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Tcy16

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Posts posted by Tcy16

  1. I do think the body has some form of lifting effect. Especially when the plane(rocket) is in "cruise mode" in the atmosfere.

    I have about the same knowledge of aerodynamics and physics as you (Uni level), but it has been explained to me that even symetrical airfoils (or bodies, of course) will generate lift if you rotate them, giving them an angle of effect against the incoming wing.

    So please reconsider if you cant figure it out with other aproaches. :)

  2. So, i made a model and made a cfg file but now my node doesn't connect in any way i try. I even tried to update my partstools but it doesnt help. Maybe anyone can help me with this?

    this is my cfg file. I've "stolen" it from the s2 command pod from b9 and rewritten it so it would work for my cockpit.


    PART
    {
    // --- general parameters ---
    name = TCY_cockpit
    module = CommandPod
    author = TCY

    // --- asset parameters ---
    mesh = model.mu
    scale = 1
    rescaleFactor = 1.3

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
    node_stack_bottom = 0.0, -1.2, 0.0, 0.0, 0.0, 0.0, 2

    // --- FX definitions ---

    // --- editor parameters ---
    TechRequired = highAltitudeFlight
    entryCost = 19500
    cost = 3700
    category = Pods
    subcategory = 0
    title = TCY Cockpit
    manufacturer = TCY corp
    description = Experimental product

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,1,0

    // --- standard part parameters ---
    mass = 3.5
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.15
    angularDrag = 2
    crashTolerance = 40
    maxTemp = 3400

    vesselType = Ship

    CrewCapacity = 2

    MODULE
    {
    name = ModuleCommand
    minimumCrew = 1
    }

    RESOURCE
    {
    name = ElectricCharge
    amount = 150
    maxAmount = 150
    }

    MODULE
    {
    name = ModuleSAS
    }

    MODULE
    {
    name = ModuleReactionWheel

    PitchTorque = 15
    YawTorque = 15
    RollTorque = 15

    RESOURCE
    {
    name = ElectricCharge
    rate = 0.459375
    }
    }


    RESOURCE
    {
    name = MonoPropellant
    amount = 40
    maxAmount = 40
    }
    }

  3. So, i have a bit of a standard story. Taught myself blender, unity and understanding of cfg files. I've made some assets, but my lack of texturing skills always made me burn out on a project.

    Now to the point; As some of you may have seen Notkhe made the beginnings of a great command module.

    http://i.imgur.com/mbi8sJO.png?1

    Tonight i have been playing around some and came up with a close resemblance:

    Number 1: http://imgur.com/a8WLYcT

    Number 2: http://imgur.com/M87gls1

    So, i could go through with this, but I' not sure if I should, cuz its Notkhe's idea an all. Feels a bit like commiting high treason but i just want to play with the cockpit 'cuz it looks so cool :)

    Maybe you guys can give me some feedback.

  4. If you ever go down this road, this reminds me of a wild blue-sky idea I had a while ago: Develop a plugin that allows one part to have several possible IVAs, chosen by a tweakable. That would allow the creation of a lot of different mission modules without flooding the part menu. For another example besides surface-base variants, a very large station might want further specialization of modules, like a dorm module with 8 sleep stations, a dedicated sickbay, etc -- I'm thinking of http://www.nmstarg.com/2012/09/the-city-in-sky.html . The modular nature of the panels you're making now seem to be a good foundation for eventually doing this.

    I think that the firespitter plugin can do this already, though i am absolutly not sure. (If some does know, please corect me if im wrong :) )

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