CobaltWolf Posted February 18, 2016 Author Share Posted February 18, 2016 1 minute ago, Sgt.Shutesie said: Depends on what it might look like afterward, it doesn't look the best for the tank atm. Are you saying the tank doesn't look very good, or the engine doesn't? Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted February 18, 2016 Share Posted February 18, 2016 Just now, CobaltWolf said: Are you saying the tank doesn't look very good, or the engine doesn't? The tank looks great and the engine looks great, but they dont seem to go together too well. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 18, 2016 Author Share Posted February 18, 2016 (edited) 3 minutes ago, Sgt.Shutesie said: The tank looks great and the engine looks great, but they dont seem to go together too well. I can take a look at it. *shrug* I just finished revamping those textures in the last update. Is it the textures or something else? At the moment I want to finish up what I'm working on right now and move on. This update was originally meant to get a lot of things I 'wanted, but didn't want to do' out of the way, which certainly has not helped my overall situation (though I don't think it was a root cause of the slowdown). I want to move on to new things - Atlas and Titan expansions in particular excite me right now. Edited February 18, 2016 by CobaltWolf Quote Link to comment Share on other sites More sharing options...
MKSheppard Posted February 18, 2016 Share Posted February 18, 2016 (edited) Found some data on the Titans for you. ABOVE: standalone Titan IIIL. BELOW: Titan IIIL as Space Shuttle Booster: Edited February 18, 2016 by MKSheppard Quote Link to comment Share on other sites More sharing options...
MKSheppard Posted February 18, 2016 Share Posted February 18, 2016 “Fat Core” Titan III Proposals Note: The name comes from an Aerospace Technology article on 29 January 1968, which went: Asked what he foresaw as the launch vehicle beyond an uprated Titan III-C (Titan III-M, seven-segment solid rocket motors and a stretched first stage), Col. Taliaferro said: "That is about the extent of the growth potential of the present Titan III. Beyond that, if and when a firm requirement exists for a booster in the 50,000 to 100,000 lb. payload class, I like the fat-core Titan with optimized 156-in.-dia. solid rocket motors." Col. Taliaferro defined "fat core" as a Titan III vehicle with the diameter extended to 156 in. Four of the current Aerojet liquid-fuel engines are clustered and fed from common tankage. Martin-Marietta Corp. has funded an in-house effort of this nature for some time and such a vehicle has been well defined. TITAN IIIG: "The Titan IIIG has a 15 ft. diameter core with a 4 engine first stage, and can use 7-segment 120-inch or 5-segment 156-inch diameter SRM. Low earth orbit payloads up to 100,000 lbs are claimed. Martin has generated a serious sales effort to sell this vehicle in competition to the Saturn derivative intermediate family (e.g., INT-20)."Selected Comments on Agena and Titan III Family Stages, Case 720; 26 March 1968, Titan III Large Diameter Core (LDC) Family (aka Titan IIIL) Notes: This family was proposed from mid-1971 onwards by Martin Marietta. It would have increased the core stage diameter up from the existing 10 feet (3m) and would have used a varying number of UA-1207 SRMs developed for the Titan IIIM program. Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted February 18, 2016 Share Posted February 18, 2016 Apparently we are hot right now with over 1400 replies. Quote Link to comment Share on other sites More sharing options...
akron Posted February 18, 2016 Share Posted February 18, 2016 *sizzle* @MKSheppard That's a great material find you got there! 21 minutes ago, CobaltWolf said: I want to move on to new things - Atlas and Titan expansions in particular excite me right now. Woohoo! Titan! Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 18, 2016 Author Share Posted February 18, 2016 @MKSheppard great info! The Shuttle proposal... whoa. So if I had to boil down LDT to... say, one primary model... 2.5m is a bit small but is also IMO appropriately sized for what sort of role I want it to fill, ie a powerful 2.5m lifter with massive solids, perhaps outclassing things like the Atlas V. Also... would they have converted to kerolox at some point? Seems pointless to stay with storable propelants. Quote Link to comment Share on other sites More sharing options...
MKSheppard Posted February 18, 2016 Share Posted February 18, 2016 If Atlas expansions make you hard; there's a guy who worked on Atlas (his first launch was in about '85) who is compiling drawings of the proposed Atlas variants over here at: https://forum.nasaspaceflight.com/index.php?topic=26915.0;all You have to go all the way down to get to the interesting stuff. Quote Link to comment Share on other sites More sharing options...
Jso Posted February 18, 2016 Share Posted February 18, 2016 @CobaltWolf could we get the PhysicsSignificance = 1 line removed from the Agena Secondary Engine? I can't think of a reason for it to be there. That's the reason nobody could get RealPlumes working on that engine. @VenomousRequiem, it works: Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 2 minutes ago, Jso said: @CobaltWolf could we get the PhysicsSignificance = 1 line removed from the Agena Secondary Engine? I can't think of a reason for it to be there. That's the reason nobody could get RealPlumes working on that engine. @VenomousRequiem, it works: How do you always do exactly what I do but better... Shouldn't those be Hypergolic-Vernier though? Quote Link to comment Share on other sites More sharing options...
