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gooddog15

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Posts posted by gooddog15

  1. Hey all,

    Over the past week, I remodeled and revamped the Cygnus (Pol/Pollux/Phoenix). I talked to Beale about it, and he suggested I post it here and get some reactions to a possible Enhanced Cygnus revamp.

    Cygnus Revamp: Enhanced Cygnus Configuration

    http://i.imgur.com/DNcKSSil.pnghttp://i.imgur.com/DcFsav2l.png

    Shown here in the longer Enhanced configuration slated to launch on Atlas later this year, as well as a configuration with some stock parts just to show that it blends in nicely. Notice that the PCM now supports Flag Decals!

    http://i.imgur.com/39pv4rXm.pnghttp://i.imgur.com/wr9BHdCm.jpghttp://imgur.com/Pk4AEUBm.pnghttp://imgur.com/LgsDzWQm.png

    With the scales shown, it's perfectly to scale relative to every other Tantares vehicle in the fleet.

    Full Mission Demo Album:

    http://imgur.com/a/d5lFN

    The main questions to be answered:

    1. Do you like the new size, and will it make the Cygnus more useful?

    2. Do the part node sizes all make sense?

    3. Given the larger diameter of the Enhanced Cygnus, would you want to see the Antares rocket scaled up to 2.5m to support it?

    Looking forward to your input. :)

    It's..It's so beautiful. :D

  2. I found some problems with that idea:

    -I'm pretty sure that a 5 segment Shuttle SRB is too large to fit in a silo.

    -It's never flown without something large and heavy being attached to the side or on top

    -A upper stage would be a necessity

    -According to current plans, it's days flying with SLS are numbered.

    -SLS's SRB's are going to be use refurbished parts from the shuttle

    -The booster isn't designed to be stored for long periods of time.

    -The SRB based ICBM cannot be easily installed into a silo, nor less be transported in bulk to missile launch facilities.

    If the Air Force wanted to have more ICBM's we should start producing modernized versions of existing ICBM's like Minuteman and peacekeeper, however I think that would violate the multiple treaties the US has with Russia.

  3. If your boat has a inboard motor and it starts on fire, DO NOT OPEN THE ENGINE COMPARTMENT.

    All your going to be doing is exposing more oxygen to the fire, and allow it to spread faster.

    To put out the fire, there is usually a openable hole to put in the nozzle of a fire extinguisher. When the extinguisher is in, use it until it's completely empty.

    Also always have a fire extinguisher and check if it's expired.

  4. My only guess is that scale needs to be the last thing in the node. Maybe take the spaces out between the commas in the scale line but I've never noticed that matter.


    [TABLE="width: 500"]
    [TR]
    [TD]MODEL[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] {[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] model = VanguardAstrodynamics/Engines/375OrbitalEngine/model[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] texture = model000 , VanguardAstrodynamics/Engines/125OrbitalEngine/model000[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] texture = model001 , VanguardAstrodynamics/Engines/125OrbitalEngine/model001[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] texture = model002 , VanguardAstrodynamics/Engines/125OrbitalEngine/model002[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] scale = 1,1,1[/TD]
    [/TR]
    [TR]
    [TD][/TD]
    [TD] }[/TD]
    [/TR]
    [/TABLE]

    thank you for replying so fast.

    I'm still getting the error.

  5. I've been having weird issue with loading one of my parts in game. The debug says that "Vector3" is not formatted properly:

    dtOsqGP.png

    I don't think it's a problem with my config, as I've checked the definitions that include vectors, and everything checks out.

