TiktaalikDreaming Posted December 24, 2015 Author Share Posted December 24, 2015 Happy Newton's day everyone. I'm away for a couple of days driving several hundred km around to see various bits of family. Then I have some spare time. Or work from home with low expectations anyway. I'll be looking at changing the colliders for the decouplers to convex in preparation for KSP 1.1, because I know that's comng, AND the new collider system works fine (in fact, that's default for all other parts) in 1.0.5, but it needs tweaking for decouplers. Esp the Nexus decouplers, which do tend to create plenty of trouble even without convex colliders. Be good to each other, fly weird craft, and try not crashing or exploding too much. Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 29, 2015 Author Share Posted December 29, 2015 Well, the scheme of adding a bunch of convex colliders in a circle to form a non-convex collider works fine. Apart from slowing everything to a horrible crawl. Hopefully that'll be fixed by the time non-convex colliders can't be used (aka, unity 5, KSP 1.1). At least I think it was the colliders. :-/ Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted December 31, 2015 Author Share Posted December 31, 2015 On 29/12/2015 at 9:03 PM, TiktaalikDreaming said: Well, the scheme of adding a bunch of convex colliders in a circle to form a non-convex collider works fine. Apart from slowing everything to a horrible crawl. Hopefully that'll be fixed by the time non-convex colliders can't be used (aka, unity 5, KSP 1.1). At least I think it was the colliders. :-/ And now I think it was that my HDD SATA cable was fubar. Corrected and not only does my KSP work fine again, but the separators work nicer. I'm not sure what was wrong with the old ones, I can't tell from importing the mu file into blender if the collider was marked as convex or not. Thye behaved like convex colliders. So I'm going to update the two main adapters that this affects and upload the updated Nexus. Quote Link to comment Share on other sites More sharing options...
Hattivat Posted January 1, 2016 Share Posted January 1, 2016 Perfect, just how I imagined it from these old drawings <3 Quote Link to comment Share on other sites More sharing options...
tater Posted February 6, 2016 Share Posted February 6, 2016 Cool mod, I'll have to try it out. I was always wanting a related concept from the 70s: Quote Link to comment Share on other sites More sharing options...
kerbal adrian Posted February 6, 2016 Share Posted February 6, 2016 cool awsome Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted February 7, 2016 Author Share Posted February 7, 2016 7 hours ago, tater said: Cool mod, I'll have to try it out. I was always wanting a related concept from the 70s: I can't tell which concept that is, there were so many. One of the Phoenixes? Quote Link to comment Share on other sites More sharing options...
tater Posted February 7, 2016 Share Posted February 7, 2016 It's the Boeing concept from the mid 1970s. http://pmview.com/spaceodysseytwo/spacelvs/sld043.htm Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted February 7, 2016 Author Share Posted February 7, 2016 10 hours ago, tater said: It's the Boeing concept from the mid 1970s. http://pmview.com/spaceodysseytwo/spacelvs/sld043.htm Tracking this down, yep, was often also referred to as the Onion. Lowther has some good diagrams. I should probably set myself a limit on projects. :-/ Just some really basic shapes so far. LOX tank, LH tank, RP-1 Tanks, outer shell for tankage, and a heat shield with holes for main engines only so far. I also have a rough shape for the whole craft, but making that visible results in weird overlapping surfaces. Quote Link to comment Share on other sites More sharing options...
tater Posted February 7, 2016 Share Posted February 7, 2016 Wow. Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted February 10, 2016 Author Share Posted February 10, 2016 More of the Boeing Big Onion. I'll get this ready for post KSPv1.1 release of the Nexus mod. It's not Nexus, but it is a big poophole historical planned SSTO. For the record, I'll be having the engines as separate parts, so there will be engine substitutions and so on possible. Not yet 100% certain how I'll split the tankage up. For stock, it's easy, liquidfuel + oxidizer. For RealFuels it's considerably messier. But I suppose with building parts, it'll need to be one part for all tankage so that it works in Stock KSP, and then just have 3 resources for RF/RO. And, the 22 way symmetry will be a pain in the proverbial posterior when building, because the closest divisible symmetry is x2. So there'll be 11 main engine placements and 11 auxiliary engine placements when building. 24 would have been SOOOO much better. :-) Anyways, here's my mesh deconstruction; Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted February 13, 2016 Author Share Posted February 13, 2016 Progress on the Onion, which I now realize is not 100% exactly the same as the LEO. I'm not sure which design predates the other, they're both Boeing, both for the SPS, and very similar to each other. But I have more detailed info for the Onion, via aerospaceprojectsreview, so that's the basis of what I'm doing here. If anything, I suspect the Big Onion came after, as a "can we scale this up?" thought experiment. Because gross lift-off weight is 10,270 tonnes and it's payload is only about 20% off being able to lift one of those LEOs into orbit as cargo. Anyway, I've been looking at the gap between the cargo space and the outside of the top end of this. And, quite frankly, it's huge. So I'll be making some slot in pieces that fit around the cargo bay, for extra fuel, batteries, generators, small towns, etc. Mostly I've been working on a water cooled J-2ish rocket for the main engines of this sucker. Judging from the scale, the numbers and so on, I'm guessing like many other plans around that time, they used the J-2 as their base-line LH+LOX engine. The size fit very nicely with the heat shield holes I had as well. I suspect I've made my water piping waaay too big, but hell, it's an "artists impression". :-) Quote Link to comment Share on other sites More sharing options...
