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stubbles

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Everything posted by stubbles

  1. I'm still having issues with those settings. It's much better, but I'm still hitting burn-out before either tank is actually dry. I'm using a custom resource - does that matter? It's basically the same as the default fuel, I just named it differently - still us 0.005 for the fuel density. Dragon - if you could look these over, sure. Though I don't really want to be passing out the assets yet as they're nowhere near done. RD-58M Engine w/integrated tank This one burns out with around 15% fuel still in both tanks PART { // --- general parameters --- name = HA3SLRD58M module = LiquidEngine author = stubbles // --- asset parameters --- mesh = model.mu // --- node definitions --- node_stack_bottom = 0.0, -1.315, 0.0, 0.0, 1.0, 0.0 node_stack_bottom003 = 0.0, 1.336, 0.0, 0.0, 1.0, 0.0 node_stack_center = 0.0, -0.315, 0.0, 0.0, 1.0, 0.0 node_stack_left = -1.25, 1.5116, 0.0, 0.0, 1.0, 0.0 node_stack_right = 1.25, 1.5116, 0.0, 0.0, 1.0, 0.0 node_stack_top = 0.0, 1.692, 0.0, 0.0, 1.0, 0.0 // --- FX definitions --- fx_exhaustFlame_blue_small = 0.0, -3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.3, 0.0, 0.0, 0.0, 1.0, running fx_gasJet_white = 0.0, -2.3, 0.0, 0.0, 0.0, 1.0, running fx_exhaustSparks_flameout = 0.0, -3, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- // sound_vent_medium = engage // sound_rocket_hard = running // sound_vent_soft = flameout // --- editor parameters --- cost = 950 category = Propulsion subcategory = 0 title = (3SL) RD-58M manufacturer = Horizon Aeronautics description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,1 stackSymmetry = 1 // --- standard part parameters --- mass = 1.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 breakingForce = 300 breakingTorque = 800 maxTemp = 2500 stagingIcon = LIQUID_ENGINE MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 200 heatProduction = 300 fxOffset = 0, 0, 0.2 PROPELLANT { name = Kerosene ratio = 0.9 DrawGauge = True } PROPELLANT { name = LOX ratio = 1.2 } atmosphereCurve { key = 0 352 key = 1 300 } } RESOURCE { name = Kerosene amount = 150 maxAmount = 150 } RESOURCE { name = LOX amount = 200 maxAmount = 200 } MODULE { name = ModuleAnimateHeat ThermalAnim = EmissiveAnimation } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 2.0 } } }
  2. I'll give that a shot, thanks Moar. Is there some guidelines you know of for some of this kind of stuff? It's not in the main compilation thread. I'm just an artist, so tracking down this math crap hurts
  3. Tank cfg snippet RESOURCE { name = Kerosene amount = 1500 maxAmount = 1500 } RESOURCE { name = LOX amount = 1800 maxAmount = 1800 } Engine cfg snippet MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1700 heatProduction = 450 fxOffset = 0, 0, 0.5 PROPELLANT { name = Kerosene ratio = 0.9 DrawGauge = True } PROPELLANT { name = LOX ratio = 1.1 } atmosphereCurve { key = 0 337 key = 1 309 } }
  4. Checking stage only still yields the same results - My tanks have fuel but the staging area icon runs out (and I get engine burn-out) before they are even empty.
  5. Also, a lot of detail like this doesn't really require HP modeling. You could get the same results using software like nDo2, Knald, Crazybump or even the old Nvidia Normal Map plugin for Photoshop. I use nDo2 for the work I do on my KSP rockets:
  6. Trying to get this up and running again with all of these CFG changes but poor documentation is making it a pain. Any ideas why something like this would happen? My stages are running out of fuel in the staging bar, before the tanks themselves are empty.
  7. Try using the offset value, instead of using a cage. Depending on the mesh, it can sometimes give better results. Just uncheck "use cage" and try different offset values.
  8. The red are ray cast failures. So the cage might not be getting all of the HP mesh. Were xforms reset on both meshes? Try using the raycast offsets in the RTT dialog, instead of using the projection cage. Sometimes that can get better results. Also, you can try putting a push modifier on the HP mesh and making it just a smidge smaller than the LP mesh, so it fits completely inside it. You'll get raycast misses anyways though, since you have holes/gaps in the frame and such. But I'm sure you'll be masking that out or whatever. Hope that helps.
  9. Well, who says planes aren't on the way from Horizon as well? The mod isn't dead guys, it's just on hold. We were crunching super hard on Forza 5 to get it out and now that it's done, things are easing up. I'm also still waiting for things to just WORK for add-ons. The documentation is still crappy from what I can see and things like custom sounds still don't seem to work.
