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WIP: Deltaglider XR-1


Redneck

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ok so its the weekend, YEY!!!!! I am challenging myself to get another update out to address the issues with the scram and retro power as well as fixing the docking port. (Thanks to Doc Anderson for pointing this out) I hope to get more done such as addressing the issue with the already existing ladder and making it functional. So begins my weekend I hope its productive!

Edited by Redneck
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if you're not against adding requirements, there's the bahamuto dynamics retractable engines, you could use the same code perhaps?

His retractable engines are byproduct of a plugin module he made, BDAnimations. That is what powers the animated engines for that mod. It would require a dependency, but for something this complicated, I think it would be warranted. (Though I haven't seen very many other mods that put that plugin to good use. Dr. Jet tried, but I'm having problems with the engines parts that have configs that use it.)

The other, more stock option, is to have 2 sets of toggles for each engine: Deploy/Retract and Activate/Deactivate. (This is the stock behavior of Dr. Jet's engine parts I'm having problems with.) As mentioned, this requires the player to consciously deploy engines or else wind up destroying the vessel from the inside out.

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here is a picture of the ladder im talking about its on the airlock part already

lSLY8sd.png

the ladder looks short i know but its actually 2 parts overlapped so it looks like one. But even then it was made for humans so it may still be to short for a kerbal. So Im going to have to get creative with this one

Edited by Redneck
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Great mod, works amazing. It would be nice if the action groups were setup right out of the box on the .craft, but beggars cannot be choosers. Is there some engine on the Orbiter version that would allow for loitering, after my decent from orbit (nicely controlled, Didn't get too hot) I had to fire the mains because the scram Wasn't producing much thrust. Also, airbrakes?

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scrams and retro thrust as well as docking port, and body AND cargo colliders fixes will be in the next update and if time allows the ladder will be animated and usable. The airbrakes are already there just assign them in stock action groups and hit the "B" button or use the brakes up there in game by the altitude indicator

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WIP V0.5 Is uploading now. It will Take a little while to Show up on CKAN.

I recommend using the DockingSounds mod for the docking port located here:

https://kerbalstuff.com/mod/927/Docking%20Sounds

As always Read the first post of this thread

Edited by Redneck
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1 - found out why I had that gap, it's still happening, but it only occurs when using angle snap, works like a charm without it

2 - was the ladder added in this update? because I can't control it, neither in the VAB nor in flight

3 - could I suggest just one common texture file for all parts? and while we're at it, is there a specific reason for .mbm texture instead of .dds?

4 - scramjet seemed to be working quite well, giving a lot of power, however, it is more fuel efficient to use the rocket engines instead of it

5 - forgot to suggest that before, could you add a way to transfer kerbals from the cabin? right now ship manifest is needed, and the only airlock is the docking port

6 - docking works! had to take a pic! (not because it works, because it looks cool :) )

CU9S8iJ.png

7 - btw, what's the scale of the DG? I don't know the size of it in Orbiter, but that Salyut is at 80% scale

didn't test re-entry nor landing on other bodies yet though

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1 - found out why I had that gap, it's still happening, but it only occurs when using angle snap, works like a charm without it

2 - was the ladder added in this update? because I can't control it, neither in the VAB nor in flight

3 - could I suggest just one common texture file for all parts? and while we're at it, is there a specific reason for .mbm texture instead of .dds?

4 - scramjet seemed to be working quite well, giving a lot of power, however, it is more fuel efficient to use the rocket engines instead of it

5 - forgot to suggest that before, could you add a way to transfer kerbals from the cabin? right now ship manifest is needed, and the only airlock is the docking port

6 - docking works! had to take a pic! (not because it works, because it looks cool :) )

7 - btw, what's the scale of the DG? I don't know the size of it in Orbiter, but that Salyut is at 80% scale

didn't test re-entry nor landing on other bodies yet though

ok let me answer each one

2: Didnt have time for ladder will put it in next update

3: ActiveTextureManagement converts the textures to .DDS Unity does not export to .DDS

4: both the engines mains and scrams have the same ISP (40000) which should mean they both use the same amount of fuel

5: There is no other way to transfer them. Cant transfer them from cabin it would suck all the air out killing all the kerbals right?

6: scale is 1 meter in blender and upon import into unity

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3 - a wild link appears, but of course, if unity doesn't convert there's no reason to make it dds yet, totally understand that. btw, in a final version of it, would it be possible to have just one master texture file for all parts? just so we can replace the textures for the ones available at the Altea page and through the internet without needing to change like 10 files :)

4 - that's odd, I tried using the scrams alone and Kerbal Engineer gave me half d/v from the main engines (still, it's 80k d/v, one can travel the entire system with just one tank...)

