chaos113 Posted April 14, 2022 Share Posted April 14, 2022 hi bit of a dumb question but what episode of space 1999 is the last eagle from Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 15, 2022 Author Share Posted April 15, 2022 (edited) I improved and brought up to date the 2 previous mods so I would have to google it myself. That pick shows it with the heavy lift engines attached and the open cargo platform, it is all mix and match so it doesn't represent any particular episode. @chaos113 Edited April 15, 2022 by ColdJ Quote Link to comment Share on other sites More sharing options...
chaos113 Posted April 15, 2022 Share Posted April 15, 2022 13 hours ago, ColdJ said: I improved and brought up to date the 2 previous mods so I would have to google it myself. That pick shows it with the heavy lift engines attached and the open cargo platform, it is all mix and match so it doesn't represent any particular episode. @chaos113 is the heavy lift gear actually in the show Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 15, 2022 Author Share Posted April 15, 2022 21 minutes ago, chaos113 said: is the heavy lift gear actually in the show I tried googling it and couldn't see it. It came from the StinkyAce mod, so it might have been a fan fantasy part. Without getting and watching the series to be sure, I am going to guess no for now. Quote Link to comment Share on other sites More sharing options...
Xtra Posted April 18, 2022 Share Posted April 18, 2022 Hey ColdJ, Thanks for your work on this mod... I love the EAGLES ("Welcome to the Hotel California"... Sorry... ) But I do have an actual issue. In my Log file I'm finding the following entry: Partloader: Part Beyond1999/servicepods/orep/oreref/oreprocess has no database record. creating drag cubes not found - generating new drag cubes. ModuleAnimateGeneric: Could not find animation component - on part OreProcess(Clone) drag Rendering Clone Failed to load! Check the model file Not sure if this is an issue or not but I was searching out a different issue and found these for the 1999 part. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 19, 2022 Author Share Posted April 19, 2022 5 hours ago, Xtra said: Hey ColdJ, Thanks for your work on this mod... I love the EAGLES ("Welcome to the Hotel California"... Sorry... ) But I do have an actual issue. In my Log file I'm finding the following entry: Partloader: Part Beyond1999/servicepods/orep/oreref/oreprocess has no database record. creating drag cubes not found - generating new drag cubes. ModuleAnimateGeneric: Could not find animation component - on part OreProcess(Clone) drag Rendering Clone Failed to load! Check the model file Not sure if this is an issue or not but I was searching out a different issue and found these for the 1999 part. Hi, I was alot more ignorant when I adapted and updated the other 2 mods into this, one, I hadn't started 3d Modeling yet and everything was adjusted by config file. The ModuleAnimateGeneric was left over from the older mods and apparently it was set up for an animation that was not included in the model. I just went and checked it and it definitely doesn't have the animation it references. As for the other bit, I am not well versed but that should happen the first time it is loaded and then any load after that the Drag Cube should be in KSP's Part Database config file. If it is happening on every load of KSP then you probably have a deeper problem that is causing the database entry to be removed. That is above my skill set, I am afraid. I will ask a friend who is more knowledgeable if they know what it means. Quote Link to comment Share on other sites More sharing options...
