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gooddog15

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Everything posted by gooddog15

  1. How do we know that princess diana had dandruff? We found her head and shoulders in the glove compartment.
  2. And tortoises live longer than humans. We should outlaw humans
  3. Sorry to say this, but work on this has been stopped. The reason why this mod has been temporary discontinued, is due to my harddrive deciding to croak recently. I literally lost eveything, including models, textures, CFG's, the programs I used to create them with, ect. It will take some time to get a new hard drive, installing windows, and installing all the programs I need. However, it wasn't a total loss, I didn't really work on it since October. I can easily remake everything at this point. After all, it was the experience that counts. What are my plans after this fiasco is over? Well, I will be focusing mainly on the Europa-1. After thats complete, along with the Europa 2/TA/HE, i want to focus on something like the scout, thor, or minotaur launch vehicles. Void
  4. Not if you put Jeb at the controls. Now that would be exciting and dangerous. But mostly dangerous.
  5. This DOS really look good. I think this will look Almaz-ing when it's done I love puns
  6. I've programmed a couple of programs with visual basic. I've also taken apart my laptop once or twice, to perform repairs on a broken power jack. I actually have to open it up this week to replace it's hard drive after it croaked this weekend.
  7. 1. If you want to get science, use polar orbits. You can get a lot of data from this. 2. try to reuse old components that you normally don't really use, as you'll be surprised how much funds you will save. for example, a had a few components from fasa I never really use, such as the Explorer parts (except the probe core, as its practically my best friend). I reused the first stage in conjunction with a LV-909 + explorer fuel tank second stage and a tantareses pol SM as a third stage. It became my new dedicated small probe launcher, as it's so cheap and reliable. 3. flying aircraft around to gather science is handy (however I would recommend to not do this until you get a few scientific instruments). you can get some nice science out of hopping around.
  8. So, today I got both the bluestreak engine mount and fuel tank working in game finally. here's a test flight: It needs more work, such as the adjustment of the engine mounts top node, doing a bit of a overhaul of both of the parts textures, game balancing, getting potentially accurately scaled thrust values and all of that other jazz, along with creating a bluestreak missile probe core/nosecone part and a slightly modified fuel tank texture.
  9. thank you for this! It makes placing attachment nodes in the right location so much easier!
  10. Well Nasa has accepted a donation from the NRO that consists of 2 hubble derived reconnaissance satellites with 2.4m aperture's, which is the next best thing before the JWST (even though it doesn't come with the instruments in the box). There was talks of flying one of them to mars after JWST's launched, with the second put past Mars's orbit. They both could provide better imagery. The only thing Nasa has to do is pay launch costs and not use them to observe earth
  11. Well, you can hide satellites from radar, as the "misty" series of US recconaissance satellites supposedly could do.
  12. I was bored today, so I started to model the Astris. heres what I got currently: I still have to make the vernier engine mounts (which will be a nightmare) and fuel lines (also a nightmare) connecting to the engines I also made a interstage connecting the coralie and bluestreak stages (although I don't have pics of it) also, also, also, the RZ2 is going to wait, as it's texture looks horrible, and I like to the engine mount + the two engine combo. however, in the future, a fasa-type mount will be introduced. edit: here be the ye interstage: nothing here be interestin'. Arr Also, I'm going with a radius of 1.6m for the Coralie/astris. Don't know if I should make it 1.8m instead though.
