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Tiberion

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Everything posted by Tiberion

  1. Yes, unless you model a differnt type of fairings that aren't multipart (IE snap together with nodes or srf attachments) you will need a new plugin. the cargobay module does change its shielded parts from shielded to not via a toggle, but it does so based on the status of the animation playing, there's no way to make it thing "These parts are attached, so its shielded, and now they are jettisoned so they are not shielded. Furthermore, there's no way to set up a shielded region for multi-part fairings because they can be 1 panel tall or 10 if the user wants.
  2. IN blender, make sure you're in edit mode, then hit "N" to open the properties of your model (in a vertical meny inset in the main window) then scroll to the bottom until you find "Normals" Normals determine which side of a 2d face reflects lighting and is thus visible, if they are flipped backwards then the outward facing side will be transparent, but it will show up through the model on the other side. In the normals section you'll want to click on the small button that has the face highlighted, if you hover it says "Display face normals as lines" - click that and then adjust the length so you can tell which way each line points. You'll see that the troublesome faces have no lines (they're actually pointing "inward") There are a couple of ways to fix them. The way I do it is via the left tool panel (the one with the vertical tabs) Click on the Shading/UVs tab and you'll see another "Normals" heading with 2 buttons; Flip and recalculate. Flip works by flipping all faces you currently have selected, so you can use sift+right click on the model to select the incorrect faces and then hit Flip to fix them. Recalculate takes the whole model and tries to decide which faces should be visible and adjusts the normals accordingly. Recalculate works in MOST cases but it won't handle some complex geometry quite right. Be ready to Undo and try the other method if you don't like the outcome. Once that is done you can save and the changes should appear in Unity for you to re-export to KSP. This post has some more info in it; he and I may be using different versions of Blender so the tools may be in different places. (I am using 2.70)
  3. All of that should probably be done in Unity, though you can use blender empty objects to make the transforms and nodes too. You can also make simple cylinder colliders for engines and just turn it into a physics->mesh collider in Unity; you can also do that to the actual engine models too, as long as you check "concave" it'll fill in the polygons needed to make a solid shape physX will recognize. The third option is to add Unity primitive colliders (capsules or cubes) to your hierarchy. I've done all three, there's a right time for all of them. As for normal maps, there are normal map generators out there, but if you need an image editor you can try "gimp" which is a free open source "photoshop" type program, and there's a clone of the nvidia plugin for it: https://code.google.com/p/gimp-normalmap/ Never used it though; Personally I use Corel Paintshop Pro, which is an old competitor of Photoshop and most photoshop plugins are compatible with it, including the Nviidia one. It's much much cheaper than Photoshop and a one time fee, but its also different in a few ways so you might want to do some research.
  4. Yes as the patch notes said the fairing walls and half-nose pieces are removing, there is currently no way to make them function so they would only be a drag penalty to your rocket. I left the panels and the nosecones in to use as structural pieces and regular nosecones.
  5. KSP is still being published on Unity 4.6.x but the version you use to export parts doesn't need to match that, its better to use a version most compatible with the KSP Part Tools script (last version was 0.23) and that is still 4.2.2. Newer versions will probably work, with some issues to work around. But if you don't need a newer version for other projects, then 4.2.2 is the best bet for part-making. You can download older versions here: https://unity3d.com/get-unity/download/archive
  6. You'll need to download Unity and the KSP "Part tools" unity script. If you're only using Unity for exporting parts then you can download the specific version that the latest Part tools was made for: Unity 4.2.2: https://unity3d.com/get-unity/download?thank-you=update&download_nid=2511&os=Win Part tools for 0.23: http://forum.kerbalspaceprogram.com/threads/65356-0-23-PartTools?p=1878643&viewfull=1#post1878643 Also, I made a tutorial video about the basics of importing and exporting models through Unity from Blender, which you can watch here:
  7. Yes, you need Part tools to export models from Unity as .mu files. You can add the colliders and do all of the editing, but to export you need part tools, and to have the part tools "script object" attached to the top object in your hierarchy (it should be a Unity empty object with your model attached as a child of that) This post has a link to the 0.23 part tools download from sarbian, which is the newest one.
  8. Toyotawolf: sure there's a chance, might also need to re-distrbute the current engines to some roles as well. Sort of need to take stock of what we have vs whats needed. Augustus: Highly Kerbalized versions, yes (mostly because I suck at replica modeling)
  9. Yeah engine power works differently in 1.0 it scales off of Isp. You find your current thrust by this: maxthrust * currentIsp / vacIsp (you can call currentIsp / vacIsp your IspFraction or something, so its maxthrust * IspFraction) That means thrust is at 100% in a Vacuum because currentIsp will be equal to vacIsp so its just maxthrust * 1 For the bertha at sea level Isp is only 100 since its an orbital engine, while vacIsp is 344, so 100/344 comes out to 0.291 and thrust comes out at 138. I now have a middle key in the curve at 0.8 atmospheric pressure, so between sealevel and like... 20k it curves from 100 to 222 so I have Isp ramping up pretty fast (half of the curve in the 1st 20% of the atmosphere) - in the end I may revisit the curve stages or make other changes. The end result is that orbital engines aren't more efficient in a vacuum, they're better performing like in reality. They'll make good landers in places without atmosphere still, but in other cases you'l need to bring an engine meant for atmospheric uses (for instance the aerospike, whose Isp curve is pretty flat and works generally well in both, at an overall performance penalty (could need balancing)
  10. No, he's right, they are for size sorting in the VAB. Size0 = 0.625m diameter parts Size1 = 1.25m size2 = 2.5m size3 = 3.75m srf = surface mounted parts Mk1, mk2, etc means they match that hullshape and can attach together seamlessly. That lets you sort parts in the VAB/SPH by those sizes.
