open (and we dont have them yet, lol). Mk0 is a prototype, similar to early Columbia, with only 2 Kerbanauts, so in case of failure you gonna loose only 2 pilots and its much easier to safe them by EVA trick. But there will be another type of cabin - MK-S1 (Safe 1). This one contains only 3-5 crewmembers (because of construction), but can save them all. Here is how it works: Plus i thinking about to make an addition optional decoupler between cabin and cargobay. So you could separate any cabin with it, if you like. This is how Buran's safety system works. Thanx for support! About mars habitat landers - are they in this video?: Btw, here is video where sounds for SRB's gonna be taken from: And this is how it sounds from external view:
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Unity Reducing Texture Quality
quadro7f replied to GrinchWSLG's topic in KSP1 Modelling and Texturing Discussion
Check you filter mode as well, try Trilinear option. -
Progress: 1. Successful complex physics tests ingame. From now, all parts will use realistic collision mechanics, no matter how complex parts are. 2. Cabin's mesh upgraded and optimized (especially near windows). 3. Cabin's textures tweaked (need more corrections on black tiles near hatch). 4. FDR and FDL RCS thruster's textures redone, as well as their patch parts analogs. 5. "Hood" almost done UPD. I have some good news. I just successfully tested MuMech Plugin with several engine and fuel options. So, here is main changes and benefits for USTS: 1. Shuttle's external tank will be composite and must contain 2 different tanks types: Liquid Hydrogen (LH2) and Liquid Oxygen (LOX). You could choose their proportions needs for you mission by adding/remooving different external tank's parts. 2. Main shuttle's 3 engines (RS-25) consume LH2 as fuel and LOX as oxydizer, both at the same time by ratio 6. Which means what each 6 volumes of LH2 requires 1 unit of LOX. 3. Shuttle's two OMS engines (Orbital maneuvering system) as well as RCS thrusters uses same type of fuel - Monomethylhydrazine (MMH) as fuel and Dinitrogen tetroxide N2O4 as oxydiser with ratio 1.6 (for each 1.6 volumes of MMH requires 1 unit of N2O4). 4. All engines will have different efficiency at sea level and in vacuum. More info about this you can find here: Fuel ratios info - link OMS engines info - link RS-25 engines info - link External Fuel tank - link
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1. Aye, i planning to make working cargobay and not one but several of them. They should be big enough to hold some addition tanks (like zo2 or rcs) and equipment (in fuselage sections), cargo itself (sattelites, telescopes, space station modules or whatever). And also there will be passenger variation of it (with windows on side and interior salon (then IVA will be available), like a regular plane, so you could transport people inside of it. Btw, here is intresting thing. Because of big capacity (20-30 kerbals) of passanger bay, and because this part will be empty from start, to load it up, we need some kinda bus. So you could start second flight on runway as a bus filled with passangers, and then drive all the way to tower and load them into shuttle before launch. And here is second moment - we need some kinda additional tower to do so (with ladders and platforms to be able to reach shuttle's hatch). So i thinking about of making that tower and bus as well, hehe 2. Sure, External tank will be composite. You could build as big external tank as needed (for interplanetary flights or for heavy payloads, for example). And 2 colors will be available - white (columbia style), and orange (classic). Dont know about SRB's yet, but they will have 2 parts as minimum (second part is a cone with parachute) and separations mini-thrusters of course, as parts (4 on top and 4 on bottom on each booster). I am thinking to make severals boosters models as well - to balance different size of fuel tank, so maybe there will be standart, extended and heavy-duty models as well. Dont know yet. 3. Sure, you are welcome. Send me a PM with you ideas, its better to continue conversation there =)