    PART
    {
    name = M55SRB
    module = Part
    author = Gooddog15
    rescaleFactor = 1
    scale = 1

    MODEL
    {
    model = TechnicalDynamics/Parts/Minotaur1/M55
    scale = 1
    texture = MinotaurMasterNew , TechnicalDynamics/Parts/Minotaur1/MinotaurMasterNew
    }

    //node definitions
    node_stack_bottom = 0.0, 0.153, 0.0, 0.0, 1.0, 0.0, 1
    node_stack_top = 0.0, 7.0, 0.0, 0.0, -1.0, 0.0, 1

    //FX definitions
    fx_exhaustFlame_yellow_tiny = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active
    fx_exhaustLight_yellow = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active
    fx_smokeTrial_meadium = 0.0, 0.153, 0.0, 0.0, -1.0, 0.0, active

    //Sound FX definitions
    sound_vent_medium = engage
    sound_rocket_hard = running
    sound_vent_soft = disengage
    sound_explosion_low = flameout

    //Editor Parameters
    TechRequired = generalRocketry
    entryCost = 1000
    cost = 1000
    category = Engine
    title = M55 Refurbished Solid Rocket Booster
    manufacturer = Found in some military warehouse in the middle of nowhere
    description = A relic of some war, (which was apparently really cold) the M55 Solid Rocket Booster was the premier rocket for all of your world ending needs. Now, we use it for putting the interns desk into orbit. Warranty Void if lit.

    //Attachment rules
    attachRules = 1,1,1,1,0

    //Standard Part Parameters
    mass = 1.2
    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.2
    angularDrag = 0.8
    crashTolerance = 48
    maxTemp = 3600
    stagingIcon = SOLID_BOOSTER
    bulkheadProfiles = size1, srf
    stageOffset = 0

    MODULE
    {
    name = ModuleEngines
    thrustVectorTransformName = thrustTransform
    throttleLocked = True
    exhaustDamage = True
    ignitionThreshold = 0.1
    minThrust = 0
    maxThrust = 750
    heatProduction = 400
    useEngineResponseTime = True
    engineAccelerationSpeed = 10.0
    allowShutdown = False
    fxOffset = 0.0, 0.0, 0.0
    EngineType = SolidBooster
    PROPELLANT
    {
    name = SolidFuel
    ratio = 1.1
    DrawGauge = True
    }
    atmosphereCurve
    {
    key = 0 250
    key = 1 150
    }
    }

    RESOURCE
    {
    name = SolidFuel
    amount = 850
    maxAmount = 820
    }

    }

    Does anyone know what could be causing the issue?

  6. I haven't really learned to use emissives yet, but here's the Tantares docking lights hierarchy in Unity if it helps.

    mdwV8sy.png

    collider wise, in the inspector panel, have you tried to apply a mesh collider component (which you can access through Add Component-Physics-Mesh Collider) to your models? Using that instead of making separate childs in the heirarchy may fix the problem.

  7. Try swapping nodeTransformName with referenceAttachNode. This will be referencing of of your previously assigned attach nodes, not the name of the node in the model.


    {
    name = ModuleDockingNode
    referenceAttachNode = top
    nodeType = size1
    controlTransformName = controlNode // Not entirely sure you need this unless your control from direction would be off from your center of mass or prograde facing.
    }

    Thank you!

    gooddog15, please don't repurpose your existing threads to ask different questions each time. Start a new topic for your new question instead.

    The forums is not in danger of running out of server space to store post data, and besides, leaving your old topic(s) as-is allows other people experiencing the same problem to look at the entire history / process of your problem solving.

    If you keep repurposing theads, these same people would get really confused with the constantly changing content.

    Understood. I know that the forum isn't running out of space, but it feels sort of wasteful to make 2 new threads in a short period of time.

  8. In the first one, the game appears to be attempting to load the model from the wrong directory. I've never encountered that personally before, and I can only guess (and that guess is it's getting confused at the identical name being used repeatedly) at what might cause it. I would suggest using a MODEL node instead, but then I think you might have problems with your base directory having a space in it, IE "Tantares C" instead of "TantaresC". There's also an extra space in the node_stack_top line, but that probably doesn't matter for your issue.


    MODEL
    {

    [INDENT]model = Tantares C/Parts/APAS/part/APASAdvanced/APAS
    scale = 1, 1, 1[/INDENT]


    }

    For the second one, I believe the node size you're trying to call for the bottom node (0.5) is breaking it. As far as I know, the node size can only be 0 (actually refers to the smallest size, does not remove the nodes visual indicator), 1, or 2.


    node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.5

    should be


    node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0
    or
    node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 1

    Thank you so much! It solved both problems.

