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First project , tips and crits appreciated :)


orson

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I know the sentiment. My brain went on overload a very long time ago (and i still have to succeed in getting a part loaded in KSP).

Made a few bits and bobs for other games over the years so i'm used to addon making in general , but most games have new methods and some can be quite mind bending :0.0: Never really got my head around code :D

KSP on the whole tho , just to get say a simple fuel part in game is super simple compared to some games .

Managed to get the MunHopper into space and on the Mun earlier , no i lie ... mechjeb did it all :blush: , but it was smooth as silk .

http://imageshack.us/a/img141/1234/screenshot6ez.png

Floated along using RCS untill it ran out , gave me the idea that maybe RCS would be the way to go for propulsion .. main engines for keeping height .... dunno ?

Also scale looks a bit out , how tall are these Kerbans ?

http://imageshack.us/a/img707/779/screenshot4ts.png

As for the legs , maybe got a solution to my problems by incorporating most of the legs into the hull and just attaching the end part on each corner ... shall get back on how that turns out .

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As far as i know Kerbals are about 1m25 to 1m50. Judging by the size of the Kerbals, the size of the craft is perfect for humans. To get it right for Kerbals the size should be reduced by about a third.

cool ,will rescale it

just been sorting some of the problems i had , now the legs are just the hydraulic dampers at the ends , and even without animation they act to cushion landings a little , the command module is now the whole top section allowing for a rear hatch and EVA's

Had a few test flies with the new weighting and its perfect (!) , without any sas it goes straight up , with Jeb switched of and just using it as ASAS i managed a landing on the flat roof of the VAB , also swapped in the smallest stock engine and it's almost spot on power to weight.

If i scale it down it will have to get its own teeny engines and some RCS , at that size RCS should blow it about like a leaf :D

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So rescale by just under half worked out ok in the end .

cant get my engine to work , can anyone suggest why ? They switch on and the sound plays , but no effects or thrust ?

name = MHmainLFM
module = LiquidFuelEngine
author = Orson

mesh = MHmainLFM.DAE
rescaleFactor = 1.1
texture = MHmainLFM.png
rescaleFactor = 0.5

// --- node definitions ---
node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1


// --- FX definitions ---
fx_exhaustFlame_blue_small = 1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = 1.0, -21.0, 0.0, 0.0, 0.0, 1.0, active
fx_smokeTrail_light = 1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active

fx_exhaustFlame_blue_small = -1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active
fx_exhaustLight_blue = -1.0, -21.0, 0.0, 0.0, 0.0, 1.0, active
fx_smokeTrail_light = -1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active

// --- Sound FX definition ---

sound_vent_medium = activate
sound_rocket_hard = active
sound_vent_soft = deactivate

// --- editor parameters ---
cost = 750
category = 0
subcategory = 0
title = Hopper engines
manufacturer = Orsonic Interplanetary Operations.
description = Main Hopper engines.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1

// --- standard part parameters ---
mass = 0.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 3600

// --- liquid engine parameters ---

maxThrust = 60
minThrust = 0
heatProduction = 300
Isp = 300
vacIsp = 390

thrustCenter = 0, -1, 0
thrustVector = 0, 1, 0

thrustVectoringCapable = True
gimbalRange = 0.5

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Well i got the engines working ...who would have thunk that the origin point on engines has to be inside the mesh , i guess the game needs to know which way to push ?

screenshot11fr.png

rescaled for Kerb's

Easy to park

http://imageshack.us/a/img528/9578/screenshot12l.png

http://imageshack.us/a/img29/9742/screenshot13gl.png

"Jeb.. you switched off your targeting computer.. "

"use the force Je....amagad!! WTFBOOOOM!! !!"

-and that ladies and gents is why I advise using MechJeb...and turning it on

http://imageshack.us/a/img845/1093/screenshot14s.png

and as you can see from the last pic .. I think we need a smaller Jeb !

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good work man

cheers dude , i think i am at the problem you mentioned , about how its oriented ... right now all the controls are reversed , might make it a bit anoying for joystick users ... should i spin the parts around in blender to orient the other way ?

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that all worked well, your nose in your mesh to look up. If you make a model .dae of it in a blender is the axis Y.

If you collect model in Unity, then not care any where in the blender then directed. Expose just up and everything.

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that all worked well, your nose in your mesh to look up. If you make a model .dae of it in a blender is the axis Y.

If you collect model in Unity, then not care any where in the blender then directed. Expose just up and everything.

I follow you as far as pointing everything up on the Y axis in blender , but im not sure what you mean about unity ... is it that you can set the XYZ after its imported in unity ?

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Testing the delivery vehicle

A bit about it.

Its a 2m to 5m tank/payload delivery with a shroud . Space for 4 outer engines and one main.

http://imageshack.us/a/img32/1956/screenshot20gc.png

http://imageshack.us/a/img844/1268/screenshot24d.png

http://imageshack.us/a/img827/5892/screenshot25c.png

http://imageshack.us/a/img850/4074/screenshot27w.png

Edited by orson
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screenshot30tv.png

screenshot39a.png

screenshot37l.png

screenshot31y.png

Well MechJeb took me to see the sights while i have been testing , managed to get the weight distribution down so that it will take off level with no input , its at the input stage that things start going pear shaped for me : /

Got the RCS working "properly" ... its got front and rear thrusters , with altitude adjusters on the sides (up and down)

The big transfer vehicle behaves nicely , way too much fuel for now but ill get to that . With four built-in radial mounts for 1m engines and a lower central 2m mount , its got some nice options :)

To work around the fact its oriented the wrong way i have mapped an alternate set of inverse controls and once you have a few goes its possible to do a vertical take off , quick stable trip around the tower and land back on the pad (most times) , will be fun to fly from inside view.

And found that the BobCat ind parachute fits like a glove :o

http://imageshack.us/scaled/landing/827/screenshot34md.png

Im moving along to the texturing side now i have reached my limit as far as getting them working in game and possibly do some animations if i can work out how

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you made the huge engiens and firerings for this aswell? its looking amazing, cant wait to play with it XD

Its running with stock engines in the pictures , i made a 2 piece shroud for it but its not going to be very aerodynamic at 5M wide . Also in the works is a MunBase Alpha , more on that later .

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nice job!, ugly ladder! :P, on one of your pics I noticed there is only one kerbal in this ship, isn't it supposed to be a 2 man?

Indeed its at least 2 Kerbal's in the front , should be room for another 2 passengers .

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