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Posts posted by fs10inator
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5 hours ago, CobaltWolf said:
I accidentally made a KH-8 using the new DMagic update.
How does one accidentally make a spy satellite?
Do you use [REDACTED], [REDACTED], and, [REDACTED], or do you just [REDACTED]?
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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 - PioneerManned spacrcraft:
Hermes - Mercury
Mk1-1/2 "Karrot" - Gemini -
@Sgt.Shutesie is suggesting the Gemini paraglider thing.
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14 hours ago, Sgt.Shutesie said:
I might try streaming...
*hits follow button just in case*
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I found a little... uhhh... something that was in my Screenshots folder...
Galaxy Express: Japanese-American launch vehicle concept.
Stage 1: Atlas V CCB.
Stage 2: GX LO2/LNG* stage.*liquefied natural gas
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38 minutes ago, VenomousRequiem said:
Yes...? Just woke up.
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1 hour ago, VenomousRequiem said:
Ugh... @fs10inator ruined it for me. All I can think of when playing with this is this video...
Uhhh... sorry...?
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2 minutes ago, Jso said:
Why they hang on to 6 spent boosters? Assuming they do (I'm not sure), I would guess safety overrides the weight in that case.
Here's a frame from one of the last H-I launches.
H22F launch in 1990.First N-II launch.
N7F in 1981. -
I just noticed something.
In Deltas that had 9 Castor-2 strap-on solids, 6 ignited at liftoff, and the other three in the air, for example: Delta 900.
Even the Japanese N-II and H-I had this 6-3 staggered start sequence for their Castor-2s.
However, all 9 separate in unison.I don't know why, though...
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Hmm... I never thought you'd feel so obligated to keep pushing towards Saturn...
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I made a slight, but important fix to my Japanese Deltas picture.
See the date below the white H-I with 9 strap-ons.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. -
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.
...which it did.
To absolute perfection! -
2 minutes ago, Jso said:
Oh wow. Those are nice.
I second that.
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H-I* SRB seperation GIF, as viewed from Hullcam.
*Japanese derivative of the Delta rocket fitted with a cryogenic second stage.
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Just now, lagcity613 said:
Hey, is there any chance of a fairing for Procedural Fairings being made? While the stock fairing system is okay, the mod is much more versatile. Right now some of my launchers look kind of patchwork, since resizing fairing bases isn't a thing.
I'm pretty sure BDB has Procedural Fairings.
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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...
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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.
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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:
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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!
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Hello all.
I'd be glad if there was a way to remove smoke effects from liquid engines, like the one circled in red.
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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2 hours ago, VenomousRequiem said:
Did you try asking on the RP thread?
Lemme take note of that. I keep on forgetting it.
UPDATE 10.23e+009: Yes, I did.
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UPDATE 10:
Still trying to figure out how I could remove smoke effects from RP engine config files without using SmokeScreen in game.
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3 hours ago, CobaltWolf said:
@fs10inator Looking good as always. Do you have any reference pics for the LH/ox upper stage engines I can squirrel away for when I get to it?
LE-5 engine for the H-I rocket's second stage?
[1.12.5] Bluedog Design Bureau - Stockalike Saturn, Apollo, and more! (v1.13.0 "Забытый" 13/Aug/2023)
in KSP1 Mod Releases
Posted
Dammit, I missed it!