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Tiberion

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Posts posted by Tiberion

  1. you don't see a large object from :32 to :50 departing the scene?

    I see a shadowy form that almost sort of might match the basic shape of the dragon capsule, if it had somehow came off cleanly detached from the trunk. Or it was a piece of the tank skin that got blew off, or its a shadow. that fades when it gets away from the fireball.

    CRS7 is gone guys. It'll be okay though.

    Note that they did say during the news conference that they have the parts to assemble a 2nd docking port, but they don't 100% need a 2nd one, because aside from redundancy the 2 ports basically is used for crew overlap like the soyuz ports allow, they can do without it though and schedule the crew flights to arrive after the last one parts and just use the one port; though they do want to get the 2nd one online.

    edit:

    Dragon absolutely left Falcon intact before the RUD. Dragon survived whatever killed Falcon. There is an UNMISTAKABLE Dragon-shaped object leaving Falcon several seconds before everything went boom. I can agree however, that Dragon was dead the second it encountered the water below. Heatshields may be great, but they aren't THAT great...

    Wishing does not make it so. Seeing a shadowly object in a smoke cloud and saying it is UNMISTAKEABLE is like reading your horoscope and declaring you know what you'll have for breakfast next year. SpaceX and NASA would know if dragon had survived and they would have very gladly shared that information with glowing enthusiasm. It's time to move on, man.

  2. Dragon did not survive it, it was destroyed during the event, there is no concrete evidence of even a large chunk of it leaving the explosion cloud. Even if it had, the procedures for it to go through its landing deployment after such an event are not in place. The capsule is dead.

    I don't know if "explosion" is the right word, but it was definitely more than just venting gas, there was a rigorous fireball enveloping the entire upper stage and dragon during the 'event' as you can see in this slow motion video:

  3. Its possible. I made a 5m-base fairing for Novapunch. Here's the config:

    PART
    {
    name = NP_fairingSize4
    module = Part
    author = HarvesteR

    MODEL
    {
    model = Squad/Parts/Aero/fairings/fairingSize3
    scale = 1.333, 1.333, 1.333
    }
    rescaleFactor = 1

    node_stack_top = 0.0, 0.29, 0.0, 0.0, 1.0, 0.0, 2
    node_stack_bottom = 0.0, -0.26, 0.0, 0.0, -1.0, 0.0, 3

    fx_gasBurst_white = 0.0, 0.3, 0.0, 0.0, 1.0, 0.0, deploy
    sound_vent_large = deploy

    TechRequired = experimentalAerodynamics
    entryCost = 19200
    cost = 900
    category = Aero
    subcategory = 0
    title = Sluggo Delta Protective Shell (5m)
    manufacturer = SlugCo Inc
    description = Procedurally-built fairing shell with a 5m base and a maximum diameter of 16m
    attachRules = 1,0,1,0,0
    mass = 1.45
    thermalMassModifier = 4.0 // the dang things are light, so 3200 kJ/tonne-K
    // heatConductivity = 0.06 // half default
    emissiveConstant = 0.95
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 9
    maxTemp = 2400 // = 3400
    fuelCrossFeed = True
    stageOffset = 1
    childStageOffset = 1
    bulkheadProfiles = size3
    MODULE
    {
    name = ModuleProceduralFairing

    nSides = 64
    nArcs = 2
    TextureURL = Squad/Parts/Aero/fairings/fairings_diff

    panelGrouping = 3
    pivot = 0,0.17,0
    axis = 0,1,0

    baseRadius = 2.5
    maxRadius = 8
    capRadius = 0.5
    snapThreshold = 0.25

    xSectionHeightMin = 0.3
    xSectionHeightMax = 6

    edgeSlide = 0.15
    edgeWarp = 0.02
    noseTip = 0.5

    UnitAreaMass = 0.06
    UnitAreaCost = 18
    }
    MODULE
    {
    name = ModuleCargoBay
    DeployModuleIndex = 0
    closedPosition = 0
    lookupRadius = 4

    // nodeOuterAftID = bottom
    // nodeInnerAftID = top
    }
    }

    Important parts:

