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Gryphorim

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Everything posted by Gryphorim

  1. Loving the far future propulsion tech. One question though: is there any plan to add some far future electrical generation tech?
  2. The art direction document detailing Porkjet's style looked like it was a plan to ultimately redo everything, starting with rocket parts, but ultimately also encompasing all the science, electrical, crew and other parts as well. Perhaps the delay in it's release is specifically to bring everything up to the same standard. I typically use Ven's pack to pretty up the rocket parts, with Habtech to flesh out stations. Seeing an update to the rocket parts is a big priority for me, and hopefully seeing this new aesthetic carried over to all other parts also. Additionally I use realplume and exhaust lighting, framerates be damned, because the stock exhaust fx just don't cut it. I honestly think improved plume fx should be high priority, second only to a new part art unification. I also make use of EVE and Scatterer, but these don't stick around in my build, as they seem to cause crashes. I think the detailed atmospheric effects and shaders should be the third priority after the above, because after a while the perpetually clear skies on eve, kerbin and elsewhere start to unravel the immersion of the game. New atmo and weather fx, even if only a stock version of EVE and Scatterer, made stable, would be a great addition to the core game.
  3. Keen to see this updated to 1.2. Is there anything I can do to help @benjee10?
  4. Does this mean the Mk2 parts are not going to be in the 1.9 release? They are literally my favourite parts, the Mk2 intakes, and the Mk2 J-61 Starwaster, in particular. TBH, I usually find the engines in this pack too OP, so I usually mod the cfg file of the J-61 to work like a Mk2 RAPIER. Twice the thrust of the stock, with built in stats from the stock precooler. I mention this, because if you are holding back the Mk2 engines for 2.0, could you perhaps make up some alternate configs for a more stock-alike version of your engines? Outside of this one request, I love your work, and it's great to see you come back!
  5. Given the design document SQUAD released showcasing the new rocket engine designs and the plan for toggle-able "tankbutts," I am really hoping a modder decides to take up what porkjet layed out there. Assuming of course that porkjet's work is no longer in the plans for 1.3, that is. If a modder ever does decide to take up the challenge, I am confident in Hoojiwana's ability, should he be that modder.
  6. Some suggestions for parts, should an art pass ever be under consideration: Making gondola parts that are compatible with the mk2 form factor, I personally would use the in-line Mk2 cockpit and crew cabin in the mean time, just inverted. Making deployable airship components that can be stowed within a mk3 cargo bay, with a 2.5m formfactor rocket as per the NASA concept for a Venus airship:
  7. I do hope that if Porkjet does abandon this mod, that he makes the unfinished revamp parts open source, so that someone can get those finished on his behalf.
  8. What is the current status of the update Porkjet is/was working on? Since leaving KSP dev, does that mean mods as well?
  9. @JadeOfMaar The two on the right are crew transports, and borrowed designs, heavily modified. the center J model and the K model on the left are both freight, at 2m and 2x 2m cargo sizes respectively, with the L? size up the back being 3m cargo. Also, I was trying to make the K and L transports VTOL capable as well for Duna work.
  10. Wings are all OPT and stock. I don't have any procedural parts.
  11. It would be great if the model and effects could be made to reflect the ion effects in stock. faint blue exhaust and bright surface emisive would look rad.
  12. Perhaps reinstall? IFS working on mine (using Winchester's patch) J docking port also fine to build with.
  13. How would I go about making a suitable looking plume effect for a mk2 engine that's wider than it is tall? The engine I'm trying to config also only has one thrust transform for effects to attach to. Right now, it looks like only the middle third of the horizontal length of the engine is producing a plume.