Table Posted February 23, 2016 Share Posted February 23, 2016 Interesting, I'm going to try it out. Nice mod! Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted March 31, 2016 Author Share Posted March 31, 2016 Notes for 1.1 based on prerelease; Mostly working. As far as I can tell, the main parts all seem to work. I don't think I've updated all the colliders on the weirder decouplers yet. Those legs for the second stage don't work. Legs use wheel colliders, and wheels are a "re do from start" job for 1.1, and well, landing legs from pre1.1 in 1.1 behave in a way you really don't want. So, I'm not marking this as compatible with 1.1, but the majority should work so long as you don't want to land a second stage somewhere. Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 2, 2016 Author Share Posted April 2, 2016 (edited) I have an updated leg part https://dl.orangedox.com/2oCZiLVyv7e0Nu4hCO The remainder of the mod should still work fine. Once 1.1 comes out officially, I'll bundle this into the current version and re-release, but not until then. People playing with prerelease versions of software will just need to get used to some manual jiggery. Edited April 2, 2016 by TiktaalikDreaming Adjusted dl link Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted April 21, 2016 Author Share Posted April 21, 2016 OK, got the legs working for 1.1, so I've updated the release edition. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted October 5, 2016 Share Posted October 5, 2016 Hey @TiktaalikDreaming Will you be updating this mod to KSP 1.2? Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 5, 2016 Author Share Posted October 5, 2016 37 minutes ago, Denko666 said: Hey @TiktaalikDreaming Will you be updating this mod to KSP 1.2? Yip. Mostly done. I was going to take the opportunity to add in support for realism overhaul, and that bit isn't done yet. But the basic 1.2 compatibility is done. Those legs finally work properly. I had to do some tweaking on colliders, and it seems I hadn't updated some at all for 1.1. But I'm running tests for the next few day. Without KJR it's hairy as all hell, but it's working. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted October 5, 2016 Share Posted October 5, 2016 That is wonderful news! 'cause frankly... screw those scrawny SpaceX and Kerbodyne rockets. We want some serious lifting powa'! Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 5, 2016 Author Share Posted October 5, 2016 8 minutes ago, Denko666 said: That is wonderful news! 'cause frankly... screw those scrawny SpaceX and Kerbodyne rockets. We want some serious lifting powa'! Ha! Amen. Kerbals wouldn't mess around with teeny little 12m rockets when there's some handy 50m boosters. Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 10, 2016 Author Share Posted October 10, 2016 I've been tweaking towards a RSS+RO edition. Here's a first flight of the Nexus 1 booster; The control rockets' RCS wasn't working, so I'll need to mess more with that. Plus I want to add in some MM config so that if throttle controlled avionics is installed, the control rockets are just rockets with throttling capability. Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 14, 2016 Author Share Posted October 14, 2016 I've updated the mod to 1.2. Realism Overhaul config is a WIP, but included for anyone who wants to break their stuff. Quote Link to comment Share on other sites More sharing options...
Denko666 Posted October 16, 2016 Share Posted October 16, 2016 (edited) I hate to bring bad news already, but... ... The Aero Plug Engine for the Nexus II seems to be a size too big. Edited October 16, 2016 by Denko666 g missing Quote Link to comment Share on other sites More sharing options...
TiktaalikDreaming Posted October 16, 2016 Author Share Posted October 16, 2016 (edited) 1 hour ago, Denko666 said: I hate to bring bad news already, but... ... The Aero Plug Engine for the Nexus II seems to be a size too big. Damn. :-/ I see the error though. The engine configs for RO are via a spreadsheet by NathanKell for RO engine configs. I used that, modified the output a bit and (for all but the Nexus 2 Plug engine) changed it to "NEEDS[RealismOverhaul]" so it doesn't apply unless RO is installed. Cleverly, I didn't change that for the larger of the two plug engines. Options: Option 1: Edit GameData/Nexus/Parts/RealismConfigs.cfg line 433 to read @PART[Nexus63EnginePlug]:NEEDS[RealismOverhaul] (This is the fix I'm applying, should fix the incorrect application of RO config on non-RO installs) Option 2: Delete GameData/Nexus/Parts/RealismConfigs.cfg This file has the ModuleManager config for Realism Overhaul, and it's not finished and doesn't include all parts. And last I checked, RO isn't updated for 1.2 yet as it is a bundle of mods so is as slow as the slowest of those. PS: That's the full scale beast. The stock edition of the Nexus is half scale. Edited October 16, 2016 by TiktaalikDreaming Quote Link to comment Share on other sites More sharing options...
Denko666 Posted October 16, 2016 Share Posted October 16, 2016 Super. I was afraid you'd had to dive back into the 3d design and resize everything. I'll just delete the mm config file. Not using it anyway. Quote Link to comment Share on other sites More sharing options...
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