    MODEL

    {

    model = Squad/Parts/Aero/fairings/fairingSize3

    scale = 1.333, 1.333, 1.333

    }

    Started with the 3.75m fairing model, scaled it up 1.33x to make it 5m (5 / 3.75 = 1.33333...) This scales the base only, the fairings are spawned via the settings in the module below.

    nSides = 64 //This basically determines how many "sides" the cylinder has, the bigger the part the more sides it needs to look "round" instead of faceted like the head of a bolt or something. I didn't change it from the 3.75m setting and it seems to look right still. if you go much larger you might need to bump it again.

    nArcs = 2 //This determines how many vertical slices the panels split into as debris. If its at 2 it splits into 2 halves. clamshell style.

    baseRadius = 2.5 // This is the default radius of the fairing panel at the base. Note its radius and not diameter so a 5m fairing is 2.5m.

    maxRadius = 8 // The maximum radius the fairing can expand to. You can do straight from 2.5 to 8 in one section if so you desire.

    capRadius = 0.5 // The radius of the pointy bit up top

    snapThreshold = 0.25 // How close you need to make the current ring to snap closed (I think?)

    xSectionHeightMin = 0.3 // minimum section height

    xSectionHeightMax = 6 // maximum section height

    The other things are useful too, but that should get you started.

  4. yes that should do it, just need to get the right file path for the model of the cargo bay, starting from the first folder within GameData.

    The default scale of 0.8 is no longer needed to, it was a bug workaround; scale will default to 1.0 properly now, so if you want to make it slightly longer it'll be:

    MODEL
    {
    model = Squad/Parts/FuelTank/MK1Fuselage/model
    scale = 1.0, 1.2, 1.0
    }

    You'll have to experiment what scale factor on the Y axis will get you that extra half-meter of length (depends on how long the original model is)

  5. What they need to do is keep the old one as a full featured album system and then set this new lightweight one up for Mobile users. So phone people and people who use that tweetybird thing a lot can use the new small one, without losing 80% of the functionality of the imgur album system. Seems a pipe dream, though. They're featuring the image albums in their blog posts and even encouraging good descriptions on album images, even when that actually makes the concept of the album useless since you have to leave the album to read any of it.

    There are certainly other image hosts out there, I first saw http://img.ie at the same time I found imgur a few years ago, but imgur was better. Its a matter of finding one with the right features.

  6. Yeah the connection issues are a result of the bigger node sizes, its just something you'll have to learn as you play more.

    As for MJ or KER, there's no config for them in the Odin pods that I know of, so if some ModuleManager script is adding it then it may be doing so incorrectly, I'd have to see what its trying to load. I don't know that I have ever added MJ to Odin directly, I usually just stick one of the little MJ radios on the outside.

    Either way, I'll need more info; whatever config changes you made or whatever MM script is enabling the plugins...

  7. Ah thats a different issue then, part tools just didn't like the DDS texture; Until its updated everyone should keep their assets in unity in PNG/TGA/whatever and let Part tools export to one of the expected formats it can handle (it will convert between those it supports, just not DDS yet) and then once exported you can convert it to DDS using the DDS4KSP utility or your favorite image tool; as long as the filename minus the file extension is the same, it'll work :)

  8. It looks like your model isnt exporting from unity properly, this is somewhat common when dealing with animation. The only sure-fire solution is to clean out the scene (delete all objects from the "hierarchy" area and then add in the GameObject, re-add the part tools script to it, and then drag in your model again from assets and set everything up again.

    You can usually notice that a .mu file isnt exporting properly because it will be 1 to 5kb or so in the export folder and it won't export the textures anymore (compare the "last update" dates for both files, or just delete the textures and note that they don't come back)

  9. are you using an old craft file maybe? the nodes have changed so it could be unhappy about that.

    Is it actually decoupling? Like if you open the flight log does it say "Pod decoupled from whatever" versus "The Connection between the pod and whatever was broken"?

    There was a mod compatibility issue with a certain mod that caused this before, but I thought it was fixed a long time ago; what other mods do you have installed along with Novapunch?

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