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Chimer4

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Everything posted by Chimer4

  1. I think even bobcat had had a problem with unbalanced rockets. I think he has pulled his buran, because it won't fly now, and it's down to the new SAS. Unbalanced rockets needed the aggressive nature of the "hard" ASAS to keep them going straight, but the new "soft" ASAS just doesn't act aggressively enough to compensate fully. I love the new system, but for unbalanced rockets it's not the best
  2. There are the EPF and XPF which would add 0.58m and 1.15m in game respectively. I could stretch out the current fairing to accommodate those
  3. Ok guys, here it is, the updated version of the Atlas V. Get the updated files now. Click for either .zip or .rar format. Please delete all old Atlas V parts prior to installation. The pack is structured in 0.2x format and is in the same structure as the rest of the ULA pack so you can just copy it over. Changelog VERSION 2.0 RC2 Complete overhaul of every part of the Atlas V, apart from the Centaur forward adapter. Models and textures have both been massively improved Rebalanced all parts, the CCB no longer weighs about as much as the Mun Added roll torque to the Centaur forward adapter to try and combat the roll that was experienced by some, however due to the unbalanced nature of the rocket setup, and the new 'soft' ASAS, it doesn't completely solve the problem CCB no longer causes lag when moving inside the VAB, and on going the launch pad Added Dual Engine Centaur Added a small bio to each pre built craft Added retro rockets that can be attached to the CCB to aid in booster separation Slightly angled the SRB thrust so that they now fire through the center of mass, although some slippage may still occur
  4. The entire pack will be uploaded when it is ready. For now just use the pack blazingangel uploaded on the release thread, and this Atlas V update pack
  5. Thanks! Well feel free to let me know what you think, or if you find any bugs
  6. Ok guys, here it is, the updated version of the Atlas V. Get the updated files now. Click for either .zip or .rar format. Please delete all old Atlas V parts prior to installation. The pack is structured in 0.2x format and is in the same structure as the rest of the ULA pack so you can just copy it over. Changelog VERSION 2.0 RC2 Complete overhaul of every part of the Atlas V, apart from the Centaur forward adapter. Models and textures have both been massively improved Rebalanced all parts, the CCB no longer weighs about as much as the Mun Added roll torque to the Centaur forward adapter to try and combat the roll that was experienced by some, however due to the unbalanced nature of the rocket setup, and the new 'soft' ASAS, it doesn't completely solve the problem CCB no longer causes lag when moving inside the VAB, and on going the launch pad Added Dual Engine Centaur Added a small bio to each pre built craft Added retro rockets that can be attached to the CCB to aid in booster separation Slightly angled the SRB thrust so that they now fire through the center of mass, although some slippage may still occur
  7. Ok I have completed the fairings and and ISAs for both the 400 and 500 series. The stack does seem a bit wobblier now so I'll see if I can do anything about that. Just SRBs and new decouplers to go, and then it's onto a new round of balancing UPDATE: All parts are done, and I am now balancing ready for a release UPDATE 2: Balancing pretty much done, I think I have sorted the wobbly rocket problem, and the SRBs are a bit more balanced (provided you attach them correctly) Release will occur shortly.
  8. Thanks! I have also decided to add retro rockets into the mix, seeing as I now know where they are. EDIT: The 401/2 stack is now done, took a bit longer than expected because I think one of the updates might have broken the fairings as they were firing inwards rather than outwards. Anyway, that is fixed now and I shall post a pic of the com[leted stack shortly
  9. Did someone say they wanted a DEC? Well here's a DEC! Enjoy (I owuld upload a sketchfab, but it turned black every time I uploaded it :/)
  10. To get the models on sketchfab, I downloaded the blender upload plugin from the sketchfab website. Then you just click upload in blender and voila! Model on sketchfab
  11. Yeah I will do the DEC, it shouldn't be too hard to convert the existing centaur
  12. Well, the first release wasn't exactly good enough seeing as it was a bit borked But thanks for the kind words, although personally I wouldn't say I was up with the best I have put a bit more effort into the models and textures this time, and they are all actually hand painted (well, mouse painted) textures. I didn't use any images for any of the textures, apart from the logos of course. I just started painting in GIMP until I was satisfied. But now the two biggest parts of the overhaul are done, the CCB and Centaur. I'll do the ISA and fairings tomorrow, and possibly the SRBs and decouplers depending on how it goes.
