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Everything posted by Azimech
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Advanced RCS Question
Azimech replied to SYDWAD's topic in KSP1 Suggestions & Development Discussion
Okay, here goes. For this example I've modifed the T-30. Take a look at this segment in the part.cfg: MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } I copied it and placed it beneath the original. Now I compared it with a RCS thruster and modified the new segment like this: MODULE { name = ModuleRCSFX thrusterTransformName = thrustTransform stagingEnabled = False exhaustDamage = True thrusterPower = 240 //ignitionThreshold = 0.1 //minThrust = 0 //maxThrust = 240 heatProduction = 192 fxOffset = 0, 0, 0.8 EngineType = LiquidFuel exhaustDamageDistanceOffset = 1.05 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 310 key = 1 265 key = 7 0.001 } } Now, because this engine uses ModuleEngines instead of the newer ModuleEnginesFX, there is no separate segment to specify the exhaust effects and sounds. Therefore, no FX and sounds. If you adapt an engine which does use ModulesEnginesFX, add the following line like this: name = ModuleRCSFX runningEffectName = running And it should use the standard EFFECTS segment. To do the same with ModuleEngines, you should do the same as in the above example but copy the EFFECTS segment from a different engine and manually replace the effect names with the ones specified at the top of the part.cfg. To make it more visual, this: fx_exhaustFlame_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout will stay the way it is, and you create the new segment like this: EFFECTS { running { AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 0.1 0.0 volume = 0.5 0.05 volume = 1.0 0.5 pitch = 0.0 0.5 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { modelName = fx_smokeTrail_light transformName = thrustTransform emission = 0.0 0.0 emission = 0.1 0.0 emission = 1.0 1.0 speed = 0.0 0.8 speed = 1.0 1.0 localRotation = -90, 0, 0 } } } To be honest, I haven't tested the FX stuff but it should work for a few of these effects. In the above example, you'll notice some missing. You'll need to specify a new sub segment and make an entry in the ModuleRCSFX section. Compare with other engines, the Panther is a good example. Some tuning of the effects might be required. Also, if MODEL_MULTI_PARTICLE doesn't work, replace it with PREFAB_PARTICLE and vice versa. So what you have now is an engine with two modes. However, they van be activated at the same time. To make stuff a little bit more realistic, I suggest to toggle the main rocket engine with the RCS button.- 22 replies
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Well ... I'm not too stupid but I've just spent 2 hours trying to find a FAR dev build for 1.3, then trying to get things to work. It doesn't, crashes during startup. Probably the wrong build, I'm 100% done with this. And if I'm having trouble with finding & installing this, lots more people will have this, really limiting the potential of this mod. I spent two hours. The average player is fed up with this in 5 minutes. So I'm wondering, wouldn't it be more useful to compile a version for KSP 1.2.2 since that one is fully FAR supported?
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Yeah, I hope someone will build a huge ship with this. Or start a challenge.
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That would probably slow it down to 0.2m/s.
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77 Industries presents: "Not a Detroit Diesel!" (Gif shows older version of this craft) This craft uses an electric motor. No, not with reaction wheels, the real thing! The motor uses rover wheels to drive a shaft. Juice is provided by fuel cells. You’ll notice four different shaft sizes. The rover wheels have a finite torque which quickly declines with an increase in wheel speed. This construction is a sort of gearbox but without the coupling/decoupling of gears like in a normal transmission. Instructions: Just stage, tap forward key for a few seconds, then use trim forward until max. It will start moving by itself. If you want more control, select one of the propeller blades and pin the context menu to the screen. Change focus to the propeller and back: you can now move the control authority slider to change propeller pitch. A shaft speed readout is useful, I use the mod V.O.I.D. for that. As far as I know you can’t use SAS together with trim forward, thus steering is best done by trimming as well. Depending on propeller speed, you might need to adjust the trim to compensate for drift. While this machine is no diesel, I use the mod Rover Wheel Sounds with my own sample to relax. Yes, I've recorded a Detroit Diesel :-P You can download it in the link below, it’s the complete original mod but with added sounds and a changed configuration file. License is included. Just install manually like you would any other mod. https://www.dropbox.com/s/xqq5x654t44d1z5/AzimechVehicleSounds_v10.zip?dl=0 Link to craft file.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Unfortunately, I couldn't find a pattern. Seemed as random as raising and lowering the landing gear. I figured a change in CoM might be the cause but ... it wasn't. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Nope, Apparently I had a kraken drive all along. Fixed it but now the max speed has dropped to 17m/s. I'm happy with it though. -
Fantastic news! Thanks!
