Jump to content

[WIP] DCSS related parts


FennexFox

Recommended Posts

I was dying to play with a nice DCSS of 4m diameter, which is a part of Delta IV medium and meduim+ (4,2).

so I decided to make my own one with the glorious Aerojet Kerbodyne, and contribute it to the RO community, which turned out that I`m so much a noob to do a real things helpful to the community. Yes, I was too confident. As teaching me the basics of modding clearly is not up to the community, I came here with my WIP parts! I`m gonna learn so much things here enough to making me a skilled modder. (hopefully?)

It seems obvious that I have to learn first and then do things, but English is not my mother tongue, so that kind of top-down solution is really painful. Instead I`m trying bottom-up solution, making a small steps by my own, and figure out what kind of walls are blocking my way, and then study to find my answer.

Here`s my WIPs:

#1. Initial trying to make 4m DCSS directly out of Aerojet Kerbodyne mod with CFG modification

#2. First trying to make a my own part: 4m-3m adapter which is used in 4m DCSS

449MS2N.png

(Wow, it`s too big! Can`t I modify the html tags directly?)

#3. Initial checking out whether it looks fine or not in Blender.

DCfXdNa.png

Looks fine, huh?

#4. After 4 weekends of work...(2015.06.21.)

To be done:

1. Making a model of MRM-106D, which is a hydrazine RCS jet used in DCSS. Blackheart612 gave me his awesome model!

2. Making some Payload Attach Fittings as described in Delta IV Payload Planner's Guide. successfully done!

2.1 Making some Payload Adapter as described on Delta IV Payload Planner's Guide - 50% done

3. Implementing RealPlume onto my ones.

4. Texturing!

Maybe:

1. 8m EUS which looks very similar to 5m DCSS.

2. Other Cryogenic Upper Stages.

3. Entire Delta IV rocket, include CBC.

Credit to Blackheart:

quote_icon.png Originally Posted by blackheart612 viewpost-right.png

I do not allow any kind of modification and redistribution unless I give the go ahead. People who had products derived from my mod asked for my permission before doing so. CMES especially as the products of Aerojet Kerbodyne/Kerbal Stock Launcher Overhaul are directly usable, modifiable and can be redistributed by YANFRET for the pack (I also make parts for him if he needs it.) The consequence of this is me or the mod itself is credited because it is used. If you want to use modified parts of my mod, you can use it if you want, I'm giving you permissions, just credit Aerojet Kerbodyne. :)

Edited by FennexFox
Link to comment
Share on other sites

l8QTYBP.png

Didn`t learn Unity yet, I modelled all 4 of Payload Attach Fittings which is described on Delta IV PPL.

Since it`s my third day with Blender, I`m doing things very...unefficiently.

It goes on top of DCSS Hydrogen Tank, beneath the Payload Adapter, which acts as decoupler in KSP.

The one I attached is 4394-5 PAF, which means 4394mm-5m PAF.

Edited by FennexFox
Link to comment
Share on other sites

Well, this is actually looking pretty well sir! Was it just your first day in Blender or the first time you actually modelled something? If so, man I don't beliebe it! If I look at my first models... *glbs*.

Keep it up!

Thank you so much! I was just clever enough to get the easiest one, only a couple of toruses with trusses. what a rhyme! :P

Link to comment
Share on other sites

5TTMkQZ.png

EELV-Secondary Payload Adapter

Almost done, I`m just wondering if I could extrude a thing into the local axis...It seems that I could only extrude a thing into global or normal axis.

E: Found a way, and now confused with lighting and rendering. :P

qR1r8uh.png

Edited by FennexFox
Link to comment
Share on other sites

I'm really unhappy with the Unity Tutorials. I spent almost one and a half week to figure out how I could import the PartTool023 into my Unity Project.

I'm maybe a noob to unity, and a noob to English, but not a noob to computer at all...things make me feeling myself miserable.

Edited by FennexFox
Link to comment
Share on other sites

You must simply make a new project and copy the PartTools folder into the Asset folder in your project. ;) Keep up the good work so far!

Thanks! I solved the problem when I posted it, but anyway, you`re really kind to watching me doing things and giving me the confidence.

but I have another problem: When I imported the blend model of 4-3 adapter into unity, trusses seems hollow.

I checked this model several times in Blender, but found no problem.

http://imgur.com/3kni*g*g*A

Ok, my Imger image url has some inappropriate word, so I can't embed it directly.

just copy and paste the url above without stars. Thanks.

