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Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed


Ninja

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Hey all first post here.

I'm a big fan of the game and since I finally found time I decided to develop some projects for Kerbal. First up in Kerbalite Heavy Industries portfolio is the Orbiter Test bed. Developed from the finest recycled nuclear reactor casings and finished with a slightly heat resistant underpaint the KOrbiter Mk1 is all you need for those future space station projects ;)

Currently WiP just finished blocking out and planning the stages, bit limited by the code at the moment so the cargo bay doors are detachable only im afraid as no animation is currently supported. Parachutes slots are supported in the cargo bay as are scientific labs and small satalite payloads. Cargo bay also doubles as a fuel tank and as such adding additional fuel pods within the cargo area will allow them to flow correctly for extended missions..... moon lander perhaps :)

Comes with its own attachment part to allow a much larger external fuel tank (All fuel flows correctly)

For reference the external fuel tank is a 3m part though I will develop a seperate smaller part connect also.

zoomedout.jpg

orbiterclose.jpg

--- Things to do ---

-- Textures

-- Decide on engine configuration (Possibly switch the pod engines to solid rocket types for one off high boost fast burn re entry engines)

-- Further develop the internal parachute configuration (Some problems with collision)

-- Landing gear system (Kerbal 0.10)

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Okay update time,

So most of the shuttle is now in and coded but I have a question for you long time kerbal coders.

The way I understand it fuel flows from top to bottom so the external optional fuel tank will have fuel in the upper section only and the lower will effectively be for aesthetics. Trouble is I am having some issues coding the decoupler section which will transfer fuel from the tank to the shuttle and down into the engines.

Heres a diagram below of how I would like the system to flow if its not possible ill have to go to my backup plan design

kerbalrocketfuel.jpg

Here is my current code below :) Anyone figures it out ill have your name textured onto the side of the decoupler ;P

// --- general parameters ---

name = KOrbitDecoupler3m

module = RadialDecoupler

author = Ninja

// --- asset parameters ---

mesh = KOrbiterDecoupler3m.DAE

scale = 0.1

texture = KOrbiterDecoupler3m.png

specPower = 0.1

rimFalloff = 3

alphaCutoff = 0.0

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_attach_upper1 = 0.0, 0.0, 0.213051, 0.0, 0.0, -1.0

node_attach_upper2 = -7.52051e-005, -1.92734, 0.298734, 0.0, 0.0, -1.0

node_attach_lower1 = 0.0, 0.0, -0.21243, 0.0, 0.0, -1.0

node_attach_lower2 = -7.52051e-005, -1.92734, -0.28998, 0.0, 0.0, -1.0

// --- FX definitions ---

fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, activate

sound_vent_large = activate

// --- editor parameters ---

cost = 1275

category = 2

subcategory = 0

title = KOrbit Heavy Fuel Decoupler

manufacturer = Kerbalite Heavy Industries

description = Developed from the finest recycled nuclear reactor casings and finished with a slightly heat resistant underpaint the KOrbiter Mk1 is all you need for those future space station projects.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,0

// --- standard part parameters ---

mass = 0.4

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 1

crashTolerance = 8

maxTemp = 3200

fuelCrossFeed = True

stageOffset = 1

childStageOffset = 1

// --- Stage Separator parameters ---

ejectionForce = 15

icon = DECOUPLER_HOR

// ----- DO NOT EDIT BELOW THIS POINT ------

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Okay so few minor alterations in the model and script and I now have the fuel flowing correctly.... HOWEVER! The decoupler detaches vertically as in when activated it launches the cockpit vertically rather than detach the lateral connector.

Script thus far

// --- general parameters ---

name = KOrbitDecoupler3m

module = RadialDecoupler

author = Ninja

// --- asset parameters ---

mesh = KOrbiterDecoupler3m.DAE

scale = 1

texture = KOrbiterDecoupler3m.png

specPower = 0.1

rimFalloff = 3

alphaCutoff = 0.0

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top01 = 0.0, 0.213051, 0.0, 0.0, 0.0, -1.0

node_stack_top02 = -7.52051e-005, 0.298734, 1.92734, 0.0, 0.0, -1.0

node_stack_bottom01 = 0.0, -0.21243, 0.0, 0.0, 0.0, -1.0

node_stack_bottom02 = -7.52051e-005, -0.28998, 1.92734, 0.0, 0.0, -1.0

// --- FX definitions ---

fx_gasBurst_white = -1.16832, 0.0, -0.0826454, -1.0, 0.0, 0.0, activate

sound_vent_large = activate

// --- editor parameters ---

cost = 1275

category = 2

subcategory = 0

title = KOrbit Heavy Fuel Decoupler

manufacturer = Kerbalite Heavy Industries

description = Developed from the finest recycled nuclear reactor casings and finished with a slightly heat resistant underpaint the KOrbiter Mk1 is all you need for those future space station projects.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,0

