Mecripp Posted April 9, 2015 Share Posted April 9, 2015 The fxOffset is off alittle still testing. Link to comment Share on other sites More sharing options...
Kartoffelkuchen Posted April 9, 2015 Share Posted April 9, 2015 It clips, but not everytime, different camera virw angles make the difference. To fix that you just have to move the thrustTransform and snokePoint a bit away from the engine in Unity. Link to comment Share on other sites More sharing options...
Mecripp Posted April 9, 2015 Share Posted April 9, 2015 (edited) Think one problem is theres like 3 fxOffset on the booster why ?EDIT- Lol looks like your offsetting your offset'sEDIT- A5CSEngine fxOffset = 0, 0, 2 looks ok and PART{// --- general parameters ---name = A5SRBmodule = Partauthor = 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, 0.0node_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 = veryHeavyRocketrycost = 5000category = Propulsionsubcategory = 0title = Juno V SRBmanufacturer = Shadow Works + Bacon Labsdescription = Todo// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 0,1,0,1,0// --- standard part parameters ---mass = 5.75dragModelType = defaultmaximum_drag = 0.4minimum_drag = 0.2angularDrag = 2crashTolerance = 45maxTemp = 6200breakingForce = 150breakingTorque = 150stagingIcon = 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 April 9, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 10, 2015 Share Posted April 10, 2015 Think one problem is theres like 3 fxOffset on the booster why ?EDIT- Lol looks like your offsetting your offset'sEDIT- 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. Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 11, 2015 Share Posted April 11, 2015 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). Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 14, 2015 Share Posted April 14, 2015 Here are some screenshots of the Ariane 6 (in the 62 configuration) in-game. The normal map is a little rough here, but it should be fixed for the release.Javascript is disabled. View full album Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 14, 2015 Author Share Posted April 14, 2015 3Here are some screenshots of the Ariane 6 (in the 62 configuration) in-game. The normal map is a little rough here, but it should be fixed for the release.http://imgur.com/a/DefcJwhat's the payload? please say that you made that and it's an iss module. Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 15, 2015 Share Posted April 15, 2015 3what'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. Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 15, 2015 Author Share Posted April 15, 2015 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. Link to comment Share on other sites More sharing options...
TheShadow1138 Posted April 15, 2015 Share Posted April 15, 2015 When I release the next update can we include your station modules? With some adaptation we could turn them into ESA analogous modules.I'll think about it. I never really intended to release them, but we'll see. Link to comment Share on other sites More sharing options...
taniel0401 Posted April 15, 2015 Share Posted April 15, 2015 Is it a a custom faring or one from the procedural farings pack? Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 15, 2015 Author Share Posted April 15, 2015 Is it a a custom faring or one from the procedural farings pack? Custom, though I will try to add Procedural Fairings support so you can have more payload options. Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 18, 2015 Author Share Posted April 18, 2015 (edited) 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 April 19, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 (edited) So for the 0.3 update, I've decided to use this for the Apollo CM:Javascript is disabled. View full albumYou 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 April 19, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
RyanRising Posted April 19, 2015 Share Posted April 19, 2015 (edited) So for the 0.3 update, I've decided to use this for the Apollo CM:http://imgur.com/a/re0Tn#0You 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 albumYou like taking up these mods quite a bit. Edited April 19, 2015 by RyanRising Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 (edited) The album is a little wonky. Try removing the #0 from your imgur album, like this:http://imgur.com/a/re0TnYou 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 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 April 19, 2015 by Master Tao Link to comment Share on other sites More sharing options...
Master Tao Posted April 19, 2015 Share Posted April 19, 2015 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. Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 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. Link to comment Share on other sites More sharing options...
Master Tao Posted April 19, 2015 Share Posted April 19, 2015 I know that Ledenko released the original K-P0110 as public domain.What about Eudae55's retexture? Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 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. Link to comment Share on other sites More sharing options...
Master Tao Posted April 19, 2015 Share Posted April 19, 2015 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. Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 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. Link to comment Share on other sites More sharing options...
_Augustus_ Posted April 19, 2015 Author Share Posted April 19, 2015 (edited) 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:The bottom of that thing is 10m. Edited April 19, 2015 by _Augustus_ Link to comment Share on other sites More sharing options...
Eudae55 Posted April 20, 2015 Share Posted April 20, 2015 (edited) I'm not actually releasing the pod any time soon, I'll pm Eudae.You're free to use it for whatever purpose you like (public domain) Edited April 20, 2015 by Eudae55 Link to comment Share on other sites More sharing options...
tygoo7 Posted April 20, 2015 Share Posted April 20, 2015 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:http://www./convkey/364e/otxt06xz23m1172zg.jpghttp://www./convkey/cfe8/zlf7tig968mc97bzg.jpgThe bottom of that thing is 10m.What's the deltaV on that? Link to comment Share on other sites More sharing options...
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