Edited by FennexFox
Link to comment
Share on other sites

That's a normals issue. When looking at your model in blender, you can see some darker faces. Others are more bright. When the faces are bright, you can see them from the outside, when they are dark, you can't. You can see this on the model image of the truss in blender further above. To fix that, you want to select all the dark faces, press space and type "Flip mormals" and click that. Then your selected face turns from dark to grey. You could also just select all faces and type "recalculate normals", but sometimes blender makes mistakes there, so better do it yourselves. ;)

Link to comment
Share on other sites

That's a normals issue. When looking at your model in blender, you can see some darker faces. Others are more bright. When the faces are bright, you can see them from the outside, when they are dark, you can't. You can see this on the model image of the truss in blender further above. To fix that, you want to select all the dark faces, press space and type "Flip mormals" and click that. Then your selected face turns from dark to grey. You could also just select all faces and type "recalculate normals", but sometimes blender makes mistakes there, so better do it yourselves. ;)

WOW! Now my problem for last few days are solved at once! Really thanks!!

Link to comment
Share on other sites

Ok, I have really no time to work on this today, so this is what I got:

ITXXmg0.png

There`s tons of things to be done, but anyway, I got my own part in game! Look at the shiny tank adapter!

but the problem is within MM config. I think everything blocks my way. :P

!MODEL {}

@MODEL

{

model = AerojetKerbodyne/Parts/ICPS/43A

scale = 1.94975275, 2.0, 1.94975275

}

Yes, MU is replaced, but scale isn't working. I have to use TweakScale instead to scale this adapter up.

I have no idea why this is happening...

Edited by FennexFox
Link to comment
Share on other sites

Are you trying to make it bigger or smaller the whole part ? And why is the middle one 2 and the rest roughly the same ?

!MODEL {}
@MODEL
{
model = AerojetKerbodyne/Parts/ICPS/43A
scale = 1.94975275, 2.0, 1.94975275
}
scale = 1.94975275
rescaleFactor = * what ever

Link to comment
Share on other sites

Are you trying to make it bigger or smaller the whole part ? And why is the middle one 2 and the rest roughly the same ?

!MODEL {}
@MODEL
{
model = AerojetKerbodyne/Parts/ICPS/43A
scale = 1.94975275, 2.0, 1.94975275
}
scale = 1.94975275
rescaleFactor = * what ever

Bigger, as it's a MM config for RO. I have to make a ksp sized part into real sized one, that's roughly x2. Yes, scales for each axis are not equal but roughly equal, that's decided by maintainers of RO. They sized up the adapter between tanks from Kerbodyne mod by those scales. I don't know why, but I presume they decided it to match the real scale.

So I have to write the scale line outside of model again? I did the model resizing few times ago but that was never required before.

Edited by FennexFox
Link to comment
Share on other sites

I can't help you with the MM Config, but an advise from me for your new models in the future: When you are replicating real rocket parts, then use the same size as the real part you are modelling, and scale the part down for a stock KSP installation. This way, RO users mustn't struggle with the scale, and you have no problems and mustn't convert the real data to your smaller sized part when you are rechecking your part in your modelling app. It saves time and makes life a lot easier! ;)

And of course great that you got the parts working, they look very good to me!

Edited by Kartoffelkuchen
Link to comment
Share on other sites

I can't help you with the MM Config, but an advise from me for your new models in the future: When you are replicating real rocket parts, then use the same size as the real part you are modelling, and scale the part down for a stock KSP installation. This way, RO users mustn't struggle with the scale, and you have no problems and mustn't convert the real data to your smaller sized part when you are rechecking your part in your modelling app. It saves time and makes life a lot easier! ;)

Yes, that's what I wanted! But as this is a branch of Kerbodyne, it's better to match the scales with Kerbodyne and then scale it up, I thought. :(

Link to comment
Share on other sites

Javascript is disabled. View full album

My grandmother passed away some days ago, so I had really no time this weekend. I'm back here to report anyway.

As I said before, I modeled all 4 PAFs of DCSS, and now am working on PLAs. I'm only modeling now, set texturing aside.

and made some CFGs to make them work as intended. PAF with Procedural Fairings module, PLA with decoupler, etc.

Problems: I don't get how should I align my model on blender.

I made "set origin to geometry" and locate the model (0,0,0), but it seems not aligned properly.

Curious: Can I make a preset with procedural faring module, and set nodenumbermodifier & autoshape off?

I have to get to the procedural fairing thread, obviously.

To be done: much, much mores...

Edited by FennexFox
Link to comment
Share on other sites

http://imgur.com/a/JnV7t

My grandmother passed away some days ago, so I had really no time this weekend. I'm back here to report anyway.

As I said before, I modeled all 4 PAF of DCSS, and now am working on PLAs. I'm only modeling now, set texturing aside.

and made some CFGs to make them work as intended. PAF with Procedural Fairings module, PLA with decoupler, etc.

Problems: I don't get how should I align my model on blender.

I made "set origin to geometry" and locate the model (0,0,0), but it seems not aligned properly.