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
New engine (motor?). You'll notice the three different shaft sizes, fully exploiting the capabilities of these wheels (Actually, size 0 is missing, I removed it). Max engine speed is 26rad/s which is also the best operating speed. Changing propeller pitch should be done slowly and gradually or else engine speed will suddenly drop off sharply. If this happens I slide the pitch back and the speed climbs up, in steps! Very interesting to see the torque curve of these rover wheels in action. And you could see this as a rudimentary gearbox. If I can find the kOS script someone wrote for use turboheads, we could have a sort of automatic gearbox XD. For sure, once rover wheel action groups have been repaired (motor toggle) I'm going to build such a gearbox and use Rover Wheel Sounds for some accurate gear shifting sounds! Explanation: the mod only plays a sample if a turning wheel has the motor enabled. I'm sure some people will be interested. Also interesting: during the tuning process some of the settings created a "physics feedback loop" which made the engine turn at a fixed speed, even when powered down. So I made a sort of kraken drive. I couldn't get power from it though. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Apparently the logic behind rover wheel traction is a bit strange. I parked the engine and saved the game. When I got back the engine wouldn't run faster than 9rad/s. Apparently a number of wheels had decided to change direction. Solved it but I've got the feeling more is going on here. Top speed has increased to 15m/s with the engine running 24rad/s, and I'm guessing a few wheels are still rotating in the wrong direction. -
Advanced RCS Question
Azimech replied to SYDWAD's topic in KSP1 Suggestions & Development Discussion
Hmmm ... if there are engines with four separate modules for four separate nozzles, this could be done.- 22 replies
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
It won't be stock anymore after modification :-) Anyway, I'm already building a version with three different shaft sizes, to provide torque over a wider range of engine speeds. I'm curious to see what will happen. But one thing is obvious, a turboshaft engine is way more powerful. Also a lot more thirsty. -
totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
Made my first electric boat today. Not running with cheaty reaction wheels but a real electric motor: rover wheels driving a shaft. Juice is provided by fuel cells. Static thrust is 96kN @ 27rad/s. Once moving it quickly drops to 24kN @ 20 rad/s, giving this first boat a top speed of around 12m/s. Not bad for a first try. And since I'm using Rover Wheels Sounds with my own recorded sample, I'm hearing a wonderful diesel :-) -
Advanced RCS Question
Azimech replied to SYDWAD's topic in KSP1 Suggestions & Development Discussion
Good news everyone! Just did a 5-minute mod. It's entirely possible to modify a rocket engine to function in dual mode, as a normal rocket and RCS thruster at the same time. No custom libraries needed. If anyone wants to create MM scripts for it, I'll be happy to provide the instructions.- 22 replies
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Hmmm ... Let's hope the TS is still motivated after all this time.
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totm june 2018 Work-in-Progress [WIP] Design Thread
Azimech replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
In a different topic @erasmusguy mentioned stock warthunder. This was a dream from long ago, around March 2015, just after the creation of the first stock turboprops. Those were huge, heavy and with high part count. Plus we were flying with Errordynamics™ and FAR wasn't capable of doing anything useful with our propellers. But I believe it's time. FAR is fine nowadays and NeoAero works for turboprops, with adjusted drag values. Time to find the BDA guns I adapted for the WW2 Fighter challenge, Almost exactly 2 years ago. Nevermind, still sitting in my Dropbox account. Time to think about starting a new challenge. This time you don't just build an airframe, you build your engine and propeller as well. This crate isn't exactly beautiful but it gets the job done. Low drag, nice top speed (100+ with adjusted drag) and not too heavy. Who's interested? -
Who knows, might still happen :-)
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show off your best airplanes and rockets!
Azimech replied to a topic in KSP1 The Spacecraft Exchange
This is my best airplane I guess. https://kerbalx.com/Azimech/77I--Heinkel-219-Uhu-v20 -
The old problem of blocked wheels is gone, you can do all kinds of crazy stuff with them now. Since I always like to show examples, take a look at my vehicles. If you have questions afterwards, I'll answer them. https://kerbalx.com/Azimech/craft Set selection to "rover".
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Largest ship you've launched into Orbit?
Azimech replied to jkool702's topic in KSP1 The Spacecraft Exchange
January 2015. -
That's a beautiful plane!
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Turbo Fanatic XS From the Kerbin Department of Ridiculousness and the design team Oh God No You Can’t Be Serious comes this fan-driven car. This vehicle was made to promote the wonders of spinny things. Sporting the looks of an early 1970’s muscle car, just without the muscle. The exteriour is rough on purpose, to minimize drag. It’s also multi-functional: great for parties if you remove the chairs, kerbals can dance on the floor. Also useful as a snow blower, football team hair dryer and mobile scarecrow. Note: radio not installed. The design team figured you wouldn’t be able to hear anything over the fan anyway. Engine: new turboprop with 4 blowers, 1 turbine wheel and 12 fan blades, RCS ball bearing. Instructions: while driving switch focus to the engine to shift gear between 1 and 2 (actiong groups 1 & 2). Gear one is for speeds lower than 25m/s, gear two accelerates the car to a brisk 45m/s. Download link
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Download link
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Will update soon with a clutch and reduction gear, driving a propeller. Don't expect performance though.
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It is stable but the TWR is horrible in any case. I could try it with a reduction gear of 30:1.