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fs10inator

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Posts posted by fs10inator

  1. 1 hour ago, Mister_Pig said:

    I'm in love with this wonderful mod, congrats.

    But I'm also really lost with these fictional parts names. Could someone please say their real-life counterparts? (sorry for my bad english ;P)

    Launch vehicles:
    Daleth: Delta
    Muo - Atlas
    Promtheus - Titan
    Inon - Centaur
    Brun - Able & Vanguard
    PGM - Redstone
    SSR - Thor
    RMA - Agena
    Rosuette - Diamant

    Unmanned spacecraft and parts:
    Sienno - Explorer 1
    HLR-XPL-7 - Explorer 7
    HLR-PVE - Venera
    HLR-ZOID - Ranger solar panel
    HLR-HEKS - Ranger core
    HLR - Pioneer

     

    Manned spacrcraft:
    Hermes - Mercury
    Mk1-1/2 "Karrot" - Gemini

  2. I made a slight, but important fix to my Japanese Deltas picture.
    See the date below the white H-I with 9 strap-ons.

    VjRiy5f.jpg

    Notes:
    -The H-Is flew with white first stages until February 1990 (H21F), when the later H-I rockets' first stages (and interstage) were painted in a (sort of) bright brown(-ish) colour.
    -The rocket on the far right is photoshopped to reflect this change, although the Cryogenic Orange texture for Procedural Parts exists.
    -I, for the love of life, could not get a Procedural Fuselage Fairing (which acts as the interstage) to be painted in any colour whatsoever.
    -The rockets are still WIP, albeit I'm contemplating making a separate H-I mod in the future.

  3. 10 hours ago, VenomousRequiem said:

    the TWR on the first stage without the boosters wasn't high enough

    That's the same problem I have when I fly my H-I with 6 boosters.

    A stark contrast to what happened when the real H-I flew with the same amount of boosters in 1989, albeit only once.
    06_20120229141224.jpg

    ...which it did.
    To absolute perfection!

  4. 14 minutes ago, CobaltWolf said:

    Cus if I keep going, sooner or later I'm going to get to Saturn. And I can't let that happen.

    Hmm... I never expected you to work on Saturn anyway.

    At least during the mod development, BDB took the leap to provide the greatest of what it had to offer for me: RealPlume effects, and the rocket parts that I needed for my launch vehicle recreations, especially the Muo and Inon engines.

    It has been a blast, and was really worth it.

    Thank you.

     

    unless you're kidding...

  5. 3 minutes ago, Jso said:

    Umm, that works?

    Yes. On my end, it worked flawlessly.

     

    4 minutes ago, Jso said:

    The config I gave you in the other thread will single handedly remove the smoke from all liquid engines without modification. I thought that's what you wanted.

    I was not sure if it would affect ALL engines, so I pasted it in other engines' RP CFGs anyway.

  6. A big thank you (and a shoutout) to @Jso for providing me a way to remove smoke from RealPlume engine effects.

    Just post the following in a RP engine CFG

    @PART[PartName]:HAS[@PLUME[PlumeName]]:FOR[zzzRealPlume]:NEEDS[RealPlume]
    {
    	@EFFECTS,PartName
    	{
    		@Alcolox-Lower-A6
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Ammonialox
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hydynelox-A7
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hypergolic-Lower
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hypergolic-Upper
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Lower
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Lower-F1
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Upper
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Turbofan-Spool
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Turbojet-Spool
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    	}
    }

     

    Example:
    Delta II RS-27 engine.

    @PART[bluedog_Delta2_RS27]:HAS[@PLUME[Kerolox-Lower]]:FOR[zzzRealPlume]:NEEDS[RealPlume]
    {
        @EFFECTS,bluedog_Delta2_RS27
        {
            @Alcolox-Lower-A6
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Ammonialox
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Hydynelox-A7
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Hypergolic-Lower
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Hypergolic-Upper
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Kerolox-Lower
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Kerolox-Lower-F1
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Kerolox-Upper
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Turbofan-Spool
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
            @Turbojet-Spool
            {
                !MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
            }
        }
    }

    Result:
    dRlFAY.jpg

  7. Just now, Jso said:

    Smoke-be-gone. Stick this in a cfg somewhere. No warranty.

    
    @PART[*]:HAS[@PLUME[*]]:FOR[zzzRealPlume]:NEEDS[RealPlume]
    {
    	@EFFECTS,*
    	{
    		@Alcolox-Lower-A6
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Ammonialox
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hydynelox-A7
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hypergolic-Lower
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Hypergolic-Upper
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Lower
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Lower-F1
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Kerolox-Upper
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Turbofan-Spool
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    		@Turbojet-Spool
    		{
    			!MODEL_MULTI_PARTICLE_PERSIST[smoke] {}
    		}
    	}
    }

     

    Ah, perfect. Thanks!

  8. Hello all.

    I'd be glad if there was a way to remove smoke effects from liquid engines, like the one circled in red.
    C0VS7t9.jpg
    Tsyklon-4 recreation by me, Engines from Bluedog Design Bureau.

    As in, keep the plume and flare, but remove the smoke effect via CFG editing.
    All without having to go to the Smoke Screen settings in the toolbar.

     

    To clarify, I mean in a way similar to removing the following line from an engine's CFG file (when RP is not present).

    fx_smokeTrail

     

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