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Bacon Labs - Stockalike Ariane & More - Dev Thread


_Augustus_

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Think one problem is theres like 3 fxOffset on the booster why ?

EDIT- Lol looks like your offsetting your offset's

EDIT- A5CSEngine fxOffset = 0, 0, 2 looks ok and

PART
{

// --- general parameters ---
name = A5SRB
module = Part
author = TheShadow1138

// --- asset parameters ---
MODEL
{
model = BaconLabs/Parts/JunoV/A5SRB
}
rescaleFactor = 0.615

// --- node definitions ---
//node_stack_top = 0.0, 5.58, 0.0, 0.0, 1.0, 0.0
//node_stack_bottom = 0.0, -23.012, 0.0, 0.0, 1.0, 0.0
node_attach = 2.0, 0.0, 0.0, 1.5, 0.0, 0.0, 2


// --- FX definitions ---

//fx_exhaustFlame_yellow = 0.0, -1.5, 0.0, 0.0, 1.0, 0.25, running
//fx_exhaustLight_yellow = 0.0, -1.7, 0.0, 0.0, 0.0, 1.0, running
//fx_smokeTrail_medium = 0.0, 0.7, 0.0, 0.0, 1.0, 0.25, running
//fx_exhaustSparks_yellow = 0.0, 0.7, 0.0, 0.0, 0.866, 0.5, running
//fx_exhaustSparks_yellow = 0.0, 0.7, 0.0, 0.0, 0.866, -0.5, running

// --- Sound FX definition ---

//sound_vent_medium = engage
//sound_rocket_spurts = running
//sound_Titan_srb = running
//sound_vent_soft = disengage
//sound_explosion_low = flameout

// --- editor parameters ---
TechRequired = veryHeavyRocketry
cost = 5000
category = Propulsion
subcategory = 0
title = Juno V SRB
manufacturer = Shadow Works + Bacon Labs
description = Todo

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

// --- standard part parameters ---
mass = 5.75
dragModelType = default
maximum_drag = 0.4
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 45
maxTemp = 6200

breakingForce = 150
breakingTorque = 150

stagingIcon = SOLID_BOOSTER

// --- solid booster parameters ---

EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_hard
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_veryLarge
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.25
speed = 1.0 1.0
[COLOR="#FF0000"]localOffset = 0, 0, 4[/COLOR] // Think it was this one
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/ks25_Exhaust
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
localOffset = 0, 0, 20
}

}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_medium
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}

MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
engineID = SRB1755seg
runningEffectName = running_closed
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 1210
heatProduction = 400
useEngineResponseTime = True
engineAccelerationSpeed = 8.0
allowShutdown = False
fxOffset = 0, 0, -10.25
PROPELLANT
{
name = SolidFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 240
key = 1 290
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 1
}


MODULE
{
name = ModuleAnimateHeat
ThermalAnim = emissiveAnim
}


RESOURCE
{
name = SolidFuel
amount = 3500
maxAmount = 3500
}

}

Forgot what offset, I changed but the flames are still alittle high.

Edited by Mecripp2
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Think one problem is theres like 3 fxOffset on the booster why ?

EDIT- Lol looks like your offsetting your offset's

EDIT- A5CSEngine fxOffset = 0, 0, 2 looks ok and Forgot what offset, I changed but the flames are still alittle high.

I copied the config from Frizzank's Titan III 5 segment SRB, so pretty much all of the offset and FX definitions are straight from FASA. I'm getting ready to try balancing the parts and I'll experiment with the offsets. I've added your change to the offset to the configs, but it isn't part of the available download yet.

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I've fixed the SRB particle offset problem and done a balance pass. You can place a 3.2 metric ton payload to Kerbosynch orbit with some fuel left over. I've sent Augustus the updated configs, so the next update he posts will have these fixes. Now, on to the Ariane 6 (Juno 6).

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3

what's the payload? please say that you made that and it's an iss module.

It is indeed an ISS style module that I made. It and its companions are certainly not the best looking station modules, especially on the inside, but they don't cause any lag on my computer when they're all assembled, and that's what I wanted from them.

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It is indeed an ISS style module that I made. It and its companions are certainly not the best looking station modules, especially on the inside, but they don't cause any lag on my computer when they're all assembled, and that's what I wanted from them.

When I release the next update can we include your station modules? With some adaptation we could turn them into ESA analogous modules.

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HELLO, BOYS! I'M BAAAAAAAAAAACK!

0.2 is out! Got some description issues and the V fairing base is missing because it's cfg was corrupt, but those should be fixed soon!

Edited by _Augustus_
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So for the 0.3 update, I've decided to use this for the Apollo CM:

Javascript is disabled. View full album

You may recognize it, it's the KP110! I noticed that the KP110 had been abandoned and that Eudae55 had made better textures, so I've decided to adopt it from the homeless-mod shelter. The IVA needs to be redone, so for now it'll be a placeholder.

EDIT: What does everyone think? If you all hate that I took someone else's parts just once then I'll remove it, I guess.

Edited by _Augustus_
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So for the 0.3 update, I've decided to use this for the Apollo CM:

http://imgur.com/a/re0Tn#0

You may recognize it, it's the KP110! I noticed that the KP110 had been abandoned and that Eudae55 had made better textures, so I've decided to adopt it from the homeless-mod shelter. The IVA needs to be redone, so for now it'll be a placeholder.

The album is a little wonky. Try removing the #0 from your imgur album, like this:

Javascript is disabled. View full album

You like taking up these mods quite a bit.

Edited by RyanRising
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The album is a little wonky. Try removing the #0 from your imgur album, like this:

http://imgur.com/a/re0Tn

You like taking up these mods quite a bit.

This time I've done it for a reason though, the mod was actually abandoned.

Also, Eudae made that album, I haven't made my own yet.

And I fixed the album :P

The two of us can't texture that well, and a pixelated command pod is the last thing we want pixelated. I love the design, and it was actually abandoned and released to the public domain. I'm obeying all licensing (It's public domain, I can do what I want), and this is the one time I'll do this.

Edited by Master Tao
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Friendly reminder from the moderation team:

Keep your posts about the content of other posts rather than personally attacking other posters.

If you see a potential problem, hit the report button. For example, if you see a released mod, or part of a mod, that doesn't have a license, hit the report button.

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Friendly reminder from the moderation team:

Keep your posts about the content of other posts rather than personally attacking other posters.

If you see a potential problem, hit the report button. For example, if you see a released mod, or part of a mod, that doesn't have a license, hit the report button.

The KP110 was released under public domain.

I haven't even added it, Shadow is just starting working on making the Saturn parts.

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I know that Ledenko released the original K-P0110 as public domain.

What about Eudae55's retexture?

Considering that he used the originals as a base, I'd say it was public domain as well. Eudae also likes to release his art under public domain.

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Derivatives of public domain works do not have to be released under public domain, and Eudae55 can feel free to change the license s/he typically provides.

On the forums, the rule is that without a provided license, we assume all rights reserved.

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Derivatives of public domain works do not have to be released under public domain, and Eudae55 can feel free to change the license s/he typically provides.

On the forums, the rule is that without a provided license, we assume all rights reserved.

I'm not actually releasing the pod any time soon, I'll pm Eudae.
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Just to give a perspective for 0.3's Sarnus VIII, I made a test article with ProceduralParts and TweakScale. Here's what the monster rocket looks like in-game:

otxt06xz23m1172zg.jpg

zlf7tig968mc97bzg.jpg

The bottom of that thing is 10m.

Edited by _Augustus_
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