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AncientGammoner

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    Rocketry Enthusiast

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  1. PLEASSSSSSSSSSSSSSE...I NEED THE NUMBERS FOR THE HULLS OF MY U.S. NAVY SHIP....IT SAID YOU MADE A TUTORIAL????? WHERE? WHERE?...WHERE? AND ...THANKYOU!!!

    1. YangQiming_

      YangQiming_

      Not a tutorial but you can find the tiny pack of letters and numbers here:

      https://www.dropbox.com/s/sr09f19uybmty0w/Decals(2).zip?dl=0

  2. Sorry guys, school year has started for me, which means a lot less time on my hands to create pretend rockets in a computer game and a lot more time spent learning how to create real rockets (<-- aerospace engineer). These days, the time I do spend on KSP usually involves actually playing the game lol. Jahulath, I'll send you the blender model if you like, not much else to the unity setup once you have that, just drag and drop textures. Dragon01, your suggestions are answered elsewhere in this thread, you can't stretch the top and bottom independently using the current method, it can only scale the model in x, y, z. Nathan, the zip I received only had a dll, not the code.
  3. Based on your specifications, what else would it but this?
  4. This is what I sent to sal_vager regarding this challenge and he asked me to post it here: I believe the cycler challenge is possible, very hard but possible. I did some calculations and a lot of testing using precisenode and I managed to get an orbit like this: It was just launched from the first crossing point with Kerbin on its orbit and notice that it encounters Duna then it encounters Kerbin again on the second crossing. The time until the Kerbin encounter is one synodic period, so when it encounters Kerbin again it will be lined up exactly how it was at launch, just like in a cycler orbit: As you can see you have to do a burn/gravity assist on that second encounter to rotate the orbit, and playing around with Kerbin gravity assists (without Duna encounter so you can see it better) I managed to get this: It shows a gravity assist that will alter the orbit exactly the right amount to restart the cycle. Approaching Kerbin looked like this: Now the resulting trajectory wasn't as perfect as the prediction (probably because you need a small correction burn to make it work like IRL), but I'm certain it's possible to do a cycler in KSP. Expanding on that, it looks the like 1 synodic period cycler (Aldrin Cycler) does require some burns in order to maintain (at least it does in real life for Earth-Mars). Here's an excerpt from a paper I was reading on a Mars transportation system: The real world has more complicated alignments and in depth physics so maybe it can be done in KSP without a burn, or maybe not I think it would be really interesting to see what people can come up with.
  5. I never said RealFuels wasn't official, I said the modified configs for it aren't official. MFT is poorly written tbh. Nowhere does it store the multiplier its using to calculate basemass, nor does it give any indication to even know when it's using RealFuels instead of normal. Starwaster's "fix" is to store that information in my plugin... which I'm not exactly enthused about. First of all, it has to be overwritten since MF does not update basemass after the initial load, so it would have no way of knowing if the tank was stretched. I'm sorry but are you the author of MFT? Are the cfg files in your sig official releases? I agree, it's not really my obligation to make sure every mod is compatible with mine. Not sure why you're so incensed, you made your "fix". I'm perplexed at why are you still spamming this thread.
  6. It's not a bug, the mod works fine with standard modular fuel tanks. RealFuels however is another story, because apparently there are multiple unofficial config files floating around that change various aspects of it. Clearly doing unofficial modding is going to affect other things including this mod and I can only base my support on the official release for obvious reasons.
  7. This is intentional, you'll also notice the dry mass of the tank is lighter. I chose the wet to dry mass ratio and the overall density of each tank type based on the stock versions. Choosing a ratio for liquidfuel/oxidizer was easy because the ratio is nearly always 9:1 (except for the really tiny tanks), but choosing a ratio for things like pure liquidfuel was difficulty because you have a really dense jet fuel tank that has a high dry mass and also really light fuselages that have super low density. I tried to balance it as well as I could while not any parameter worse than stock, so I made pure liquidfuel have the 5:1 ratio of fuselages but denser than them closer to the dense cylindrical tank. For oxidizer I had no references, but clearly from the pure liquidfuel tanks it's more inefficient to store a propellant separately I chose a ratio of 6:1 for oxidizer. Its tanks also have a density greater than pure liquidfuel but less than liquidfuel/oxidizer combined.
  8. You could change the rescaleFactor if you want it bigger or smaller. A plugin is probably feasible, I just went the simpler path with parts so I could whip it up quickly and it actually works pretty well. I'm just happy I can put flames on the side of a rocket (it does indeed make it go faster):
  9. This is something I made for myself but I thought other people might have some use for it. Earlier today I was thinking "It sure would be nice to be able to write on the side of my vehicle". Not wanting to write yet another complicated plugin, I thought why not just keep it simple and make an ultra thin part with a transparent shader that surface attaches. A couple hours later... Why are they blue? Because I had to choose a color and I like blue, that's why. If you want to change it to black or alter the font or use the Greek alphabet or whatever, the textures are very easily editable pngs. I included a txt document on how to make your own, it's really simple, just plop the texture into the folder and change a few lines of text. You can put really anything you want on it, like this picture and flag I tested out (which are not included in the download to avoid any copyright issues): Download here How to use The decals can sometimes be tricky to attach or can jut out at odd angles when attached to curved walls. This is because collider meshes for most models are very simple and boxy. Use Shift + W,A,S,D,Q,E to fine tune the position of the decal on curved walls. This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
  10. This was just the result of me playing around with raycasting and unity particle effects, I don't really have plans to turn this into some kind of visual chatterer with a gui and everything lol. I did mess around with a version that if it hit a tank with a flammable fuel (liq/ox or mono) then there was a chance the tank would explode, but honestly that's just crazy since who wants to go to the trouble of launching stuff only to have it explode in orbit. I also created a 'meteor shower' button that acted like a self destruct where it would bombard your ship and everything it hit would explode, but the game would always crash once everything had been destroyed, guess the game didn't like 'death by micrometeorites' as a method of vehicle destruction.
  11. An utterly pointless mod that I made which will randomly hit you every so often with a micrometeorite. Obligatory video (taken in the dark so you can see the effect better): No, it doesn't cause any damage, it just creates some sparks and gentle bump. Download here This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
  12. Subassemblies are coming to stock in 0.22 as well.
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