zer0Kerbal Posted April 19, 2022 Share Posted April 19, 2022 3 hours ago, ColdJ said: Hi, I was alot more ignorant when I adapted and updated the other 2 mods into this, one, I hadn't started 3d Modeling yet and everything was adjusted by config file. The ModuleAnimateGeneric was left over from the older mods and apparently it was set up for an animation that was not included in the model. I just went and checked it and it definitely doesn't have the animation it references. As for the other bit, I am not well versed but that should happen the first time it is loaded and then any load after that the Drag Cube should be in KSP's Part Database config file. If it is happening on every load of KSP then you probably have a deeper problem that is causing the database entry to be removed. That is above my skill set, I am afraid. I will ask a friend who is more knowledgeable if they know what it means. can always vampire the DRAG_CUBE from the game files (that is once you load the game with the parts present) Install the Mod with the parts Start the Game Close the game once you have gotten to the KSC Using your favorite text editor - open up <KSP_ROOT>PartDatabase.cfg (KSP autogenerates this file) search for the part (example below) copy DRAG_CUBE {...} paste into part file, exactly as it appears from DRAG_CUBE { ... } I usually paste it right above the last closing brace } PART { url = GoodspeedAerospace/Parts/Command/dockingSmartSr/goodspeedSmartDockingPortSr DRAG_CUBE { cube = Default, 0.9697,0.715,1.345, 0.9697,0.7152,1.345, 4.943,0.9649,0.3641, 4.943,0.9659,0.3114, 0.9668,0.7126,1.436, 0.9668,0.7164,1.37, 0,0.08647,0.0369, 2.5,0.4108,2.617 } } Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 19, 2022 Author Share Posted April 19, 2022 @Xtra The following is a quote from the fantastic @Lisias and above is info from the Stupendous @zer0Kerbal If it happened the first time you installed then all is fine, if it is happening all the time then you have a deeper problem that I don't know how to fix. There's a file called PartDatabase.cfg on your KSP's root. It's where all the parts' information are consolidated for easy access. After loading the Textures and Models, KSP starts to read and "compile" the parts from the config files. When a new part not present on that database file is fount, this message is printed on the log. Delete the PartDatabase.cfg and then fire up KSP - you will see this message for every part found. Then quit KSP and fire it up again, and you will note that no issue of that log will be found. About the drag cubes, it's the same. KSP doesn't measures drag precisely, it uses on inaccurate approximation that it's good enough for the game purposes. This approximation is the drag-cube, literally a cube used to measure how much drag a part will cause - I do not really know how it is calculated, I just take this for granted, but if you go check that PartDatabase.cfg file you will get a long list of things like: PART { url = AirplanePlus/Parts/Aero/bigwing/part/bigwing DRAG_CUBE { cube = Default, 1.247,0.9107,1.43, 1.247,0.1293,11.17, 3.729,0.5781,0.8552, 3.729,0.3346,1.992, 21.76,0.9629,0.4668, 21.76,0.9634,0.4668, -5.467,-0.182,-2.858E-07, 11.2,2.366,0.7374 } } And there it's your drag cubes. Some parts specify it's own drag cubes "manually", see the ./Squad/Parts/Aero/miniIntake/SmallIntake.cfg (took from KSP 1.4.3 as I using it to do some research now): PART { name = miniIntake module = Part author = Porkjet <yada yada yada> tags = #autoLOC_500198 //#autoLOC_500198 = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck DRAG_CUBE { cube = Default, 0.1813352,0.6919296,0.4108824, 0.1813352,0.6919321,0.4108824, 0.3032565,0.4,0.3950377, 0.3032565,0.942507,0.1303004, 0.1813352,0.6928801,0.4108824, 0.1813352,0.6909673,0.4108824, 0,0.1324531,-2.368446E-08, 0.625,0.3274064,0.6250001 } See? You can specify yourself the drag cube (if you know how to do it ), or you can trust KSP to calculate it for you. When KSP does it, it prints that message about drag cubes on the KSP.log. Cheers! Quote Link to comment Share on other sites More sharing options...