  13. already PM'd you actually I think I can post it here too: Edit: old link wasn't working. http://www./download/3sbk77anoj8ev2p/weird+engine.zip
  14. thanks, I completely missed that However this engine from hell still doesn't work. heres some screenshots of what it's doing in game without cheats with infinite fuel:
  15. weirdly, it does have the curly bracket that closes the engine module. Just to be safe, I manually redid that part of the config and compared it to stock configs, and yet it still doesn't do anything. without cheats, the engine doesn't produce thrust, display FX, or draw fuel, but it does display an specific impulse of 320.8. with infinite fuel though, it does produce thrust and FX. also DrawGauge = true doesn't display the fuel bar for some odd reason. updated config: PART { // --- general parameters --- name = Bluestreak_engne module = Part author = Gooddog15 // --- asset parameters --- mesh = model.mu scale = 1.0 rescale = 1.0 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition -- sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage sound_explosion_low = flameout // --- node definitions --- node_stack_top = 0, 0.9, 0, 0, 1.0, 0, 2 // --- editor parameters --- TechRequired = generalRocketry entryCost = 800 cost = 750 category = Propulsion subcategory = 0 title = Bluestreak engine mount manufacturer = Technical Dynamics description = packing two Rolls Royce RZ2 engines, the bluestreak engine mount powers the 1st stage of the europa-1 launch vehicle attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.245 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashtolerance = 45 maxTemp = 3400 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 850 heatProduction = 450 fxoffset = 0, 0, 1.2 PROPELLENT { name = Liquidfuel ratio = 0.9 DrawGauge = True } PROPELLENT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 370 key = 1 320 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 4 } }
  16. I took it from Orbitus II's example config. I also wondered the same thing, but I put it in for the heck of it. I used the stock 2m mid fuel tank. I'll check the fuel tanks config as I may have accidently damaged it when I was probing the game for examples. And also my engine doesn't seem to drain from any tanks connected to it. I haven't checked if fuel lines connected to it would work. It might be a problem with Orbitus's config as mine was based on it. edit: checked the fuel tanks config, and nothing was wrong. I also tested with different fuel tanks and fuel line but both didn't work. I also took out dragCoeff = 0.1deflectionLiftCoeff = 1.85 but that didn't do anything. And during testing, I noticed that the engine icon doesn't display the amount of fuel the engine has and the engine shows a specific impulse 0f 320.8
  17. If I may ask a potentially stupid question, what is a child? Is it a object that is "stacked" on another object in hierarchy? If so, would I just simply drag the nozzle model into thrust transform in hierarchy? Also, to kill a 2 birds with one stone, My engine doesn't drain fuel from a fuel tank. I think it's a problem with my { name = Bluestreak_engne module = Part author = Gooddog15 mesh = model.mu scale = 1.0 rescale = 1.0 fx_exhaustFlame_blue = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -2.2, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -2.2, 0.0, 0.0, 1.0, 0.0, flameout sound_vent_medium = engage sound_rocket_mini = running sound_vent_soft = disengage sound_explosion_low = flameout node_stack_top = 0, 1.0, 0, 0.0, 1.0, 0.0, 2 TechRequired = generalRocketry entryCost = 800 cost = 750 category = Propulsion subcategory = 0 title = Bluestreak engine mount manufacturer = Technical Dynamics description = packing two Rolls Royce RZ2 engines, the bluestreak engine mount powers the 1st stage of the europa-1 launch vehicle attachRules = 1,0,1,1,0 mass = 0.245 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 breakingForce = 200 breakingTorque = 200 crashtolerance = 45 maxTemp = 3400 dragCoeff = 0.1 deflectionLiftCoeff = 1.85 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 1200 heatProduction = 450 fxoffset = 0, 0, 1.2 PROPELLENT { name = Liquidfuel ratio = 1.6 DrawGauge = True } PROPELLENT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 370 key = 1 320 } }PART
  18. THANK YOU SO MUCH! you deserve a puppy I think I know what's going on here. There's at least 3 meshes that consists a single engine. the first is the base, which is stationary, the second is the engine nozzle, which is what moves, and finally the third piece is the fairing. It's pretty simple, except the possibility of animating the nozzle in Unity. also nil2work, you also deserve a puppy, as you've probably made my life with easier with your code.
  19. I've finally gotten a engine properly modeled/textured/exported into Unity/get it in game. However, it doesn't have the "engine" part in it, such as the ability to gimbal & have it's own fairings (as I do not know such things). So could anyone tell me how to make an engine gimbal through blender (or Unity, if that's the way to do it), and the ability to have a fairings. It would really help also I would like to thank the people who have helped me in past threads. YOU GUYS ARE AWESOME!
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