  14. I have it working. It's only the Realplume config I'm struggling with PART { // --- general parameters --- name = opt_mk2_engine module = Part author = K.Yeon // --- asset parameters --- model = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 0.17904, 0.0, 0.0, 1.0, 0.0, 3 //node_attach = 1.25, 0.0, 0.0, 0.0, 1.0, 0.0, 4 // --- editor parameters --- TechRequired = highAltitudeFlight entryCost = 18000 cost = 2250 category = Engine subcategory = 0 title = OPT R-type 2 Advanced RAPIER manufacturer = OPT Propulsion Science Division, ASTRA R&D description = // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 2.5 dragModelType = default crashTolerance = 12 breakingForce = 400 breakingTorque = 600 maxTemp = 2900 emissiveConstant = 0.8 // engine nozzles are good at radiating. maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 EFFECTS { running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } MODEL_MULTI_PARTICLE { name = flamethrust modelName = OPT/FX/ramjet_fx transformName = FXNode emission = 0.0 0 0 emission = 0.1 8 emission = 0.9 10 emission = 1.5 12 emission = 2.75 20 speed = 0.0 0.4 speed = 1 0.7 speed = 2.75 2 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_blue_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } power_open { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 0.05 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } MODEL_MULTI_PARTICLE { name = flamethrust modelName = OPT/FX/ramjet_fx transformName = FXNode emission = 0.0 0 0 emission = 0.1 8 emission = 0.9 10 emission = 1.5 12 emission = 2.75 20 speed = 0.0 0.4 speed = 1 0.7 speed = 2.75 2 } MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } } running_open { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.6 volume = 1.0 1.0 pitch = 0.0 0.7 pitch = 1.0 1.4 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_aeroSpike transformName = smokepoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = smokepoint oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = MultiModeEngine primaryEngineID = AirBreathing secondaryEngineID = ClosedCycle } MODULE { name = ModuleEnginesFX engineID = AirBreathing powerEffectName = power_open //runningEffectName = running_open thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.33 minThrust = 0 maxThrust = 240 heatProduction = 210 useEngineResponseTime = True engineAccelerationSpeed = 0.2 engineDecelerationSpeed = 0.35 useVelocityCurve = False spoolEffectName = running_open engineSpoolIdle = 0.05 engineSpoolTime = 2.0 EngineType = Turbine PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1 DrawGauge = True } PROPELLANT { name = IntakeAir ignoreForIsp = True ratio = 6 } atmosphereCurve { key = 0 3200 0 0 } // Jet params atmChangeFlow = True useVelCurve = True useAtmCurve = True flowMultCap = 3.0 // no mach (heat) limit velCurve { key = 0 1 0 0.08333334 key = 0.2 0.98 0.42074 0.42074 key = 0.7 1.8 2.290406 2.290406 key = 1.4 4.00 3.887193 3.887193 key = 3.75 8.5 0 0 key = 4.5 7.3 -2.831749 -2.831749 key = 5.5 3 -5.260566 -5.260566 key = 6 0 -0.02420209 0 } atmCurve { // higher thrust at altitude than even TRJ key = 0 0 0 0 key = 0.018 0.09 7.914787 7.914787 key = 0.08 0.3 1.051923 1.051923 key = 0.35 0.5 0.3927226 0.3927226 key = 1 1 1.055097 0 } } MODULE { name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 440 heatProduction = 133 fxOffset = 0, 0, 0.25 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer resourceFlowMode = STAGE_STACK_FLOW_BALANCE ratio = 1.1 DrawGauge = True } atmosphereCurve { key = 0 325 key = 1 295 key = 9 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = engine_light dependOnEngineState = True responseSpeed = 0.01 } MODULE { name = ModuleGimbal gimbalTransformName = gimbal gimbalRange = 3 gimbalResponseSpeed = 6 useGimbalResponseSpeed = true } MODULE { name = ModuleResourceIntake resourceName = IntakeAir checkForOxygen = true area = 0.0125 intakeSpeed = 10 intakeTransformName = intake_transform } RESOURCE { name = IntakeAir amount = 0.5 maxAmount = 1.0 } MODULE { name = ModuleLiftingSurface useInternalDragModel = False deflectionLiftCoeff = 0.1 dragAtMaxAoA = 0.1 dragAtMinAoA = 0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 10.00 } //moduleEnd @PART[turboRamJetMk2]:NEEDS[km_Gimbal] { !MODULE[ModuleGimbal] {} MODULE { name = KM_Gimbal_3 gimbalTransformName = thrustTransform pitchGimbalRange = 10 yawGimbalRange = 0 enableRoll = true enableSmoothGimbal = true responseSpeed = 20 } } Here is the config for the Mk2 RAPIER. I'll post a realplume config if I get something that works. Let me know if you find any bugs.
  15. So, I've gone and written a new config for the Mk2 Engine. It is now a high performance RAPIER, based around a linear aerospike. Problem I'm having, is in making some realplume configs for it. Is there any way to turn the round exhaust plumes from the realplume effects into a flattened plume shape, matching the nozzle on the Mk2.
  16. http://imgur.com/a/eZYNa My fleet of SSTOs. Special thanks to Yakuzi for the Nova and Supernova, seen here modded with OPT parts.
  17. Has anyone play-tested the engines from this pack in 1.1 yet?
  18. Personally, I'm just after 1.8 but with all the fuel switcher values keyed in. Is that in one of the above?
  19. Are the Logistics modules supposed to have KIS storage parameters? Mine do not. Sorry, I've basically asked the same as dlrk.
  20. https://www.dropbox.com/s/ux7qfaxbv7b1at1/Pathfinder%20Heavy%20Shuttle.craft?dl=0 It is still WIP, and I have no idea how many mods it uses. The mk2 engines are from 1.7, everything else is 1.8. I've modified my mk2 stats to basically double the RAPIER's. So yeah, caveats, but if it works for ya, here ya go. It was called the Hooge when in early testing. For all it's bulk, it can only get a single orange tank to orbit at present. I think my SSTO flight profile skills might be letting me down though.
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