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BahamutoD

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Everything posted by BahamutoD

  1. There's a download link for normal scale parts on the main page. It's not as updated yet since some of the part's don't fit too well in normal scale and its lower priority for me, but most of the parts are there.
  2. With my 'BurnTogether' plugin. Links in my sig.
  3. Well, what I mean is, if I model actual holes in, then when you're building the lander, you have to place engines to perfectly line up with those holes; it kinda limits your freedom.
  4. I am making the custom fairings, but not sure what to do about the engine cutouts since it depends on how you personally mount engines in your lander. Any ideas? I was thinking maybe just the whole middle part of the fairing opens up like a bomb bay door.
  5. I assume you've made sure you have the right tech requirement?
  6. Here, I made a quick demonstration vid. It will take me some time to make a tutorial; it's kinda tricky and I have to figure out how to recreate what I did.
  7. Woowoo! I got leg suspension to work! Not spring hinges though unfortunately, but I don't think those are currently possible (I don't know of any parts that use them, stock or otherwise). Here's a quick test. Obviously the settings of the legs in the video are super OP, but you get the idea. Edit: Oh also, its using PhysicsSignificance = 1 in the video. Without it, there would be alot of forward/backward flexing.
  8. Hey guys, after alot of fiddling around, I finally figured out [how to do suspension]. Or, at least I got it to work, though I'm not sure how much of what I did was actually necessary. If you're all still trying to figure it out, I can try to make some kind of tutorial.
  9. Only one Jeb a day? I'm gonna do a test of node_attach vs node_stack. Edit: I found pretty much no difference between stack and attach connections.
  10. I did a test. I modified the new 23.5 SRBs with alot of thrust and set one to node size 1, and another to node size 3, and yes, the one with node size 1 flexed alot more. So I set the node_attach size of the leg to 3, and it still flexes alot if you have any (less than 1m/s) horizontal velocity while landing, mostly due to the momentum of the massive lander and the extreme grip of the landing foot. Setting PhysicsSignificance = 1, there's no flex at all, but I suppose thats a bit 'cheaty', and the extreme rigidity causes a jolt when landing that breaks stuff attached to the lander. Maybe if I can figure out how to get the suspension to work and/or somehow lower the friction of the legs, I can use this. I searched the addon dev forum and it seems that no one else has figured out the ModuleLandingLeg suspension either. I was able to figure out rover wheel suspension so maybe I could use that somehow. Just thinking out loud.
  11. Oh, well first of all, staging isn't supported yet. The newest version adds action groups though; you can try setting their launch actions to an action group.
  12. Hmm, that's odd but it shouldn't have to do with the plugin. What method are you using to attempt to launch them? --Small dev update: I've been working on my Constellation pack so just one change for v4: action groups. Despite saying that this isn't really intended for launches, I did a quick launch to orbit using the new action groups function in alpha v4 (download available in op). Actual staging with the spacebar still isn't available; I staged by using an action group.
  13. I see, then maybe big *stack* nodes will be the way to go. Sorry the SPH comment was kind of a tangent; I was wondering if attaching a leg to one side with symmetry would correctly place it on the stack node of the other side. I haven't tested the trusses without KJR to be honest. It's a must-have for me and I feel like anyone that plays with big parts should have it. That sounds like an extremely useful plugin though. If people start complaining about the truss attachment then I'll have to ask you to lend it to me haha.
  14. Right now they are surface attached, maybe that's why? I'll try using big attach nodes. Not sure how SPH handles horizontal symmetry with attach nodes though. Edit: Or does the node size value for node_attach actually affect it?
  15. I thought the upper stage of the Ares V was supposed to be a J-2X, so I might do that, though there are already several J-2X models out there. The lander is starting to shape up, but I'm having alot of trouble with the landing gear. The connection between the leg and the frame is really floppy, and I can't figure out how to get the suspension to work.. So while taking a break from that, I did a video of a test run of assembling part of the Copernicus in orbit in RSS. Man, its hard to control these >100t stages with RCS. Maybe I should make some nice strong RCS blocks? (sped up 4X) Edit: Also added the RS-68B and engine mount for the Ares V to the RSS/RO version. No standard version yet, sorry. Not sure how to rescale it at the moment.
  16. By joined, do you mean parented? I've never had issues with different objects not loading into KSP. Maybe a screenshot of the scene in Unity would help?
  17. You caught me! I guess I'll fix that shadow then lol. I found out what was wrong with the gimbal... I was missing a "}" in the cfg file -___-.
  18. Okay sure, but what for? lol Here's the work in progress lander: I was thinking to just make the frame, with plenty of space and hardpoints for you to mount whatever you want. The cargo and hab landers have different configurations but the frame is pretty much the same. What do you guys think?