  11. Novapunch 2.09 just released for 1.0.x compatibility (beta versions been out a while)
  12. KSP 2.09 is now available on KerbalStuff Thanks to everyone who submitted feedback. It's by no means "finished" but I think its in a pretty good place. I decided not to mess with the costs for now, we can do a deeper dive on career after getting all the technicals re-polished. Fixed a few more things from Test#3: The conical soyuz booser had 8000 thrust instead of 800. I think I fixed the 5m fairing - I know they aren't perfect but they are what we have right now. I fixed the fairing nosecones that didn't get their bottom nodes tweaked, so they'll attach now. The craft files are rebuilt - I edited the old ones and flew them up to space, they seem to be working fine, but let me know if there are issues. Subassemblies included. Dropbox mirror incoming in a few minutes, will be on front page (along with the full changelog) Enjoy! Leave feedback! I need a nap.
  13. Yeah I started out with 1800 on the freyja ablator, thats how much the stock 3.75m shield has. Lowered it to 1000 later but it still never uses nearly all of it. Lowered it to 500 now. Here's test 3: https://dl.dropboxusercontent.com/u/46506740/NovaPunch_Test3_for1_0_2.zip You'll need to delete NovaPunch2 from your gamedata folder this time before installing because I converted the textures to DDS, so the old ones must go. The partdatabase.cfg should be fine this time. It's important that people try this one out to make sure the textures are loading properly on a variety of setups. Please and thank you. Note: download size is down 30mb and ingame usage should be much better. The only other change is a small config tweak on the 5m stockFairing clone. Re: Odin shield - yeah its an issue with all the nodes, the editor does not like it. Not sure I can get it any better; spinning the camera a bit does help. If we don't find anymore issues hopefully I can get some craft built and get everything ready to publish later this evening. Finally
  14. The engine fairings are an actual model (or pair of models, in the case of the LV-N) located within the same .mu file as the engine. It works with the ModuleJettison module in the config file, where you name the fairing "object" or model there. That module hides the model until such time that the bottom node of the engine has a part attached to it, then it spawns the model and activates it. During flight you can manually eject them, or when the bottom node gets decoupled from, the fairing will fall away with the part below automatically. The panels themselves become debris and won't persist through a reload. Since they are models, the only way to modify their size is to edit them. It's possible to load the fairings with a separate MODEL {} node in the part config, so they load from their own .mu, which means you can also independently set their scale and locations in the MODEL {} node. I have used this in Novapunch to use one model file for several different parts, you just need a texture that can handle the scaling without looking bad. So yes you can use it on any part that has stack nodes (it doesn't have to be the bottom node, you can specify it in the ModuleJettison module config) and you can use the module to eject any sort of model you want, it doesn't have to be a fairing. As such, its not really a "functional" fairing but for most of the currently implemented engine fairings, the difference it would make to drag performance would be negligible. Actual interstage fairings would be wonderful at some point though, for sure.
  15. Yeah after a couple more flights I can make it happen now, though sometimes you can get the heatshield turned around and it'll stay stable. I tried adjusting some stuff and it didn't help at all, much like the floating thing. Possibly related for all I know; for now it looks like we'll make due with SAS-aided entry. Here's the 2nd test version finally; https://dl.dropboxusercontent.com/u/46506740/NovaPunch_Test2_for1_0_2.zip You MUST delete PartDatabase.cfg from the main KSP folder to upgrade. You should just be able to overwrite the actual mod in Gamedata, no new files just updated versions. Some saved craft might have some connection node issues afterwards though. Minus some more balancing of engines I think its pretty close to final. I still have to rebuild some example craft. Also maybe DDS textures. The only major balance tweak since I listed posted them is to the 2.5m bearcat 'single' - I reduced its thrust to 900 and adjusted Isp and mass accordingly; it was overlapping with the M50 a bit and now it adds a nice 2nd-stage engines (Skipper-like) while still working as radial booster engines. Here's the full rolling list of what has been worked on or looked at so far, let me know if I missed something; Parachutes. - fixed Odin heatshield attachment - fixed (mostly) Yawmaster SM attachment - done More smoke! -done added gimbal range - needs testing! fixed mini-decoupler gap engine flameout sound: stock bug with non ModuleEnginesFX-based engines removed ModuleSAS from reactionwheels, pods, added sizenodes where appropriate Bearcat 3x thrust 2400 -> 2500 - done 2.5m Bearcat single thrust dropped from 1400 to 900, ISP and drymass adjusted (now suitable for 2nd stage lifting, like a more poweful Skipper) Heavy Struts - fixed? Add Ablator - done Freyja re-entry orientation - Bug confirmed, not sure how to fix Freyja floating level - cannot fix Odin heatshield not using ablator - cannot fix Nerf LFBooster massively - done Radial chute wobblyness - done
  16. That is exactly the same ship I am using to try it out and I can't get it to flip, very weird. I changed the CoM of the part later after testing, so I guess we'll see if it still happens when I push the next release. biohazard15 you said you had converted everything to DDS already, is everything loading up properly? If so can you zip them up so I can drop them in? No use doing the work again. You should just be able to search+Delete all non .dds files in the Parts folder and then zip it and drop it on dropbox. I'd appreciate it, and you're definitely going in the credits for that and all the testing you do.