Xtra Posted April 19, 2022 Share Posted April 19, 2022 7 hours ago, ColdJ said: @Xtra The following is a quote from the fantastic @Lisias and above is info from the Stupendous @zer0Kerbal If it happened the first time you installed then all is fine, if it is happening all the time then you have a deeper problem that I don't know how to fix. There's a file called PartDatabase.cfg on your KSP's root. It's where all the parts' information are consolidated for easy access. After loading the Textures and Models, KSP starts to read and "compile" the parts from the config files. When a new part not present on that database file is fount, this message is printed on the log. Delete the PartDatabase.cfg and then fire up KSP - you will see this message for every part found. Then quit KSP and fire it up again, and you will note that no issue of that log will be found. About the drag cubes, it's the same. KSP doesn't measures drag precisely, it uses on inaccurate approximation that it's good enough for the game purposes. This approximation is the drag-cube, literally a cube used to measure how much drag a part will cause - I do not really know how it is calculated, I just take this for granted, but if you go check that PartDatabase.cfg file you will get a long list of things like: PART { url = AirplanePlus/Parts/Aero/bigwing/part/bigwing DRAG_CUBE { cube = Default, 1.247,0.9107,1.43, 1.247,0.1293,11.17, 3.729,0.5781,0.8552, 3.729,0.3346,1.992, 21.76,0.9629,0.4668, 21.76,0.9634,0.4668, -5.467,-0.182,-2.858E-07, 11.2,2.366,0.7374 } } And there it's your drag cubes. Some parts specify it's own drag cubes "manually", see the ./Squad/Parts/Aero/miniIntake/SmallIntake.cfg (took from KSP 1.4.3 as I using it to do some research now): PART { name = miniIntake module = Part author = Porkjet <yada yada yada> tags = #autoLOC_500198 //#autoLOC_500198 = aero (air aircraft breathe fligh inlet jet oxygen plane subsonic suck DRAG_CUBE { cube = Default, 0.1813352,0.6919296,0.4108824, 0.1813352,0.6919321,0.4108824, 0.3032565,0.4,0.3950377, 0.3032565,0.942507,0.1303004, 0.1813352,0.6928801,0.4108824, 0.1813352,0.6909673,0.4108824, 0,0.1324531,-2.368446E-08, 0.625,0.3274064,0.6250001 } See? You can specify yourself the drag cube (if you know how to do it ), or you can trust KSP to calculate it for you. When KSP does it, it prints that message about drag cubes on the KSP.log. Cheers! Thanks everyone for those answers... I appreciate the information! Quote Link to comment Share on other sites More sharing options...
Makrom Posted April 28, 2022 Share Posted April 28, 2022 Great Job, I´m loving the eagles so far, now we need the moon alpha base Quote Link to comment Share on other sites More sharing options...
Makrom Posted April 29, 2022 Share Posted April 29, 2022 (edited) Question: How to share resources between Eagles, by example lf/ox from the refinery to another Eagle or Ore from the ore container to the refinery, don´t see any convenient way of to docking eagles for to share resources, by example in the tv series, they had an extensible port on the sides of the pods, so when they land an Eagle , they extend the port to the base and unload the crew, maybe something like that can be useful, of course you can put an extensible docking port on the side of the passengers pod but the refinery pod is open, though it could work with the ore container. Maybe an extensible version of the heavy duty docking port on the top side of a pod or eagle´s frame can be docked to another one put it on the bottom of another Eagle on space, but dunno if that will work on ground. Just throwing ideas, love the mod. cheers Edited April 29, 2022 by Makrom typo Quote Link to comment Share on other sites More sharing options...
ColdJ Posted April 30, 2022 Author Share Posted April 30, 2022 19 hours ago, Makrom said: Just throwing ideas, love the mod. Was never thought about, was more of a niche fun thing but. I think the easiest thing to do would be to get the Kerbal attachment system mod and put a hose and socket on each thing you want to transfer to. There is an extending dock port in making history but that would only really be practical in space. Here is the link for it on spacedock. https://spacedock.info/mod/1987/Kerbal Attachment System (KAS) Quote Link to comment Share on other sites More sharing options...
Makrom Posted April 30, 2022 Share Posted April 30, 2022 2 hours ago, ColdJ said: Was never thought about, was more of a niche fun thing but. I think the easiest thing to do would be to get the Kerbal attachment system mod and put a hose and socket on each thing you want to transfer to. There is an extending dock port in making history but that would only really be practical in space. Here is the link for it on spacedock. https://spacedock.info/mod/1987/Kerbal Attachment System (KAS) Yeah I though about Kas after I wrote my comment, anyway, I think that the idea of to use this ships for interstellar travels is interesting Quote Link to comment Share on other sites More sharing options...