Jso Posted February 18, 2016 Share Posted February 18, 2016 2 minutes ago, VenomousRequiem said: How do you always do exactly what I do but better... Shouldn't those be Hypergolic-Vernier though? I think it looks awful, it's way misaligned and overdone. My thought was to try Hypergolic-OMS-Grey Red or White. And a lot smaller plume. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 (edited) 31 minutes ago, Jso said: I think it looks awful, it's way misaligned and overdone. My thought was to try Hypergolic-OMS-Grey Red or White. And a lot smaller plume. Red. I'll make sure it's in the newest version. UPDATE: !!! Working Agena secondary engines! UPDATE 2: I sent Cobalt the updated RP config and part .cfg, everything is in order. Thank you for your help. Edited February 18, 2016 by VenomousRequiem Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 18, 2016 Author Share Posted February 18, 2016 UPDATE 3: They don't work on my end. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 Just now, CobaltWolf said: UPDATE 3: They don't work on my end. UPDATE 4: Give me like thirty seconds to fix it. Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted February 18, 2016 Author Share Posted February 18, 2016 50 minutes ago, VenomousRequiem said: UPDATE 4: Give me like thirty seconds to fix it. UPDATE 5: Venom is #WorstDev2016 Quote Link to comment Share on other sites More sharing options...
DiscoSlelge Posted February 18, 2016 Share Posted February 18, 2016 1 minute ago, CobaltWolf said: UPDATE 5: Venom is #WorstDev2016 Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 1 hour ago, CobaltWolf said: UPDATE 5: Venom is #WorstDev2016 Yeah pretty much. We totally got a lot accomplished though! Castors are done... Castors are done. Productive Skype call. Quote Link to comment Share on other sites More sharing options...
fs10inator Posted February 18, 2016 Share Posted February 18, 2016 UPDATE 10: Still trying to figure out how I could remove smoke effects from RP engine config files without using SmokeScreen in game. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 3 hours ago, fs10inator said: UPDATE 10: Still trying to figure out how I could remove smoke effects from RP engine config files without using SmokeScreen in game. Did you try asking on the RP thread? Quote Link to comment Share on other sites More sharing options...
fs10inator Posted February 18, 2016 Share Posted February 18, 2016 (edited) 2 hours ago, VenomousRequiem said: Did you try asking on the RP thread? Lemme take note of that. I keep on forgetting it. UPDATE 10.23e+009: Yes, I did. Edited February 18, 2016 by fs10inator Quote Link to comment Share on other sites More sharing options...
Sgt.Shutesie Posted February 18, 2016 Share Posted February 18, 2016 CRAFT FILE UPDATE 1: I decided the name for our thor is Thoda, it will have 4 variants for 2 versions, a long and a short and include srb subassemblies. I'm also calling Brun Bruno from now on... Like my notebook? Quote Link to comment Share on other sites More sharing options...
fs10inator Posted February 18, 2016 Share Posted February 18, 2016 A big thank you (and a shoutout) to @Jso for providing me a way to remove smoke from RealPlume engine effects. Just post the following in a RP engine CFG @PART[PartName]:HAS[@PLUME[PlumeName]]:FOR[zzzRealPlume]:NEEDS[RealPlume] { @EFFECTS,PartName { @Alcolox-Lower-A6 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Ammonialox { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hydynelox-A7 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hypergolic-Lower { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hypergolic-Upper { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Lower { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Lower-F1 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Upper { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Turbofan-Spool { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Turbojet-Spool { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } } } Example: Delta II RS-27 engine. @PART[bluedog_Delta2_RS27]:HAS[@PLUME[Kerolox-Lower]]:FOR[zzzRealPlume]:NEEDS[RealPlume] { @EFFECTS,bluedog_Delta2_RS27 { @Alcolox-Lower-A6 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Ammonialox { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hydynelox-A7 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hypergolic-Lower { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Hypergolic-Upper { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Lower { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Lower-F1 { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Kerolox-Upper { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Turbofan-Spool { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } @Turbojet-Spool { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } } } Result: Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted February 18, 2016 Share Posted February 18, 2016 @fs10inator That's a really good idea but that sounds like a lot of work to change every single RP config. @Jso if you work your magic and like PM me the updated configs I'll make sure they get into the next release. Quote Link to comment Share on other sites More sharing options...
Jso Posted February 18, 2016 Share Posted February 18, 2016 13 minutes ago, fs10inator said: Example: Delta II RS-27 engine. Umm, that works? I would think it would blow up on the @EFFECTS,bluedog_Delta2_RS27 line. That's not valid. The config I gave you in the other thread will single handedly remove the smoke from all liquid engines without modification. I thought that's what you wanted. If you want to be selective use this: @PART[bluedog_Delta2_RS27]:HAS[@PLUME[*]]:FOR[zzzRealPlume]:NEEDS[RealPlume] { @EFFECTS,* { @Kerolox-Lower { !MODEL_MULTI_PARTICLE_PERSIST[smoke] {} } } } For a different part change Kerolox-Lower to the appropriate effect (Hypergolic-Lower, Hypergolic-Upper, ect). 11 minutes ago, VenomousRequiem said: @Jso if you work your magic and like PM me the updated configs I'll make sure they get into the next release. I don't know what you're talking about. Quote Link to comment Share on other sites More sharing options...
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