5 - what about adding a crew hatch over the cockpit? there are some textures over there that look like a hatch... also, if unity allows that, could this hatch be a non-EVA hatch, just for transfering them to the airlock? because without ship manifest it isn't possible to EVA kerbals that are in the cabin :)

still 5 - let's not forget :P

udvar-hazy-05.jpg

6 - so, it is 1:1 from orbiter? for RO all it will be needed are fuel and engine configs then

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the texture files are the ones from orbiter. so if you wanted to skin the dg using user made skins I took this into consideration when making it. The only one that i didnt follow this on was the cockpit. So I would assume using the one texture file from altea should work. The texture mappings are the same. Let me know how this goes Im kind of curious myself how it would be done. But I have to goto work..ill see what i can do when i get home about the hatch thing and take a look at the scrams. Remember though the scrams are air breathing not rocket engines

Edited by Redneck
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i played around trying to reskin the DG without unity. I was partially successful but the textures were backwards. I think Ill wait till the next update to take this on. If I understand correctly unity 5 will export to dds. If this is the case it will be simple to reskin simply by replacing the the existing .dds files with those from user made ones right into the DG folders directly. I have found no ways to change a user made dds to mbm. If anybody else has any luck please let us know. And now time for bed

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For right now its stock medium landing gear. they are in utility i believe. This weekend im going to put the actual landing gear in. The wheels won't roll but squad is redoing them anyways in next update. So I will have to redo mine also. But at least they will be there

Edited by Redneck
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Just want to say thanks for the conversion, can't wait for the XR-2! :D

This, SSTU, and FASA (for F-1 and J-2) are now my standard mods :D

2HVFFeB.png

hS5Q6XQ.png

btw, just to let you know, these pictures were in RO+64K, your DG works almost out of the box with RO, but I had to disable the scramjet because the effects were messed up (they don't show up on the other engines, and in the scramjet it's the opposite, it doesn't stop, but this is with RO, not in stock)

oh, and I had to switch like 20 files (copies of the two main textures) to change the texture and I still forgot the elevons

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How did you change the textures? Could you please share how you did it for other users including myself? and what is RO? Oh and BTW i am working on the landing gear hopefully sometime this week. ANd what effects are you talking about on the scramjets? And how were they messed up?

Edited by Redneck
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don't worry about the effects or the scramjet, they work on stock, It's just that something in Realism Overhaul (RO) messed them up, probably the RealPlumes or Smokescreen mods

I'll look into it tomorrow, I'll see if someone in the RO IRC can help me making a RealPlume config

here's what I did with the textures:

1 - got a texture from the Altea page (there might be other pages for textures too), here: http://www.alteaaerospace.com/index-4.html

2 - converted all the textures from your pack to .dds using the KSP2DDS tool, here: http://forum.kerbalspaceprogram.com/threads/98672-WIN-KSP-to-DDS-texture-converter

3 - edited the downloaded .dds textures and flipped them vertically (idk why they would need to be flipped again as they are already DDS but yeah...)

4 - replaced every dgxr1_1 and dgxr1_2 I could find (couldn't find the elevons and rudder before, hence why they are different) (also worth noting, I had to replace like 20 files, this is why I suggested having just one texture file for all parts in one single place, this would also save some RAM)

5 - ???

6 - profit!

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well to tell you the truth ive been wondering if the scramjet plumes even need to be there at all really. The Orbiter version of the deltaglider has no plumes but a light smoke coming from them. Here they are in orbiter

lWhbAzG.png?1

Edited by Redneck
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in Orbiter rocket engines have flames like a spotlight... don't get me wrong, Orbiter is great, especially being free, but graphics aren't their main thing

plus, this is a test of a real scramjet:

SJX61_1EngineTest20070221_TransitionToJP7.jpg

on another note, while searching for XR-1 repaints I found this: http://www.orbithangar.com/advsearch.php?text=XR-1&search=everything&category=8&subcat=0&OrbVer=default

maybe you could try contacting the author to use it when you start working on the XR-2? would save some time and would make it look amazing... even if he doesn't allow, there's nothing stopping from pointing the link to his download page and using as one would use in orbiter anyways, it just wouldn't be shipped with the KSP version...

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the problem with using those skins with the XR2 is it wont work like it does for XR-1. We wont be able to reskin it unless i do it in unity because the model i have is not the original one but a copy and the texture mappings will all be different. The only way to do it would be to get a unencrypted copy from the author of the original mesh and lets just say he is not real happy with the orbiter community. So Im pretty sure we can rule that out!

Edited by Redneck
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Try it with the recommended mods only to reduce lag. The errors are mostly "convex hull init failed" i am already aware of those (i dont think it means anything really) and am waiting on the unity 5 and ksp update before i tackle those

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