    Also, I found a bug with part tools that caused the second problem. Apparently you cannot reset the gamedata directory without deleting and reinstalling part tools. Without doing that, it will write the model and everything else to the new and old directories, however they have nothing in them.

  9. Hello again, I'm having config file problems and I really don't want to create yet another thread, so I'm reusing this thread.

    Currently I have two problems:

    F04UVsE.png

    1: one part wont load at all due to it apparently not existing

    2: another part apparently is not in the correct format, even though I can't see any problems with it's config file. This causes the game to stall.

    part 1's config:

    PART
    {

    name = APASAdvanced
    module = Part
    author = Gooddog15

    mesh = APAS.mu
    scale = 1

    node_stack_bottom = 0.0, -0.026, 0.0, 0.0, -1.0, 0.0, 1
    node_stack_top = 0.0, 0.141, 0.0, 0.0, 1.0, 0.0, 1
    bulkheadProfiles = size1, srf

    TechRequired = generalRocketry
    entryCost = 1200
    cost = 600

    category = Utility
    subcategory = 0
    title = APAS Advanced
    manufacturer = Tantares C
    description = A docking port with a extending thing. (please note that the extending thing does nothing)

    attachRules = 1,0,1,1,0

    mass = .5

    dragModelType = default
    maximum_drag = 1
    minimum_drag = 0.8
    angularDrag = 2
    crashTolerance = 60
    maxTemp = 3600

    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = Extend
    startEventGUIName = Extend
    endEventGUIName = Retract
    }

    MODULE
    {
    name = ModuleDockingNode
    referenceAttachNode = top
    nodeType = size1
    }
    }

    part 2's config:

    PART
    {

    name = COAS
    module = Part
    author = Gooddog15

    mesh = COAS.mu
    scale = 1

    node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.5
    node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1
    bulkheadProfiles = size0, srf

    TechRequired = generalRocketry
    entryCost = 75
    cost = 50
    category = Utility
    subcategory = 0
    title = Crew Optical Alignment Sight
    manufacturer = Tantares C
    description = Some pointy thing we found in the interns desk. Use it to help dock stuff together
    attachRules = 1,1,0,0,1

    mass = 0.02

    dragModelType = default
    maximum_drag = 0.3
    minimum_drag = 0.0
    angularDrag = 2
    crashTolerance = 15
    maxTemp = 3600

    PhysicsSignificance = 1

    }

  10. Holy cow that satellite is pure genius gooddog15 ! :D
    gooddog15 : OMG.... : Rolleyes:

    Thanks.

    You sir, are insane. You used... Ion thrusters... To put that thing in Synchronous Orbit? That's ridiculous. Tell me, how long did the burn take?

    You show me cool mission, I give you rep. We have deal.

    surprisingly, only 30 minutes. 25 minutes for getting up there, 5 minutes making adjustments. The scary thing about it is that I nearly ran out Xexon.

    Also there is a good reason why I used Ion thrusters. Large motors would make the antenna flex around and break stuff.

    (in reality I forgot to get large motors, and the only thing I had was Ion engines)

    Sign me in aswell.

    Great mission!

    Thanks!

    Thanks!

    Yep, those tanks will have replacements, but since they are radial and share the same node, no save breaking (in 99% of cases I hope!).

    Your shuttle mission is fantastic! What a beast of a payload! :)

    YAY! That's a big sigh of relief. I use those tanks alot for satellites.

    Also thanks!

  11. Back in my day in school, you were taught both, and how to convert. Conversions were done by hand/formula, as we didn't have calculators or computers. Today, I'm not sure what they teach... maybe social liberalism and revisionist history - or so it seems.

    They still teach both systems and how to convert. They are also teaching us what scientists are the most biased based on where they are from and what organization/govt agency they work for. (I'm not joking.)

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