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KSP2 Release Notes
Everything posted by quadro7f
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Cool animation, great job!
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Sure, all avionics like mechjeb, comsat, and such and also parts like zo2 tanks, solar panels and energy cells for energy plugin and other stuff will be modeled to fit perfectly with shuttle (in visual and functions way) and for future vehicles (like X-71 shuttle). For example, mechjeb will be implemented as 1 section equipment rack (and there 4-10 more sections in forward bay, depends on cabin type). And there could be 3 more rear avionics bays (like in real shuttle), according there scheme: Still thinking about sas modules. Maybe i should make them not just as rack equipment slot, but inertial measurement units instead? Here is how they looks like (3 white boxes between bay and front windows): And here is RCS tanks (and ZO2 as well - they will be blue colored): And here is some WIP screens. I just completed all forward RCS thrusters (and their patches), so its only nose section left and then i gonna make some critical tests in game:
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Very good job! How did you implement a collider mesh for this part, if not secret? =)
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New version of G-serie External Fuel Tanks - 1.1 (02.09.2012) Changes: - New sizes for G2 and G1 Tanks (70.7% and 50% of G3 tank's size); - More accurate total and dry masses for all tanks; - More accurate drag values; - New bump maps and specular options; Thanx TheCardinal for pointing on issues with balance and size.
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Ok, i made quick calculations. Fuel density should be 0.005 (for rocket and for jet fuel - its same, no idea why). Here is how get that number: 1. I chosen vanilla part FL-T400 Fuel tank with parameters: total mass 2.25, dry mass 0.25, capacity 400. Here is fuel density calc: Total mass - dry mass/capacity = 2.25-0.25/400=0.005 2. I chosen vanilla part FL-T32 Fuel tank with parameters: tm 18, dm 2, cap 3200. 18-2/3200=0.005 3. For vanilla FL-T16, tm 9, dm 1, cap 1600, so 9-1/1600=0.005 4. For moded parts KSP by Kyle & Winston, for example, KW-LFC 1x1 Meter Fuel tank we have: tm 1.55, dm 0.15, cap 280, so there will be 1.55-0.15/280=0.005 as well. 5. And at last, for vanilla Mk1 fuselage jet fuel tank (which i use as standart balance link, or marker), we have tm 1.05, dm 0.3, cap 150 = 1.05-0.3/150=0.005 (this is surprise, because in description says what jet fuel much lighter??? no sh*t!) So i made a conclusion what for KSP v.0.16 standart liquid (and jet) fuel density = 0.005. There also very instresting correlation between Total and Dry masses exist. If you divide total mass on dry mass you will get coefficient = 9. And this proportion always the same for any part i cheked. To check this i made some support calc like this: total mass/capacity = 2.25/400=0.005625. This number we have for all parts as well, because dry mass coefficient stay the same. About G tanks series. I trying to make G3 tank capacity equal to 4 Mk1 tanks. Here is how it looks: So for G3 tank we have Capacity 600 (150x4), Fuel Mass 3 (600x0.005), Total mass 3,375 (600x0.005625), Dry mass 0.375 (3,375-3), Check = 3,375/0.375=9 (correct). And i thinking about G2 and G1 tanks right now, according this calculations. If you found any mistake here, please tell me. =) UPD: Here is G2 and G1 parameters: G2 - Capacity 300, Total mass 1.6875, DryMass 0.1875. Linear dimensions: 70,7% of G3 tank. G1 - Capacity 150, Total mass 0.84375, DryMass 0.09. Linear dimensions: 50% of G3 tank (technically the size of old G2 tank). So they pretty much the same as in current version, but a little more accurate. And the only issues are dry mass and sizes of G2 and G1 tanks. I gonna fix this. I used V = À*R2*h formula to estimate correct linear size, using volume as innitial value, so its 98% accurate.