// --- standard part parameters ---

mass = 0.4

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.2

angularDrag = 1

crashTolerance = 8

maxTemp = 3200

fuelCrossFeed = True

stageOffset = 1

childStageOffset = 1

// --- Stage Separator parameters ---

ejectionForce = 15

icon = DECOUPLER_HOR

// ----- DO NOT EDIT BELOW THIS POINT ------

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Quick update still trying to solve the external fuel tank decoupler issue. Cannot seem to get a duel stackable decoupler to work ie (Jettison sideways rather than vertically)

All other parts are in and am now tweaking the balance. KSP physics wasn't really designed to allow internal cargo while being coupled to a side weight (External fuel tank) whilst also being strapped to SRB's....

Trying to find a sweet spot between difficulty (dont want to make putting large cargo into orbit easy ;) ) and preventing it from barrel rolling on take off...

The sticky pad bug is currently making it lunge then spin on take off. On the plus side Jeb loves the ride for a split second.

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Update time...

I bring you eye candy, textures are about 90% complete need some little details and to finish off the cargo doors.

Whats left to do

Textures

Control surfaces for 0.10

Model all parts and addons

Export all parts

External fuel tank jettison system --- Working on

Landing gear / skids

korbitertexturetop.jpg

korbitertexturebottom.jpg

korbitertexturerear.jpg

Hope you all enjoy, feedback would be nice please drop a comment. And anyone with any experience with couplers / decouplers please drop me a comment I would like some help in getting the external fuel tank coupler to work correctly. 8)

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Quick run down on details of how it will work. All parts are modular and so far it works like this

Cockpit

SAS / Decoupler --- Either SAS module or decoupler depending on mission (Long range lunar orbiter SAS would be best)

Cargo Bay --- Basically the main fuel tank but has internal attachments top and bottom tried to make it as modular as possible allowing different payload combo's.

Cargo Bay doors --- Unfortunately due to lack of animations for now these have to be jettisoned completely to use cargo bay.

Payload attachments --- So far Satellite, internal fuel tank (Small and large), space lab, docking port. Possibilities for future addons

Main Engines --- Take fuel directly from the cargo bay + any internal fuel tank addons

Orbital RCS Engines --- These two pod engines have there own small fuel supply plus low fuel consumption but high temp creation (Forces short burns for control purposes)

Hope this gives some idea of how it will work hoping for a beta release this coming weekend.... hopefully.

Currently balancing flight mechanics (Payloads inside really effect the flight)

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Update time, I actually work in the games industry and unfortunately this last few weeks have been pretty much constant work HOWEVER! The project still lives and I am currently in the process of updating everything to the new 10.1 version :)

With the new flight mechanics the balance issues are not such a problem so hopefully I can fix that now. In game screen shots will hopefully follow soon :)

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  • 3 weeks later...

Update time, I have temporarily removed the internal cargo bay as this was proving almost impossible to implement due to collision mesh restraints. Unfortunately with the current use of DAE files and non convex collision meshes I think internal cargo space is off the cards :\

Believe me when I say I have tried so hard to get the internal cargo bay to work (hence the project delay) but there is no way to effectively make it work.

So moving on here are some screen shots of a few successful launches and one that went so catastrophically bad even Jeb vowed to quit and never return if he should live... 8)

shuttleflightsuccess1.jpg

shuttleflightsuccess2.jpg

shuttleflightsuccess3.jpg

Currently refining the flight characteristics with external fuel tank and rockets fitted. Also refining the RCS thruster pods, they are designed to be used for short intense correction burns, any longer usage will cause you to loose control or explode :)

Additional image showing the RCS thruster pods. Each have there own micro fuel cell and RCS thruster.

shuttlebay.jpg

Temporarily using C7\'s fantastic aileron pack until I have my own fully working. :)

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Theres two versions of the cockpit, one will be a complete model (the one I use for tests) this will allow for glides (controlled crashes landings)

The second has a flattened front to merge with the pod and will act as a separator to allow the player to land the pod under parachute.

C7 took some playing around with that before I found a method I was happy with, originally I did square tiles but they looked too organised and clean not Kerbal enough :P

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