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KSP2 Release Notes
Posts posted by Tiberion
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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:
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Also the bears wouldn't care, they aren't crazy enough to go up that high. They'd see you dragging a rocket up the mountain and go "Nope, good luck with that buddy" and go find a fish to eat.
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Yep, you have to use a MODEL {} node to load a model or texture from another location, the model = whatever is the legacy way of doing it, and only loads files named 'xyz' directly.
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Well, I am interested in seeing what you can do at least. I sent you a PM
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its useful as a bulkhead, not for a fairing base.
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There's really not much balancing to do until we get our hands on the 1.0.3 patch. I've been slowly working on some other stuff, but nothing to show yet.
There is still a test release out that is compatible with 1.0.2 and works pretty good, you can certainly grab that and leave general feedback on it. link is back a page or two in the thread.
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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.
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Nope, the path to the file is probably wrong, paste in your config file so we can see it.
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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)
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Well he said "for parts that don't use model nodes" which is most of them; any of them can be changed to use a model node though, and thus use the scale parater inside the node to change the mode. Its going to stretch the texture though.
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It was in the context of thermodynamics, as in they're fixed for the changes to the heating system.
Quoting this since people still haven't caught on.
Fairings fixed with regards to thermodynamics, not related to any other issue
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That's 21:23 to 22:40 UTC/GMT or 5:23PM to 6:40PM Eastern Time Zone (US)
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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.
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wow, 75% was still enough even with 25tons of payload. Nerf time indeed.
I've been able to roll both shuttles very soon after liftoff over to heading 90; is it wobbly like it needs struts or flipping out?
Thanks for the testing, solid stuff to work on now
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So, been pretty quiet in here. I assume its because not many have tried it out, rather than because its perfectly bug free...
Could use some feedback on playability, either general or specific.
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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...
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Doh I never thought about that, will definitely fix that.
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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
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Not exactly sure what causes it, one reliable way to make it happen was to change the hierarchy of the objects in the scene after animating them (it breaks the animation and can leave the model in a broken state) but I've seen it occur without doing that too.
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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)
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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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Zip up the part and upload it somewhere and I can take a look at it to see if there might be an error or something...
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Odin is using the stock 3man pod IVA which has RPM built for it, while Freyja is using a custom 5man made by Porkjet, I don't think anyone ever set up RPM for it. I never really dug into learning that, so if anyone wants to set it up, I can add it to the mod.
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Part tools is actually designed for 4.2.2 (which is pretty old by this point) and you don't really benefit from newer ones strictly for part-making; it is in fact harder to use because of the changes to Unity's animation package.
Blue Origin Thread (merged)
in Science & Spaceflight
Posted · Edited by Tiberion
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:
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.