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stubbles

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Everything posted by stubbles

  1. Right now it's: - BoulderCo City Lights/Clouds - Chatterer - DeadlyReEntry - EditorExtensions - FASA Clamps - FerramAerospaceResearch - KerbalJointReinforcement - Space Shuttle Engines (klockheed martian) - MechJeb2 - HotRockets! - SmokeScreen
  2. I was speaking with NathanKell about it in #kspmodders and he suggested that it should be okay with all four nozzles working as one on the Energia boosters since they are RD-170's and not RD-171's. The RD-170 engine gimbals all four nozzles at once, on a single axis, whereas the RD-171's gimbal per-nozzle on two axis. So since Energia has 4 boosters, their roll functionality will still work even with simultaneous single-plane gimbaling of all nozzles . It should technically still work if someone uses two or three boosters. A single would not roll on it's own, however. But at least now I can progress with the engines as-is
  3. Definitely some potential issues with the RD-170 side tanks. I really want to break the nozzles off for gimbal control, but they are not sized 0.625 or 1.25 to match KSP stock sizes. It's more of an inbetween, right around 1.0. These nozzles wouldn't be able to fit any other mod parts :\ If I scale the engine size down or up, it's going to toss the size of the fuel tank totally out of whack. Or I could just have tiny engines and not mess with the tank. Would look strange if someone put it near the Zenit though, considering it's basically the same engine as the RD-171 on the Zenit. I'm trying to look around for solutions.
  4. 7600 isn't horrible. This isn't 2001. Character models in games like CoD are over 30,000 tris. There are places this could be optimized, though. Removing some of these edgeloops will help a lot. The meshes should still bake out fine, even with the lower tricount. Just make sure you're UV'ing properly along seams and apply smoothing groups based on the UV islands. It should come out clean.
  5. I'm not talking about red on the boosters and stuff like that. That's all protective paint and such. I'm talking about just small decals, lettering and the like. Similar to what I did with the Zenit's RD-171 nozzles. As an example of the tanks lettering: http://i2.photobucket.com/albums/y39/SuperKungFu/Buran5.jpg
  6. Thanks for sharing! Nice and easy way to test out loads.
  7. I don't think you can be humble when concerning badassery on this level http://i.imgur.com/iKj2tFm.png : )
  8. Probably just the typical paint scheme it had in real life. Various tones of white/grey/tan with some splashes red here and there.
  9. Nice, Daemoria! That looks gorgeous. Easily the best looking art I've seen going into KSP.
  10. Poll is closed but it looks like the nays beat the yays. I may still do a version of the RD-58m in the future that has that functionality, but simplicity has won out for the time being. Can't satisfy everyone Still working on the Energia system, been having issues with the gimbal system from dtobi who has yet to answer my questions about it. I'm also working on some Zenit fixes for a 1.3 release, maybe next week. For the Energia, are you all wanting the tank system to be modular? It has a very distinctive top and bottom section, so it would be at least 4 pieces for the tank: cone/upper/center (tileable)/lower, then there's the engine mount or tank cap, depending on what you're doing at launch. Part of me wants to keep it a single tank, for the sake of authenticity, but I know a lot of you like the lego building aspect of things. The RD-170 tanks I suppose could be made modularly, but that seems pretty wasteful. I'll likely break their engines off so they can use the gimbal plugin, however.
  11. Boamere - just default orientation I think. The way it works right now is really hack anyways - I believe Sarbian & Nothke are trying to work on a solution for that. Kiwiak - Yeah it's definitely not how I'd like it, but people are already complaining about performance issues. We also don't have a ton of control over every aspect of the particle systems. The KSP stuff is pretty limited compared to base Unity particle systems.
  12. dtobi, what's the orientation of the gimbal game object in Unity? I'm trying to get my RD-0120 engines to work with your plugin, but the gimbals behave oddly. If possible, could you show a hierarchy of your scene graph for one of the gimbal engines, as well as 3dviewport grab of said object, with the gimbal selected so we can see the rotational axis? Loving the plugin & mods btw, great stuff.
  13. The RD-170's have a gimbal range of 1 right now, just like on the Zenit. But they don't have independent gimbal/roll/trim functionality. I can try to increase the range with the static module a bit and see if that helps, but I'm not sure if it will fix the roll issue. Since there are no reaction wheels on these boosters, they have to rely solely on thrust vectoring for trajectory changes. I tried, but that addon crashes my KSP for some reason.
  14. No art progress really, been working on getting some workable configs. I really want to keep things simple by having the RD-170's and their tanks as a single piece for the side boosters, but this damn thing is reluctant to roll all that weight with just dtobi's tiny shuttle nozzles on the craft. I've already broken out the second stage's RD-0120 engines into their own parts (which are working with the gimbal plugin) but that still leaves a huge roll detriment to the first stage burn.
  15. yeah NBCUniversal made ModDB stop hosting all BSG related stuff, but they never sent us a cease & desist ourselves, so technically we still legally work on it. Not at all, post away!
  16. That's because of the actual particle system itself. I believe Nazari is using ellipsoid emitters with zeroed out forces on the particles. For my launch smoke I have a point emitter that has a force on one direction axis, which aligns with the launch pad. If you rotate my rocket 90º, the smoke won't look right at all. It will hit the pad and spray out everywhere. I was trying to imitate the effect that Nothke did with his pad smoke, but I don't know how he did it. His particle system is doing things I don't know how to do. It's moving extremely fast at first, then slowing down, then moving upwards. The particles themselves have a slight jittery animation to them, which again, no idea how he does that. The KSP emitter settings are super limited, so I'm looking forward to hearing how he's doing that.
  17. It has to do with your KSP graphics settings. Running high antialiasing for instance will slow things down, since it's alpha sorting all of the particles and then applying AA to the transparency. It can't really be optimized more than it is without causing huge gaps in the particle emission (basically you'll get individual puffs flying around). Trying lowering your KSP graphics settings just a smidge and it should help a lot. I had everything maxed out and it slowed down a ton but now it's 60fps solid and still looks great, just by lowering a few things Padishar - I'll get that fixed in the next update. Thanks!
  18. Techsteapman - thanks! Yeah, I'm working on the NexusBSG mod as well, hah. Mechjeb works fine for me with the rocket - is your gravity turn too abrupt? If it turns too harshly, it will have problems for sure. These are my ascent settings: Limit to terminal velocity (X) Limit acceleration to 40m/s2 (X) Corrective Steering (X) Turn Start altitude: 6.9km Turn End altitude: 70km Turn Shape: 75%
  19. Delicious Love the style of it man, this is going to be a great replacement.
  20. Definitely! ogg vorbis files are the same as wav or mp3, they are just a different compression. They should work for anything Ooh yeah, that's not right. The SmokeScreen and HorizonAeronautics folder should both be placed in Kerbal Space Program\GameData folder, not inside GameData\Squad. Just move those folders up one level and it should work fine.
  21. Updated to v1.2, OP links updated. - Fixed career integration bugs - Added Extra Large fairing for wide/tall payloads - Added new launchpad smoke FX - Added surface attach nodes for stage1/2 fuel tanks - Re-added VAB ship file - Re-strutted ship using default struts instead of KW Heavy Struts
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