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Spice Launch System [SLS] 0.74


maccollo

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lol, I suggested the exact same thing!

This is a possibility

Sure, they're kinda daunting at first, but once you get the hang of them, it's easy. Also, why does the part name have spaces in it? I'm pretty sure that will prevent modulemanager patches from being applied to it, which could be an issue.

Ups.... Well that's fixed now =P

maccollo, here's a PDF for help with the Exploration Upper Stage. I love me some PDF files so here's one that pretty much gives the dimensions for the EUS. :)

http://www.spacepropulsion.org/uploads/2/5/3/9/25392309/spaceaccess2014-25.pdf

You're doing a great job so far!

Nice! I was actually going to move on to the upper stage nex. The RO core engine works fine at the moment. It's the upper stage that's really missing from the package now, and I'm going straight for the EUS, not that puny under-powered ICPS. Who in their right mind puts a 30 tonne upper stage on top of a core that's over 1000 tonnes XD?

Anyway, I released update 0.2 with the core stage, so you guys can have a look at it if you want to. One little interesting result from having the hydrogen and the oxygen tanks seperate is that thing rocket is really, really easy to fly. You have to try really hard to flip it over!

*edit

Currently the tanks have no resource, only realfuels tank definitions, so they wont work without realfuels.

Edited by maccollo
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Cool, I'll try it out! :)

Oh, and if you want to offset the Center of Mass, you can use the following parameter in the part.cfg:

CoMoffset = 0.0, 0.0, 0.0 where the 2nd 0.0 is the height. For a hard to turn rocket you could enter CoMoffset = 0.0, -5.0, 0.0 or so. Maybe that helps you in the future. :)

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As a note, the total size of 28.5 megabytes seems a tad bit... excessive.

Certainly. I didn't manage to sort out the duplicate texture issue yet. There is one diffuse and one normal that is used on every one of those parts. Having each part have it's own version of each texture was the only was I was able to make the models load properly. It's probably an easy fix and I'm just being stupid:confused:

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Well, I couldn't get it to work. Fortunately raidernick sent me a fix, and that one worked fine, so I pushed out another update with more a more reasonable memory footprint :)

Cool, I'll try it out! :)

Oh, and if you want to offset the Center of Mass, you can use the following parameter in the part.cfg:

CoMoffset = 0.0, 0.0, 0.0 where the 2nd 0.0 is the height. For a hard to turn rocket you could enter CoMoffset = 0.0, -5.0, 0.0 or so. Maybe that helps you in the future. :)

I think it feels pretty neat to assemble the individual parts of the core. Perhaps I can even throw in a bit of trivia into the descriptions.

It might be useful for smaller parts though, like the upper stage. Does that take into account the different tank positions when it comes to the mass of the fuel?

Edited by maccollo
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*reads title*

The Spice must flow! Is that on purpose or a typo?

It's on purpose. There have been several SLS mods, so I had to give it a unique name to differentiate it. I didn't really think about it much more than "Ok, I will replace one letter then", but apparently I made a witty and clever pop culture reference without being aware of it. Amazing :o

@Reddragon

8.4 meters in diameter.

Edited by maccollo
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It's on purpose. There have been several SLS mods, so I had to give it a unique name to differentiate it. I didn't really think about it much more than "Ok, I will replace one letter then", but apparently I made a witty and clever pop culture reference without being aware of it. Amazing :o

So I guess you had to *puts on sunglasses* Spice it up then :cool:

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So when reading that EUS pdf I noticed that the RL-10 engine has an extendable nozzle, so that's going to be interesting. The mechanism appears rather simple. Just four screws that drive down the extended nozzle. The engine is completely exposed as well... lots and lots of details.

https://dl.dropboxusercontent.com/u/22015656/RL10B-2_Nozzle_Cutaway.jpg

1602b.jpg

Edited by maccollo
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What I managed to do so far. Some of the stuff here is just basic placeholder shapes to prevent me from loosing my mind when I attempt to make sense of all the clutter. I'm also going to have to be vigilant about the triangle count. Previously I didn't care much because KSP isn't even close to being GPU limited, but this engine is already 13000 triangles, and it's still mostly incomplete, and the EUS needs four of them, and then there's the rest of the upper stage.... :/

rl10b2.jpg

Edited by maccollo
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hey Maccollo terrific work!! it's the better ATK SRB model ever! I'm trying to resize it to 1.25 permanently and the standard scaling in Tweakscale doesn't work, do you know what could be the magic number for the "rescaleFactor" key?

Thanks!

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hey Maccollo terrific work!! it's the better ATK SRB model ever! I'm trying to resize it to 1.25 permanently and the standard scaling in Tweakscale doesn't work, do you know what could be the magic number for the "rescaleFactor" key?

Thanks!

You just one 1 at 1.25 or one of each size ?

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Do you mean the diameter of the booster? It's 3.7 meters.

I mean , I want to make them 1.25 (so I can use them with KSO and my stock SLS) so take them from 3.7m to 1.25m.

You just one 1 at 1.25 or one of each size ?

I want one at 1.25m, if I need more later I know how to create more configs :wink:. Some one else here used rescaleFactor = 0.5 to make it 1.875m, so to make it 1.25m what value may I use?

and:

If you guys want I will make 4 segmented version. I mean 95% of the work is already done anyway ¯\_(ツ)_/¯

Pls Pls Pls!

Thanks guys!!

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I guess I nailed it:

rescaleFactor = 0.36

9PQIrz9.png

- - - Updated - - -

If what, I tested with is a 1.25 which, I think it is your looking at a .

EDIT- ProceduralParts says it's more like a rescaleFactor = 0.325 it's right in that range.

Yup that one is very close, but 0.36 fits KW 1.25m parts perfectly :), thanks a lot!

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Some progress since yesterday. Almost done with the block out. There are like 2 major pipes left to put in there, and also some pieces that connect the struts to engine. After that is done I will have to go in there an clean everything up.

rl10b2_2.jpg

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So after a lot of cleaning up the model is more or less finished. Most of the time was spent turning each turbo-pump section into a single piece of geometry. The engine is now 20 000 triangles, which makes the EUS about 100 000. I may have to do something about that. Also the EUS structure is now clearly sub par compared to the engines. I will have to do something about that as well.

Anyway, since optimizing, UV mapping and texturing this is going to take quite a long time I'm just going to throw it in as it is for the moment so I can get the payload adapters and fairings done quicker. Once those are in the spice launch system can actually be used to launch things :)

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