Xtra Posted May 1, 2022 Share Posted May 1, 2022 @ColdJ I'm running into a bunch of warnings in my KSP log: [WRN 22:11:09.775] InternalModel error: Part Crew capacity is 1, but 2 seats are defined in internal model [WRN 22:11:09.775] InternalModel error: Part Crew capacity is 1, but 2 seats are defined in internal model InternalModel error: Part Crew capacity is 0, but 4 seats are defined in internal model (this one might not be related to your mod. But the top two are listed after a vessel I named Eagle Module Transporter. This is using the Black/White Eagle Head, the front and after service bays, and the piston landing structures. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted May 1, 2022 Author Share Posted May 1, 2022 I am not certain which Eagle Head would be thought of as Black and white, but that is not what is referenced in your log. The 2 that are listed are for the aft and fore in the structural frame and not to be worried about. When I made this mod I had barely any 3D modeling knowledge and mostly it was upgrading through the configuration files. I adapted some things where I could but had no idea of how to make an interior from scratch. So at that time I just made use of stock internals where I could. The fore and aft use the Mk1 cabin internal which is set up to have 2 seats. I have limited those parts to only have a crew capacity of 1 and so that is why that message is in the log. Unfortunately you can't have a crew hatch to get in and out unless you have an internal, so it needed something. The other message is not related to the mod. I have double checked and the crew capacity for all 3 and internal all have 4 set up, so it would't come up as 0 crew capacity. Quite often there are things like that in many mods, as long as something in your actual game play isn't going wrong then messages like those can be ignored. I hope that clears that up for you. @Xtra Quote Link to comment Share on other sites More sharing options...
Xtra Posted May 1, 2022 Share Posted May 1, 2022 8 hours ago, ColdJ said: I am not certain which Eagle Head would be thought of as Black and white, but that is not what is referenced in your log. The 2 that are listed are for the aft and fore in the structural frame and not to be worried about. When I made this mod I had barely any 3D modeling knowledge and mostly it was upgrading through the configuration files. I adapted some things where I could but had no idea of how to make an interior from scratch. So at that time I just made use of stock internals where I could. The fore and aft use the Mk1 cabin internal which is set up to have 2 seats. I have limited those parts to only have a crew capacity of 1 and so that is why that message is in the log. Unfortunately you can't have a crew hatch to get in and out unless you have an internal, so it needed something. The other message is not related to the mod. I have double checked and the crew capacity for all 3 and internal all have 4 set up, so it would't come up as 0 crew capacity. Quite often there are things like that in many mods, as long as something in your actual game play isn't going wrong then messages like those can be ignored. I hope that clears that up for you. @Xtra @ColdJ Thank you again for the quick reply. I think the 3 of 4 issue comes from the MKS habitation module I'm carrying between fore and aft section. I needed to rescue a mission where I have an mks mod without enough fuel for a mun landing. So I rigged an Eagle up to carry it down... In a way I call it a cheat on my game play... but it was the fast fix for a mission I've run 6 times up to the mun landing and fail due to fuel on the mks modules fuel supplies. I really love these eagles and I'm getting better and better at flying them for various quick missions. Now I have to figure out how to decouple a NX-01 Shuttle from the docking port of my orbiter when the game is throwing me an error on the docking ports. I might end up running this mission a 7th time if today's reload of the game doesn't solve my issue. Thank you again. Quote Link to comment Share on other sites More sharing options...
Makrom Posted May 3, 2022 Share Posted May 3, 2022 On 5/1/2022 at 12:05 PM, Xtra said: I really love these eagles and I'm getting better and better at flying them for various quick missions. Eagles are great ships, I use them with TCA on planets for hovering/landing Quote Link to comment Share on other sites More sharing options...
imWACC0 Posted June 29, 2022 Share Posted June 29, 2022 Do you have .CRAFT files? I'm not seeing how some of this fits together. Quote Link to comment Share on other sites More sharing options...
