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stubbles

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Everything posted by stubbles

  1. Sent out several beta links to testers, should hopefully get some good feedback. Still hoping to release tomorrow, but might go a few more days, pending any major issues with FAR, etc. Thanks for the feedback everything, it's really helped!
  2. I'll probably just keep them attached. Less hassle and less unique parts to deal with. At least they are there now, thanks for the heads up! Sure thing, I can release a clean version with it (boooooring ;p). You'll just have to manually delete/rename the MBM files for it. SkyHook, here's the blue tint I added in:
  3. All assembled in her final form. These are the extended fairings for the large payloads. I also added a mission flag as well as the RCS thrusters on the Block-DM 3rd stage. I'll probably send out a version of this to a few of you tomorrow, for testing. Still some config tuning to do.
  4. Oh, nope! Hah, I didn't know it had any. I'll be sure to add them on. Thanks!
  5. Bah! Your project is looking great A few shots of all the particleFX on it's maiden "keosynch" orbit launch. Any feedback/suggestions? I was thinking about making the smaller RD-8 engines on the second stage be a tint of blue instead of orange, to add some contrast. I also tweaked the emissive maps a bit, to get some underglow on the engines. *edit* Mission was successful. 14.85ton payload delivered to keosynch orbit 2868km, with about 100 units of fuel to spare. Might be able to do an initial release of the rocket on Sunday.
  6. Yeppers, splitting the thrust between the bells worked. Now the smaller RD-8 engines will stop spawning particles when the fuel runs out Thanks for the help, all!
  7. Running into a slight issue with the secondary particle system on the RD-120 When the fuel runs out, the smaller particle systems continue to emit particles until the engine is throttled to zero :'( Anyone have ideas on that by chance? It's like the smaller system is tied ONLY to throttle control and ignores the fuel level. Here's the scripting on the part: // MODULE PARAMETERS MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = engineSmoke directThrottleEffectName = engineFlame thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 550 heatProduction = 200 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 350 key = 1 304 } } MODULE { name = ModuleEnginesFX //engineID = rocketengine2 //runningEffectName = engineSmoke directThrottleEffectName = engineFlame2 thrustVectorTransformName = thrustTransform2 } // HEAT ANIMATION MODULE { name = ModuleAnimateHeat ThermalAnim = EmissiveAnimation } EFFECTS { engineFlame { AUDIO { channel = Ship clip = HorizonAeronautics/Sounds/sound_rocket_rd120 volume = 0.0 0.0 volume = 0.1 0.5 volume = 0.5 1.0 volume = 1.0 1.25 pitch = 0.0 0.0 pitch = 0.1 0.75 pitch = 0.5 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = HorizonAeronautics/FX/RD120Flame transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.5 emission = 0.5 1.0 emission = 1.0 1.25 speed = 0.0 0.0 speed = 0.1 0.5 speed = 0.5 1.0 speed = 1.0 1.25 } } engineFlame2 { MODEL_MULTI_PARTICLE { modelName = HorizonAeronautics/FX/RD120Flame2 transformName = thrustTransform2 emission = 0.0 0.0 emission = 0.1 0.5 emission = 0.5 1.0 emission = 1.0 1.25 speed = 0.0 0.5 speed = 0.5 0.75 speed = 1.0 1.25 } } } I'm guessing it's because the second engine module is empty of all real engine functionality? I can try messing with that, splitting the thrust up between them.
  8. RD120 FX are done. The flame for the main engine here is going to get a tad larger to fill the bell a bit more, but otherwise it's done.
  9. Haha yeah the placement of the ThrustTransform needs to drop a tad. Right now the particles size between like 0.8 and 1.3, so the larger particles are clipping the bell. It'll be fixed
  10. Fairly happy with the RD171 engines. The smoke is going to take some tuning. I should have the other engines finished up tomorrow I hope.
  11. I'm wondering what the deal is with the smoke, actually. The stock particles look like the scale and slow down as they get further from the spawner, but there are no such options in the emitter. Do you have any ideas about that, Nazari?
  12. Hah! Yeppers On that note, we're still working on it, but it's hard. NBC Universal closed all BSG mods out of ModDB and most of the team is gone. It's basically me making art and one scripter working on all of the mission/AI stuff. Thanks for the feedback, all. I'll post some more shots later when I got the FX nailed down.
  13. Nazari (hotrockets dev) has been helping me with some particle stuff. So I've been working on some custom particle systems. Still a lot of tweaking to do though, since I'm new to this somewhat limited system.
  14. Pretty close, haha. Real stats are about 14.8tons to LEO, 6.2tons to MEO, 6.6tons to GTO and 4tons to GEO. I'll have to track down what all of the comparable orbit distances are for Kerbin.
  15. Think I still might go with default particles for the initial release. Can't get good results with the setup from the Rapier engine, nor do I know how to create my own particle mu files (no info exists on how to do so). So it may not take much longer to release. Are there things you all are looking for a in a lifter? Such as what kind of max payload size and what orbit are you looking to achieve?
  16. Menno, I'm an artist, not a coder. So unless someone else makes it and I just make art for it, that won't happen. I'm not going to deal with all of the coding/plugin kind of stuff.
  17. Thanks all! Glad there's some interest in it. The renders are actually just screen grabs from the Unity editor. I just made a simple 3-point light rig.
  18. Finished up the RD-120. All art is pretty much down now, save for a few minor tweaks. Now it's on to config/collision tweaks and particle FX.
  19. Energia is on my list to do, yeah. A few other things before then. Though I'm not sure what to do if it requires new functionality as I'm not a coder/scripter.
  20. I could definitely release it as alternate, yeah. I was originally trying to match the density of this: I think mine may read a bit louder, since made larger symbol-based logos rather than mostly text.
  21. Yeah, the more I look at it, the less I like it, haha. I'll reduce them. *edit* Better?
  22. Finished up the second stage tank Just have to texture the RD-120 engine now, then it's all config and collision tweaks. Here's how the whole rocket looks in flight right now. I'm a bit OCD with some things, so I think I'm going to move the "Land Launch" text until it lines up with the corp logos on the second stage tank.
  23. Still a ways to go, but work in progress on the 2nd stage fuel tank.
  24. I don't have any perf issues whatsoever and I'm running maxed out lights/AA and all that. I suppose if you have a lot of mods installed then it could be an issues. It's always easy to downsize, though. Text might look like crap then though, hah
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