  19. I think I found the problem... It's always the stupidest thing. I'm missing a closing bracket after the ModuleEngineConfigs. Must have been some sloppy copy/paste.
  20. I've made several engines before, and this engine works fine, gimballing and all in normal KSP. Only the gimbal stops working in my RSS/RO install, I figured maybe something in one of the MM configs from RO, realfuels, or RftS might be interfering.
  21. Good points. I'll reconsider doing the tanks after I've done the parts that aren't available in any form elsewhere. I just didn't initially intend this to become a total kit, if you know what I mean. Just a few essential parts to supplement the extensive pool of existing addon parts we have at our disposal. A note to people interested in the realism side: I found some inconsistencies in the references I use to model the parts. The rendered demonstration video shows that the cargo fairings are the same diameter as the Ares V booster, which is 10m wide, but also the same diameter as the NTR transfer stage, which according to the other NASA reference I've been using, is about 7.5m wide. I'll probably go with the 7.5m diameter to keep things consistent once you get into space; it just won't look exactly like the video when you're launching with an accurate Ares V "replica".
  22. Is there a trick to getting gimballing to work? It works fine in all of the engines provided and recommended by this mod (I have novapunch, aies, kw, bobcat; with RftS and a couple from SFJB's pack), so I know I'm not missing any plugins (I definitely have KM_gimbal and exsurgentengineering). However, in trying to make my own realistic engine, I have tried using the stock gimbal module, smartergimbal, and km gimbal, but no matter what I do, the part in the game has no gimbal. Here's the config (I'm temporarly using SFJB's rs-68A config while testing. The part is an rs-68B) PART { // Kerbal Space Program - Part Config // RS-68B // // --- general parameters --- name = bahars68b module = Part author = BahamutoD // --- asset parameters --- mesh = model.mu rescaleFactor = 1 // --- node definitions --- node_stack_top = 0.0, 2.6152, 0.0, 0.0, 1.0, 0.0, 2 node_stack_bottom = 0.0, -2.5873, 0, 0, 1, 0, 2 node_attach = 0.0, 2.6152, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- fx_exhaustFlame_blue = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustLight_blue = 0.0, -5.74338, 0.0, 0.0, 0.0, 1.0, running fx_smokeTrail_light = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -5.74338, 0.0, 0.0, 1.0, 0.0, flameout fx_exhaustFlame_blue = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_light = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, running fx_exhaustFlame_yellow = 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_flameout = 0.0, -3.4, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = generalRocketry entryCost = 2100 cost = 950 category = Propulsion subcategory = 0 title = RS-68B manufacturer = Airojet Kerbodyne description = The RS-68B is a Delta IV engine modified to meet the requirements of the Ares V. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // --- standard part parameters --- mass = 6.7 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 breakingForce = 2984 breakingTorque = 2984 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 2024.64 maxThrust = 3552 heatProduction = 400 fxOffset = 0, 0, 0 PROPELLANT { name = LiquidH2 ratio = 0.729 DrawGauge = True } PROPELLANT { name = LiquidOxygen ratio = 0.271 } atmosphereCurve { key = 0 414 key = 1 366 } } MODULE { name = ModuleEngineConfigs origMass = 6.7 techLevel = 6 origTechLevel = 6 maxTechLevel = 6 engineType = L configuration = LiquidH2+LiquidOxygen modded = false CONFIG { name = LiquidH2+LiquidOxygen maxThrust = 3552 minThrust = 2024.64 PROPELLANT { name = LiquidH2 ratio = 0.729 DrawGauge = true } PROPELLANT { name = LiquidOxygen ratio = 0.271 } IspSL = 1.0 IspV = 1.0 throttle = 0.57 TECHLEVEL { name = 6 atmosphereCurve { key = 0 414 key = 1 366 } techRequired = veryHeavyRocketry thrustMultiplier = 1.0 massMultiplier = 1.0 minThrottleMultiplier = 1.0 } } MODULE { name = SmarterGimbal gimbalTransformName = thrustTransform gimbalRange = 3 useGimbalResponseSpeed = true gimbalResponseSpeed = 15 } MODULE { name = ModuleAnimateHeat ThermalAnim = emissiveHeat } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 6.0 } } RESOURCE { name = ElectricCharge amount = 0 maxAmount = 0 isTweakable = false hideFlow = true } }
  23. Let me clear up a misunderstanding here. I told Prowler_x1 that the Taurus capsule needed the CoM to be tweaked for RSS so that you can have some atmospheric control on re-entry. For example, in Realism Overhaul, the Mk1-2 capsule's COM is shifted intentionally off-center so that by rolling the pod, you can adjust lift direction. Nothing for you to worry about though, I just mentioned it as something to do if someone wants to do an RO config for it.
  24. In the github directory, open the "Parts" folder and click on the zip file, then click "Raw". Edit: On my way to test the update out!
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