NoMrBond Posted February 28, 2014 Share Posted February 28, 2014 Yeppers, splitting the thrust between the bells worked. Now the smaller RD-8 engines will stop spawning particles when the fuel runs out Thanks for the help, all!That worked ?! Woohoo!If only I could have some good ideas for my own stuff Link to comment Share on other sites More sharing options...
stubbles Posted February 28, 2014 Author Share Posted February 28, 2014 (edited) If only I could have some good ideas for my own stuff Bah! Your project is looking great A few shots of all the particleFX on it's maiden "keosynch" orbit launch. Any feedback/suggestions? I was thinking about making the smaller RD-8 engines on the second stage be a tint of blue instead of orange, to add some contrast. I also tweaked the emissive maps a bit, to get some underglow on the engines.*edit*Mission was successful. 14.85ton payload delivered to keosynch orbit 2868km, with about 100 units of fuel to spare. Might be able to do an initial release of the rocket on Sunday. Edited February 28, 2014 by stubbles Link to comment Share on other sites More sharing options...
Guest Posted March 1, 2014 Share Posted March 1, 2014 Wow. Looks awesome. One of the best kerolox effects I've ever seen. Really looking forward to the release, if you ever needed a tester/research guy, PM me. Also, does the Block D has it's RCS/ullage motors? Link to comment Share on other sites More sharing options...
stubbles Posted March 1, 2014 Author Share Posted March 1, 2014 (edited) does the Block D has it's RCS/ullage motors?Oh, nope! Hah, I didn't know it had any. I'll be sure to add them on. Thanks! Edited March 1, 2014 by stubbles Link to comment Share on other sites More sharing options...
SkyHook Posted March 1, 2014 Share Posted March 1, 2014 Oh, nope! Hah, I didn't know it had any. I'll be sure to add them on. Thanks! I think a tint of blue is always welcome in my book Oh, and I second that tester thing. I can test FAR compatibility as well. Link to comment Share on other sites More sharing options...
BLUAV8R Posted March 1, 2014 Share Posted March 1, 2014 Oh, and I second that tester thing. I can test FAR compatibility as well.Same here, i can also test DeadlyReentry also as i know some parts (speciffically engines) have issues with it Link to comment Share on other sites More sharing options...
stubbles Posted March 1, 2014 Author Share Posted March 1, 2014 All assembled in her final form. These are the extended fairings for the large payloads. I also added a mission flag as well as the RCS thrusters on the Block-DM 3rd stage. I'll probably send out a version of this to a few of you tomorrow, for testing. Still some config tuning to do. Link to comment Share on other sites More sharing options...
Guest Posted March 1, 2014 Share Posted March 1, 2014 Oh, nope! Hah, I didn't know it had any. I'll be sure to add them on. Thanks! Here's how they looked: http://www.buran-energia.com/blog/wp-content/uploads/Musee/MAI/SNC16397.JPGThey were separate parts, I think it was possible to jettison them (or at least the ullage motors). They controlled Block D's roll and orientation during coast phase. Link to comment Share on other sites More sharing options...
a__gun Posted March 1, 2014 Share Posted March 1, 2014 Any chance of getting some plainer textures included when this does get a release - not a fan of flags/names all over my rockets Link to comment Share on other sites More sharing options...
stubbles Posted March 1, 2014 Author Share Posted March 1, 2014 I think it was possible to jettison them.I'll probably just keep them attached. Less hassle and less unique parts to deal with. At least they are there now, thanks for the heads up! Any chance of getting some plainer textures included when this does get a release - not a fan of flags/names all over my rocketsSure thing, I can release a clean version with it (boooooring ;p). You'll just have to manually delete/rename the MBM files for it. SkyHook, here's the blue tint I added in: Link to comment Share on other sites More sharing options...
WhatsThisButtonDo Posted March 1, 2014 Share Posted March 1, 2014 WARRRRGALARGL , WANT NOW!!What he said, only with more GALARGL.I could be talked into testing. Link to comment Share on other sites More sharing options...
SkyHook Posted March 1, 2014 Share Posted March 1, 2014 Blue tint is awesome! Link to comment Share on other sites More sharing options...
Boamere Posted March 1, 2014 Share Posted March 1, 2014 What he said, only with more GALARGL.I could be talked into testing.Wait until tommorrow! he said he might release it on sunday 0-0 Link to comment Share on other sites More sharing options...
stubbles Posted March 1, 2014 Author Share Posted March 1, 2014 Sent out several beta links to testers, should hopefully get some good feedback. Still hoping to release tomorrow, but might go a few more days, pending any major issues with FAR, etc.Thanks for the feedback everything, it's really helped! Link to comment Share on other sites More sharing options...
a__gun Posted March 1, 2014 Share Posted March 1, 2014 ...release tomorrow...Eeeeeeeeeee! Link to comment Share on other sites More sharing options...
stubbles Posted March 2, 2014 Author Share Posted March 2, 2014 (edited) Haha yeah not too sure now. I got a good amount of feedback from the testers today, it will probably take all of tomorrow to fix it. Looks like Monday at the earliest.Quick Q for you fellow modders, about fairings. I'm having some issues getting them to eject the way I want. Is there something more to them? My nodes are like this in Unity:And the decoupler script looks like this:// DECOUPLERMODULE{ name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = 1000 explosiveNodeID = top}I've also tried setting them as radial decoupler, stack decoupler, etc but they all don't do what I want, which is to blow their anchors and peel away from the nose. All I get is a puff of smoke in the middle of the mesh (nowhere near those nodes) and the fairings just fall off. Even with an insane ejection force of 1000, nothing seems to happen, so I know I'm doing something wrong here. Do the nodes need Z-directional orientation like thrusttransforms or something? Do they blow +Z or -Z? Kinda lost here. Edited March 2, 2014 by stubbles Link to comment Share on other sites More sharing options...