  13. Ok guys, the Centaur has now been given a makeover. It now has built in RCS thrusters, a new model and a new coat of paint. I shall post a sketchfab shortly The RCS actually works! I'm actually quite impressed that I didn't muck it up
  14. Why thank you guys a bit annoyed about something though, it is supposed to say AV-001 near the bottom of the CCB. It looked fine in blender and unity, but is really smudged in the game, but the text on the engine nozzles looks just fine :/ Anyway, the old CCB had a single 1024x1024 texture, the New one has a 4096x4096 texture for the main tank and 2 2048x2048 textures for the details. And the new tank has about 3000 less tris!
  15. Hey guys, I was wondering if it was possible to adjust the location of the engine effects? Currently, my model has the engine flame about 1m below the nozzle. Now do I have to go back into unity and move the thrustTransform up a bit, or can I edit something in the FX definitions part of the config. Also how do I change the actual size of the flame? Here is how the FX look now, but I want the flame to originate at the exit of the nozzle. If I can edit something in the .cfg could someone please point out which part I need to tweak? // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -1.3, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -1.3, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -1.3, 0.0, 0.0, 1.0, 0.0, running Thanks guys
  16. Good News Everybody! I have fixed and updated the CCB! Now contains 60% Less tris! Fortified with extra detail and resolution! 100% less start-up lag!
  17. Ok guys, I might have some update news out tomorrow with shots of new upper stage/s and new textures, depending on how things work out tomorrow Also please don't consider this mod as 0.21 ready, it is possible (although unnlikely) that something may break. If you do find something, please feel free to let us know here But for now, seeing as 0.21 is out, it is time for my obligatory new save and landing on the Mun
  18. Something I've just noticed, not sure if it's something wrong with my install, but I can't configure the LV-T30 to use any of the modular fuel types. Nothing comes up when I select it
  19. I've got to say, I was a bit skeptical of this when I first heard of it a few weeks back, but having just installed it I am in love with it already Having the ability to configure the upper stages of your rocket to use a cryogenic mixture like real rockets gives such a big advantage over the standard mixtures. It's something I would really like to see make it into the game A couple of questions though. Does being in space affect the boil off rates of the cryogenic fuels? How would I go about making a config so that my Atlas could be configured with this mod? And finally Would it possible to add something akin to a solar panel module and a temperature module to the tanks that can detect when it is in sun or not, then tie this to the boil off rates of the fuels. That way, you could build a shield to protect the tanks from the sun in space if, for example, you were planning on making on orbital fuel station. In orbit around Kerbin, a thermometer in the sun reads -40 and out of the sun reads -200. Now its not quite -253 (boiling point of hydrogen) but a shielded tank would be cold enough to prevent major boil off. Not sure if it is possible to implement something like this, just thought I would throw it out there
  20. If this doesn't become the official trailer for 0.21, then I shall be dumbfounded! A great piece of work
  21. I believe that he may have been referring to the component space shuttle mod by cephus. Also, going back to the question of gimbaling on the SRBs, it is not something that I will do, as from what I have read, the real ones don't have it. It is easy enough to fly the Atlas manually
  22. Hey guys, just to let you know that I should be able to get an updated version of the Atlas out soonish as I have got a few days free. No promises when though
  23. Well, I wouldn't say that my parts work flawlessly anyway, I am slowly working on an overhaul for the Atlas, but I've been busy lately, and I've been taking advantage of the fact that Britain has nice weather fir a change and by that I mean going down to the pub and having an ice cold cider in the sun
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