  17. So, today was a bit of a mess. Seems like I'd solve one thing (or find that I couldn't due to a stock issue) and would discover two more. Re Aerospike thrust, typo in the config; key = 0.8 300 was set too 200, so the curve went from 280 down to 200, and then from 200 back to 320. Whoops. Trying the big LF Booster @ 2500 thrust, also lowered drymass from 11 to 10 Soyuz I dropped down to 800 There's probably more that need it, so if you find anything else wonky post it up. I'm also not terribly worried about balance in the end since I imagine more drag changes will come eventually, so lets not aim for perfection for now. Freyja heatshield isn't going to use ablation; stock issue with heatsinks means that any part with fuel in it is extremely hard to heat up, so the heatshield won't pass the 500degree threshold to use ablation. it maxes out at about 350 on a decently fast re-entry, but it also gets that hot in space from radiative heat, so I can't lower the threshold. So.. no ablation for now. Freyja seems to re-enter properly for me. Can you take a screenshot of the vessel when its trying to flip? Working on that I found that the pod floats below the waterline, and due to another bug (or something) I can't raise it. Thankfully you can use reactionwheels to flip it sideways enough to get the door exposed, and then use SAS to hold it in place if you need to eva into the water for some reason. Also ran into another parachute issue.. solving that tomorrow. Sorry about the delayed test update, but I think (and hope) we're getting closer at least.
  18. Nope, absolutely not. We know Squad is having a business meeting (and skydiving) in Mexico this week, and several people who work remotely have traveled there (Kasper, Mu, Romfarer at least) - this meeting includes future planning for 1.1 and beyond (and skydiving) Could they develop another hotfix inbetween discussions about 1.1 and plummeting to the Earth? Sure, maybe. I wouldn't hold my breath though (unless you're training for swimming or something, in that case continue) Note: the skydiving is great news. Its presumably written off as a business expense for research purposes; an all new parachute implementation (Most of this post has been Not Serious - but still, it's not something I'd expect soonish. Usual disclaimer: I have no inside knowledge about this subject)
  19. Okay, lots of progress today. Finally got parachutes working! Also did most of the chore list we've compiled so far. Here's the list: Parachutes. - fixed Odin heatshield attachment - fixed (mostly) Yawmaster SM attachment - done More smoke! -done added gimbal range - needs testing! fixed mini-decoupler gap engine flameout sound: stock bug with non ModuleEnginesFX-based engines removed ModuleSAS from reactionwheels, pods, added sizenodes where appropriate Bearcat 3x thrust 2400 -> 2500 - done Heavy Struts - fixed? Add Abblator - done Freyja re-entry orientation Odin heatshield not using ablator Nerf LFBooster massively Radial chute wobblyness No idea why the odin shield isn't heating up at all, have to investigate that one more. And that Big liquid booster is just silly, gonna nerf it down to at least 3k thrust instead of 4, we'll see how that works. As for overall balance.. I dunno. Most engines you have to keep at half throttle through 10 or 15k to keep them from hitting the mach barrier and flipping or breaking. That doesn't feel terrible when you play it though, and otherwise its pretty reasonable payloadwise Make some hard recommendations about what you'd like to see and I'll push another test version tomorrow evening which should hopefully be the last one before a release.
  20. The stall speed thing isn't really a setting thing, more of a simplification for gameplay's sake. All wings behave as hybrids, where they adapt to be very glidy when needed while still allowing fast speeds. Put more simply, there aren't 'glider wings' and 'high aero wings' there are just wings which pull some shenanigans to function reasonably in most cases. If you went to one extreme you couldn't have a high altitude glider, at the other nothing breaks the sound barrier. One side effect is the wonkiness at landing, though in a lot of cases that is still being caused by too many wings (and thus too much lift) Perhaps more granular wing function is something to request going forward. There's a right way to do that. Do keep in mind that there going to be a limit to how much fidelity the flightsim aspects can contain before the game becomes too complex for most people (and thus should be left to a specialized mod... if only we knew someone who does that sort of thing..) and more complex wing simming might very well lie beyond that line.
  21. Well turning down drag again is certainly not going to achieve that; it would only satisfy the "build things out of wings" contingent. There ARE things to balance going forward (heating rate, and probably engine balance, but it would be a fractional change, not drastic) but no one can objectively say 1.0 was more realistic, only easier.
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