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Thanks for corrections! I gonna check it again and fix them soon. If there so few fuel in G2 and especially in G1, then i should make G2 not twice, but 1/3 smaller than G3 and G1 1/3 smaller than G2, or somethink like that =)
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Here is current parts chart i am working on:
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I will make special cabin with ejectable top section after main parts =)
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Horizon Aeronautics - Development Thread
quadro7f replied to stubbles's topic in KSP1 Mod Development
Wow, such a beautiful work! You are true master, sir! -
Aye, Columbia had 2 Ejection Seats during first 4 flights. But they can save only 2 crew members (commander and pilot). Other 6 kerbals couldn't make it. Plus i dont know how to implement this for more than single pilot anyway. We dont have technical solution for this yet. Theoreticaly i can make seat as command pod, but this will work only on jet type cabin, like F-16 and only for 1 guy. Here is NASA's escape diagram: Right now we use "Primary Egress Route", so you have to EVA you kerbanauts one by one but we need personal parachutes (i hope they will be added by Dev's sooner or later). Also, i have plan B. Here is alternative conception: This scheme can take only 4-5 kerbanauts, but in case of emergency, they all gonna be safe. And as you may see, there is no MID Deck and hatches on side - they all on the top of cabin. Plan C is to use these scheme (but we need multi-command modules support first):
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Today's progress: 1. Successful tests of mesh collider in game. 2. Improved textures on top (white tiles). 3. New HD texture on back side. 4. Improved mesh of "hood" (now its smooth). Coming next - nose section and parts connection tests.
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OK, will do =) Thanks. Yeah me too =) Ok, shuttle's command section almost ready for tests. I remade textures to full HD format.
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I glad what you like it! =) Well, technically, i still working on it. Modelling itself going pretty fast, but texturing takes 50-70% of the time (depends on model). Atm i trying to complete cockpit section. I need this for some special tests on my new idea of part connections. I want to implement new feature - internal modules connection. So you could add subsystems like mechjeb or zoxygen inside of modules like here: I really hope what this idea gonna work. Nope, i am doing all this alone atm. Since 2004. I graduated as 2d-3d designer in 2008 =) Or you mean this particular model? (2-3 days) I can produce parts pretty fast (in 3d program), but it takes lots of time on planning and pre-production stage. For example, first, i study lots of NASA materials, schemes, specifications, equipment subsystems. Then after study, i trying to imagine how they gonna be fit to each other in game, how many of them should be in particullar places, why do we need them (i dont want to make useless parts), and at last - how they will affect on gameplay.
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M Corp. is highly specialized production organization, independent contractor. We specializes in the design and manufacture of advanced game-ready low-poly models of rovers, vehicles, planes, rockets, spaceships, equipment (mostly replicas) using most complex and newest methods, programs and technologies. This includes photorealistic textures production. Company's goal is to provide only AAA+ production, according to payment and principle: "if you doing something - then do it the right way, or don't start it at all". The scope of works we provide for clients: - 2d sketching / concept art / production blueprints / artistic images (logos, presentations, web, etc.) (software - Photoshop/SAI); - production of the low-poly, yet good looking 3d models from the scratch / modifying existing ones if needed (software - 3DsMax); - mapping/unwrapping models for textures; - creating special hand-made photorealistic (or less if neede) textures for any kind of models. Bonus: we can create interiors and basic plugins (such as sound, 2d-interface assistance, modules and virtual cockpit interaction and such). Company has a very close relationships and cooperation with Vanguard Technologies, that provides philosophical, ethical and technical support. M corp. also helps other modders teams and companies, as well as do the contract work. Current activity: none for KSP, searching for orders in other spheres -------------------------------------------------------- Some examples of old works:
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Warhog (joystick only) for planes and keyboard and mouse for everythink else - works good enough so far =)
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I guess its pretty hard to stabilize it in vertical descent, isnt it? The four hover engines its pretty far away in a back from center of mass. There could be some kinda addition engine right under the cockpit, but i dont know for sure. P.S. If you need some help on modelling and texturing, you can count on me =)