Curious: Can I make a preset with procedural faring module, and set nodenumbermodifier & autoshape off?

I have to get to the procedural fairing thread, obviously.

To be done: much, much mores...

Sorry about your grandmother, condolence. :(

I'll put this way down here to be away from negative emotions

I center my model in blender using Shift + C to reset everything. I then "set origin to cursor" or something. Then I "set geometry to origin". Works most of the time if the model is symmetrical anyway. Exactly in the middle of the modeling plane. Also, you can set the position in Unity (0, 0, 0) but not sure about it.

Also I made MRM-106Ds for Aerojet Kerbodyne already way back then, both 4-engine REM and 2-Engine REM. Pretty sure I used the measurements properly. I can lend them to you if you want it.

--

EDIT:

W4xV0ZB.png

Link to comment
Share on other sites

Sorry about your grandmother, condolence. :(

I'll put this way down here to be away from negative emotions

I center my model in blender using Shift + C to reset everything. I then "set origin to cursor" or something. Then I "set geometry to origin". Works most of the time if the model is symmetrical anyway. Exactly in the middle of the modeling plane. Also, you can set the position in Unity (0, 0, 0) but not sure about it.

Also I made MRM-106Ds for Aerojet Kerbodyne already way back then, both 4-engine REM and 2-Engine REM. Pretty sure I used the measurements properly. I can lend them to you if you want it.

--

EDIT:

http://i.imgur.com/W4xV0ZB.png

Always really thanks for your generosity and useful help! I'll get the method this weekend.

BTW, yes I recall you made the MRM-106Ds, since I was who requested you to make them XD but I can't find the mu file in your Aerojet Kerbodyne mod...I downloaded yours from the dropbox link on your release thread.

Link to comment
Share on other sites

Really looks awesome...

This could be useful for filling the gap between 3.75m and 5m parts, as well as having an Aerojet Kerbodyne feel to it and really helps with SLS like vehicles with the various configurations.

Link to comment
Share on other sites

Well, they weren't in the pack yet as I remember I didn't release them because I wanted to make sure the parts I released worked perfectly back then. I didn't have time to test them out so they weren't included. It's just in my storage somewhere, I'll give it to you once I upload it (if you haven't made one already at that time)

Link to comment
Share on other sites

Really looks awesome...

This could be useful for filling the gap between 3.75m and 5m parts, as well as having an Aerojet Kerbodyne feel to it and really helps with SLS like vehicles with the various configurations.

Thank you for saying so! Since it's my first mod, every single comment cheers me a lot. BTW, I'm afraid that my mod wouldn't fit well to your purpose. My goal is replicating the Delta Cryogenic Second Stage in all the two diameters(4m and 5m), since we have only a 5m version of it, which is identical to ICPS: we have the gorgeous ICPS in glorious Aerojet Kerbodyne mod. So actually what I'm doing is downsizing it, rather than upsizing it.

- - - Updated - - -

Well, they weren't in the pack yet as I remember I didn't release them because I wanted to make sure the parts I released worked perfectly back then. I didn't have time to test them out so they weren't included. It's just in my storage somewhere, I'll give it to you once I upload it (if you haven't made one already at that time)

Argh, that's why I couldn't find them! Well, I'm only working at weekends, and I'm so much a noob, so I'll be very appreciate every help you might give. And I consider this mod only for Realism Overhaul, so I have to rewrite cfg whatever those parts have, so whether it works well or not doesn't matter. Frankly, your models are great in detail, so I hope to get yours!

Edited by FennexFox
Link to comment
Share on other sites

I started with little details, it just went like that :D

Kindly check if these are the right files:

https://www.dropbox.com/s/v8bs56wexepr872/MDM106.zip?dl=0

Sorry for delaying! I was too busy last few days. Checked your models, and they are fantastic as always! Since I can't run unity and ksp until weekends, I could only check the models themselves, but it seems prefect. Always thanks to your help and generosity!

Link to comment
Share on other sites

Weekly report, again!

Javascript is disabled. View full album

Generously Blackheart612 permitted me to modifying his models themselves, so I spent this weekend with tinkering his models to make a proper-looking 4m DCSS parts, not just scale editted ones by cfg modifications.

So I have full bunch of new models, so I have to re-write and clean up some cfg and MM configs into new ones. I'll do that next weekend.

Problems: I didn't touched anything about textures but they are gone!

Things to Learn 1: How to make engine-faring things with Unity? I mean, the parts not visible unless they're attached to something.

Things to Learn 2: I made low-poly colliders for my models, and unchecked the "mesh renderer" setting in Unity, but it's still shown in-game. How could I make it invisivle?

To be done: initail cfg making, node editing, and some more research to make it's parameters more realistic.

I found that node editing is a real pain in the ass. It really takes much time to make a properly sited node...

Edited by FennexFox
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...