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Horizon Aeronautics - Development Thread


stubbles

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It's all just hand work in 3dsmax. I use some UV tools like TexTools (free script) in Max, but it's not like auto UV's - you still have to do it all by hand.

I just started in max and Im enjoying the UV unrap tool in there, much better than what Maya has to offer, but Ill check out the textools script.

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So far in all the DL's I have used, as well as in creation, this is absolutely top tier amazing work. I used to play Forza2-3 with the 2(Kinda subjective :D) of the top 5 Painters/Artists in game. We (Our 8 man racing team) had quite a few pictures publicized within Xbox mag, as well as a couple more(mind I had nothing to do with it). I have always been amazed at how you artists can create such wonderful images out of "thin" air. I do get concerned looking at such images thinking that its going to consume to many resources, but physics seem to be the major culprit in KSP.

You are an amazing artist, I see your pack(s) becoming my main launchers in game no doubt.

Thanks for your contribution to our KSP.

From Oregon, Dren.

Edited by ArkaelDren
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Thanks so much, Arkarel! Suuuper kind of you to say, I really appreciate it. :)

I had a question for any other modders out there - wondering how to set up a proper config for my second stage engine, the RD-120. In the Zenit system, the second stage consists of a non-gimbal RD-120 engine and 4 RD-8 engines, which DO have gimbal steering control. Is it even possible to configure multiple engines like this within the same part? I really don't know much about in-depth specifics in the config system. Any help would be great, thanks!

*edit*

I'd also like to have the RD-120 and RD-8 use different engine FX particles, if possible

Edited by stubbles
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I had a question for any other modders out there - wondering how to set up a proper config for my second stage engine, the RD-120. In the Zenit system, the second stage consists of a non-gimbal RD-120 engine and 4 RD-8 engines, which DO have gimbal steering control. Is it even possible to configure multiple engines like this within the same part? I really don't know much about in-depth specifics in the config system. Any help would be great, thanks!

*edit*

I'd also like to have the RD-120 and RD-8 use different engine FX particles, if possible

You could make it a single engine, but reduce the gimbal range proportionally to simulate the reduced amount of steering thrust. No sense increasing your workload if you don't have to.

As for different engine FX, you list each engine's FX separately. I would hope there's not an artificial limitation like having to use the same FX for each one (I haven't specifically tried this yet).

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you list each engine's FX separately. I would hope there's not an artificial limitation like having to use the same FX for each one (I haven't specifically tried this yet).

Sadly with the new part/module system, it is limited like that. Any FX definitions in the config come out of any thrustTransform that's in the moduleEngines list. That's how I originally tried doing it.

I had 2 moduleEngines, one called thrustTransform and the other thrustTransform2. The FX for the second transform had small blue flame and the larger center one had a big yellow flame. But in the game, all 5 engines had both blue and yellow flames. It's kinda crap. The system is sound, but it would be nice to allow us to set FX groups or something, kinda like this:

fx_exhaustFlame_blue_small = 0, 0, 0, 0, 1, 0, running, [COLOR="#FF0000"]secondary[/COLOR]
fx_exhaustFlame_yellow = 0, 0, 0, 0, 1, 0, running, [COLOR="#FF0000"]primary[/COLOR]

Then in the module definitions, plug that in like this:


[I]// RD-8 GIMBAL ENGINES[/I]
MODULE
{
name = ModuleEngines
[COLOR="#FF0000"]fxGroup = secondary[/COLOR]
thrustVectorTransformName = thrustTransform2
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 80
heatProduction = 125
fxOffset = 0, 0, 0.175
PROPELLANT
{
name = Kerosene
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = LOX
ratio = 2.5
}
atmosphereCurve
{
key = 0 352
key = 1 300
}
}

[I]// RD-120 PRIMARY ENGINE[/I]
MODULE
{
name = ModuleEngines
[COLOR="#FF0000"]fxGroup = primary[/COLOR]
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 450
heatProduction = 250
PROPELLANT
{
name = Kerosene
ratio = 1
DrawGauge = True
}
PROPELLANT
{
name = LOX
ratio = 2.5
}
atmosphereCurve
{
key = 0 337
key = 1 295
}
}

Edited by stubbles
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  • 3 weeks later...

So it sounds like you figured how to make the 2nd stage have both gimballing and not-gimballing engines, since you had 2 thrustTransforms defined in 2 different modules. If not, you're really close and didn't realize it. Since moduleGimbal asks for a transform name, you give it the name of the transforms used by the gimballed engines, and that is that. Since there is no gimbal module defined for the other transform, it won't gimbal. And I totally agree, I long for the day we can easily do per-nozzle FX like you gave in the example.

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  • 2 weeks later...
  • 1 month later...
  • 1 month later...
Not to be a party-pooper, but aeronautics means navigation of the atmosphere, as in planes.

Well, who says planes aren't on the way from Horizon as well? ;)

The mod isn't dead guys, it's just on hold. We were crunching super hard on Forza 5 to get it out and now that it's done, things are easing up. I'm also still waiting for things to just WORK for add-ons. The documentation is still crappy from what I can see and things like custom sounds still don't seem to work.

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Well, who says planes aren't on the way from Horizon as well? ;)

The mod isn't dead guys, it's just on hold. We were crunching super hard on Forza 5 to get it out and now that it's done, things are easing up. I'm also still waiting for things to just WORK for add-ons. The documentation is still crappy from what I can see and things like custom sounds still don't seem to work.

Someone figured out how, check the custom SRB sounds thread, or KW which uses the afor meantioned custom sounds

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The documentation is still crappy from what I can see and things like custom sounds still don't seem to work.
Someone figured out how, check the custom SRB sounds thread, or KW which uses the afor meantioned custom sounds

Or this plugin which is a breeze to use: http://forum.kerbalspaceprogram.com/threads/56179-WIP-KSPCustomSounds-Plugin-v0-2-Custom-Engine-Landing-Gear-IVA-Sounds

I wrote a MM .cfg which adds some of the KW sounds to stock engines, and replaces the (albeit already pretty awesome) SRB sounds for the heavier SRBs with a loop from elsewhere on the forum. It's easy to use and you can centralize all the sounds in one place rather than a sound in each engine folder, as KW has now. I think you'd have to ask the author about redistributing, though he has a Creative Commons license and looks like he just wants credit if included.

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  • 1 month later...

Trying to get this up and running again with all of these CFG changes but poor documentation is making it a pain.

Any ideas why something like this would happen? My stages are running out of fuel in the staging bar, before the tanks themselves are empty.

horizon32.JPG

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Trying to get this up and running again with all of these CFG changes but poor documentation is making it a pain.

Any ideas why something like this would happen? My stages are running out of fuel in the staging bar, before the tanks themselves are empty.

My first guess is that the fuel levels aren't balanced. You're running out of Kerosene before you run out of LOX on that stage.

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