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Horizon Aeronautics - Development Thread


stubbles

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Right now I'm working out the retro pack and smart part integration. Smart parts are what is going to control the functionality of these things once they detach. The boosters will auto-detach when their fuel runs out, then auto-arm the chute charges. When they hit the right height the drogues will pop, then those detach at a certain height and pull out the main chutes which will then fully deploy at a set height. Then about 100m off the ground the gear open and 3-5m off the ground the retros fire. It all worked out great when I tested it with stock parts, so I'm just making my own art now and integrating it all. The chutes brought the booster down to about 13m/s and the retro firing slowed it to right around 2-3m/s for a soft gear landing.

I might have to take a break from this for a few weeks, though. I lost my job at Turn10 a few weeks ago (my contract ended) so I've been unemployed since. I was contacted by Autodesk, recently, to help with a 3dsmax demo scene, which is supposed to be about 4 weeks of work. I'll let you all know if that contract gets signed or not. If not, I'll keep trucking ahead on this :)

That sounds awesome! I love the detailed idea's you have come up with, and good luck with your work!

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how did you get the sea launch platform!?!?!?!?!

By fixing the launch-site-feature in KerbTown plugin and adding that model into the game... so that we can choose to launch from there or from KSC's launch pad. :)

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This is hands down one of the best and most detailed mods. It is extremely useful and efficient and I cant express enough in writing how much I love this mod. Seriously dude job very well done! It just fun to launch because of how accurate and well it works. I launched a GPS Satellite Network http://kerbalspaceprogram.com/kerbal-gps/ because of how much I enjoy launching this rocket system. The staging is realistic and just fun to watch. I have not felt this way since I first downloaded KSP. Keep up the good work and I will download anything you make. Have you thought about doing the Delta and Atlas rocket family? No one has really given those launch systems a proper go and you wold probably do them proper justice. Anyway like I said keep up the good work and I look forward to anything and everything you do.

P.S I am having an issue with the fairing decoupling sound. They don't make any sound whenever I decouple them, is this a known issue or just me?

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Stubbles is making the Energia rocket now. :) Well, either that, or something commercial for Autodesk. I haven't heard from him lately, so he most likely got that job.

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By fixing the launch-site-feature in KerbTown plugin and adding that model into the game... so that we can choose to launch from there or from KSC's launch pad. :)

You fixed the launch-site feature? How? Does the license of KerbTown allow you to share it?

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wait.. that is what those things on the side of Energia boosters were? Legs? wtf..

this greatness of Russian models makes my surrender. I am done with russian stuff and maybe KSp in general lol. I just cannot texture this amazingly lol.

Yes, Energia boosters were intended to be recovered. The landing legs were a part of that process.

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wait.. that is what those things on the side of Energia boosters were? Legs? wtf..

this greatness of Russian models makes my surrender. I am done with russian stuff and maybe KSp in general lol. I just cannot texture this amazingly lol.

Hey, those are rockets. :) What you excel at making is the payloads for them. Afterall, what's the point of having the Zenit without anything to launch on it? And SSPP makes for great payloads indeed.

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You fixed the launch-site feature? How? Does the license of KerbTown allow you to share it?

The author of KerbTown has changed the license to MIT so I can do modification and redistribution then. :)

Edited by HoneyFox
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  • 2 weeks later...
The Zenit always summons the Kraken when I activate the third stage. Does anyone else have this problem?

No, but I've found the second stage has a serious case of wobble during the final phase of orbital insertion while under MechJeb control. Solved it by adding a torque wheel package and disabling the gimbals.

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Wondering if anyone else is having sound issues with the RD120's secondary engines? I have no sound with the primary engine shutdown. I have read quite a few pages but did not see a post related to this issue.

Damn it I am so excited about future releases stubbles. I just cant seem to use many other Mods except for the older KerbX and the KOSMOS mod. Between KOSMOS and your release, I am kinda sad to see most others loose the space race.

Thx as always for your contributions to the community

Dren

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  • 1 month later...
So is this dead all of a sudden?

The thread might not be active but the rocket still works beautifully. I use it everyday for just about everything. Stubbles is working on IRL stuff. But the rocket is certainly working fine.

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  • 3 weeks later...
For those wanting the smoke launch effects on other parts, I think it will only work with a part that contains the smoke screen FX mod.

If you have a part that contains it, you can add the following to its running effect in the part.cfg (usually the running effect will be called something with smoke, depends on the mod).

I'm trying to get this working on the NovaPunch2 Bearcat 1.25m engine. I added the launchSmoke effect in the powersmoke{} structure of the engine in the np_hotrockets.cfg file. Does this need to be further tweaked for use with the engine? Roerei implies you just have to paste it in and it will work. But all I get on full throttle is this:

launchsmoke.jpg

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

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