Guest Posted March 2, 2014 Share Posted March 2, 2014 Well, I'm afraid that won't work. What you need is to set up small, very short-duration solid thrusters at the anchors, and put the node either at the bottom or at the top (if send me the beta, I can show you how it should look). What you're doing is setting it up as a radial decoupler, which by the way decouples the top node. Also, you've got two nodes with the same ID, which probably isn't good, either. Anyway, a part can only be attached by one node at a time, even if the other nodes overlap, they won't connect. Link to comment Share on other sites More sharing options...
Greywind Posted March 2, 2014 Share Posted March 2, 2014 Would looking at KW's fairings help? MODULE{ name = ModuleAnchoredDecoupler anchorName = anchor ejectionForce = -200 explosiveNodeID = bottom}Though that may only apply to their method of attaching fairings, I don't know how yours are set up stubbles. Link to comment Share on other sites More sharing options...
stubbles Posted March 2, 2014 Author Share Posted March 2, 2014 The "TOP" nodes aren't attach nodes. The attach node for the fairings is a single node in the center bottom of the mesh. I looked at those KW fairings, Greywind, but just using those settings doesn't work - there's something about how the model itself is setup, which is what I'm getting wrong. I'll have to try using those tiny rocket burns, like Dragon pointed out, I suppose. Link to comment Share on other sites More sharing options...
Greywind Posted March 2, 2014 Share Posted March 2, 2014 Hmm, fair enough. Perhaps the way AIES is done then? They do have tiny separation motors if i remember correctly. Though I have the utmost faith in your ability to make it work. Link to comment Share on other sites More sharing options...
stubbles Posted March 2, 2014 Author Share Posted March 2, 2014 Yeah I need to try a few things, it's pretty aggravating Documentation is sparse and spread out a lot. The forum search is also insanely awful, haha. On another note, does anyone know why parts wouldn't be able to get activated by action groups or right-click action menus? My fairings for instance, will not detach if I right click on them in space and choose "detach" Link to comment Share on other sites More sharing options...
BLUAV8R Posted March 2, 2014 Share Posted March 2, 2014 On another note, does anyone know why parts wouldn't be able to get activated by action groups or right-click action menus? My fairings for instance, will not detach if I right click on them in space and choose "detach"During testing I was looking into that some more after i sent you my reviews and notes but haven't been able to find anything unfortunately And I just sent you a fixed link with the sounds on dropbox Hope you were able to fix the RD-171 sound to your liking!Keep it cool Link to comment Share on other sites More sharing options...
stubbles Posted March 2, 2014 Author Share Posted March 2, 2014 (edited) What you need is to set up small, very short-duration solid thrusters at the anchors, and put the node either at the bottom or at the topSo what do you mean by anchors and top nodes? The fairings right now only have the bottom node, which attaches to the BlockDM stage. The "top" nodes I made in Unity I was trying to get to work as explosive nodes, but that didn't work, or I simply don't know how to set those up. I can get the fairings to blow off better now, but not from the top - they blow out from the center of the fairing. How on earth do I control this? I'm going nuts here, haha.This kinda thing drives me mad.MODULE{ name = ModuleAnchoredDecoupler anchorName = anchor <--- what in the holy hell is this? Is it node_stack_anchor? node_attach_anchor? node_srf_anchor? No documentation ejectionForce = 100 explosiveNodeID = bottom <--- same as above. What node type is this? Is it directional based and if so, which axis? Again, no documentation} Edited March 2, 2014 by stubbles Link to comment Share on other sites More sharing options...
NoMrBond Posted March 2, 2014 Share Posted March 2, 2014 I guess [anchor] is a transform in Unity like thrustTransform? Unfortunately this isn't a type of part I've made yet so I'm not sureBest bet might be to go on IRC to #KSPModders and see if anyone is online with experience with the [ModuleAnchoredDecoupler] Link to comment Share on other sites More sharing options...
blackheart612 Posted March 3, 2014 Share Posted March 3, 2014 explosiveNodeID = bottom <--- same as above. What node type is this? Is it directional based and if so, which axis? Again, no documentation}Afaik, that's where the explosive nodes go, if you are asking how it works, what I understand is...If you have node_stack_bottom and you set it to bottom, it will separate that node when you decouple, same as top.Hence KW rocketry has it set to bottom (which is in the bottom side to attach the nose fairings mainly) and that is where the explosive nodes are when it decouples.So what I know is it's noe_stack_bottom, node_stack_top and srf for surface(radial). Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now