  10. Sadly with the new part/module system, it is limited like that. Any FX definitions in the config come out of any thrustTransform that's in the moduleEngines list. That's how I originally tried doing it. I had 2 moduleEngines, one called thrustTransform and the other thrustTransform2. The FX for the second transform had small blue flame and the larger center one had a big yellow flame. But in the game, all 5 engines had both blue and yellow flames. It's kinda crap. The system is sound, but it would be nice to allow us to set FX groups or something, kinda like this: fx_exhaustFlame_blue_small = 0, 0, 0, 0, 1, 0, running, [COLOR="#FF0000"]secondary[/COLOR] fx_exhaustFlame_yellow = 0, 0, 0, 0, 1, 0, running, [COLOR="#FF0000"]primary[/COLOR] Then in the module definitions, plug that in like this: [I]// RD-8 GIMBAL ENGINES[/I] MODULE { name = ModuleEngines [COLOR="#FF0000"]fxGroup = secondary[/COLOR] thrustVectorTransformName = thrustTransform2 exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 80 heatProduction = 125 fxOffset = 0, 0, 0.175 PROPELLANT { name = Kerosene ratio = 1 DrawGauge = True } PROPELLANT { name = LOX ratio = 2.5 } atmosphereCurve { key = 0 352 key = 1 300 } } [I]// RD-120 PRIMARY ENGINE[/I] MODULE { name = ModuleEngines [COLOR="#FF0000"]fxGroup = primary[/COLOR] thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 450 heatProduction = 250 PROPELLANT { name = Kerosene ratio = 1 DrawGauge = True } PROPELLANT { name = LOX ratio = 2.5 } atmosphereCurve { key = 0 337 key = 1 295 } }
  11. mipping is just the natural downsizing of textures at distance so yes, mip bleeding would still occur. Even if you use 100% of the space, if it's for an unwrapped model and not used as BSP style texture, you will get some kind of bleed. You just need to plan for it.
  12. The edge is simply the edge of the island. It's "width" is nonexistant, it's simply the end of the island. One thing you want to keep in mind though, is mipping. You need edge padding and space between each UV island, in order to prevent mip bleeding. The amount of padding needed goes up with texture size. Some more info for ya: http://wiki.polycount.com/EdgePadding?action=show&redirect=Edge+Padding
  13. I had a feeling someone would say that >_< Seems like a lot of unnecessary work. Oh well, I better get to it then. Thanks!
  14. That is extremely limiting to what we can do visually, then. We can't offset smoke from flameFX, so smoke comes directly out of the engine fullsize, instead of further down the exhaust line. We also can no longer have different FX for different nozzles within the same engine part. Since it all reads off the one thrustTransform, it's all tied to one node, which is ridiculous. I have an engine block with 5 nozzles on it - one main and 4 smaller supplementary that gimbal. Before, I could fake it visually at least with the FX offsetting, but now it's impossible to pull off the effect. I can put another thrustTransform on the part, which works physically, but ends up having no FX at all. I can rename those to thrustTransform but it then loses it's own settings and then shares the same FX as the main nozzle :|
  15. Thanks so much, Arkarel! Suuuper kind of you to say, I really appreciate it. I had a question for any other modders out there - wondering how to set up a proper config for my second stage engine, the RD-120. In the Zenit system, the second stage consists of a non-gimbal RD-120 engine and 4 RD-8 engines, which DO have gimbal steering control. Is it even possible to configure multiple engines like this within the same part? I really don't know much about in-depth specifics in the config system. Any help would be great, thanks! *edit* I'd also like to have the RD-120 and RD-8 use different engine FX particles, if possible
  16. There are far cheaper ways to do smoke/fire effects other than paticles (which are extremely spendy with overdraw). In Bioshock, we did a lot of smoke effects with a modeled plane, which was extruded out and curved some. Then a small smoke texture was animated on the U channel and was distorted with a normal map (also how we did fire). The look is very convincing and is way cheaper to render. But it would take some decent code to get that working in KSP. Something to consider, however.
  17. Just looking at this thread now. Makes me feel like my work is obsolete 8( Really fantastic work on this!
  18. I'm a 3dsmax user so I don't know what tools Blender has. But it's an extremely simple shape - why not just remake the cylinder again with more sides?
  19. It's all just hand work in 3dsmax. I use some UV tools like TexTools (free script) in Max, but it's not like auto UV's - you still have to do it all by hand.
  20. Here's another shot of the 3rd stage, fairing decoupling and the block DM/Payload-decoupler after decoupling it's payload. In the top right is a pic of the RD-120 engine, which I got UV-mapped tonight. So I'll start working on the textures for that tomorrow night.
  21. Danke! Not really a fix, just more of a workaround for the engine I suppose. I just toned down the color brightness value of the spec in the material. Don't think I'll get the spec results I want, but it'll have to do.
  22. Did a dry run with the full rocket, everything works "okay" - but still some artwork and a ton of config stuff to mess with.
  23. This is still the 1024. The 512 looks almost identical, except the text decals get pretty smudgy 8( It's 3800 tris right now, with room to optimize a bit. Though I don't feel like it's that bad, considering it's the last stage and most of the rest of the rocket components are pretty cheap.
  24. No worries man! Have any other Q's just ask away. Got this ingame right now. Really not happy with the spec response in vanilla Unity. The lights are sooo overpowering since there's no tonemapping of any kind, ugh. My spec map is pretty dark in the area that's being blown out (around RGB 150) which should be plenty of room for lighting/post/bloom, but KSP lights just go kill, KILL, KIIIIILLLLLLLL! Haha. Man, going to have to make the spec map darker in those areas now Here's some emissive, too:
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