Xtra Posted June 29, 2022 Share Posted June 29, 2022 @imWACC0 Just look at the pictures... they pop together rather easy. But if you can't get it... I can send you some craft files. Quote Link to comment Share on other sites More sharing options...
ColdJ Posted July 1, 2022 Author Share Posted July 1, 2022 On 6/29/2022 at 7:01 PM, imWACC0 said: Do you have .CRAFT files? I'm not seeing how some of this fits together. I have this one on KerbalX https://kerbalx.com/ColdJ/Moon-Eagle Quote Link to comment Share on other sites More sharing options...
Makrom Posted September 30, 2022 Share Posted September 30, 2022 let´s say that I would like a more turbine/jet sound for the GP-22 turbojet engine, what edit should be done? Quote Link to comment Share on other sites More sharing options...
ColdJ Posted September 30, 2022 Author Share Posted September 30, 2022 1 hour ago, Makrom said: let´s say that I would like a more turbine/jet sound for the GP-22 turbojet engine, what edit should be done? First off that was the name given to it by it's original author, it is not actually a jet engine, it is a rocket. I just looked in the config and it uses the older configuration set up for rockets which puts the sound parameters seperate. I knocked this together quickly. Create an empty text file in the same folder as the G22, copy the contents from the spoiler into it and save it as something like G22alt.cfg The original was labeled vtol.cfg We are not replacing it but creating another config that will use the same model. Load up and see if it works. It should sound like the Goliath jet engine. There are certain effects that only work with the old system and ones that only work with the new system so I can't just put a different sound file for a jet turbine in the old system. If it does work but you don't like the sound or smoke then go through the stock engines and look at their EFFECTS sections and use the sound clip or prefab particle clip you prefer, only change the clip name, nothing else. Example: clip = sound_jet_deep prefabName = fx_smokeTrail_veryLarge Spoiler PART { // --- general parameters --- name = CJVTOL_bellAlt module = Part author = MajorTom, ColdJ // --- asset parameters --- MODEL { model = Beyond1999/Parts/Engine/vtol } scale = 1 rescaleFactor = 1 // --- node definitions: Position X, Position Y, Position Z, Up X, Up Y, Up Z --- node_stack_back = 0.0, 0.0, 0.0, 0.0, 0.0, -1.0 // --- editor parameters --- TechRequired = heavierRocketry entryCost = 14000 cost = 5300 category = Engine subcategory = 0 title = Modular Eagle GP-22 Turbojet manufacturer = Moonbase Alpha Engineering and CJ Aerospace description = Modular Eagle GP-22 Turbojet (VTOL Engine) - use under Service Module, AFT Compartment and detachable Pods. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,0,0 // --- standard part parameters --- mass = 1.0 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 30 breakingForce = 300 breakingTorque = 300 maxTemp = 3400 // = 3600 //heatConductivity = 0.03 skinInternalConductionMult = 4.0 emissiveConstant = 0.8 // engine nozzles are good at radiating. bulkheadProfiles = size1, mk3 tags = eagle modular vtol engine // internals, resources, effects, modules MODULE { name = ModuleEnginesFX engineID = Cruise thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 650 heatProduction = 350 //fxOffset = 0, 0, 0 EngineType = Turbine exhaustDamageMultiplier = 5 clampPropReceived = True flameoutEffectName = flameout powerEffectName = running_thrust engageEffectName = engage disengageEffectName = disengage spoolEffectName = running_turbine engineSpoolIdle = 0.05 engineSpoolTime = 2.0 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 1803 //1600 key = 1 1578 //1400 key = 6 0.001 } } MODULE { name = FXModuleAnimateThrottle animationName = ksp_l_midrangeEngine_anim responseSpeed = 0.001 dependOnEngineState = True dependOnThrottle = True } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 5.0 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 2 } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.6 maxDistance = 40 falloff = 1.7 thrustTransformName = thrustTransform } EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.4 volume = 1.0 1.0 pitch = 0.0 0.6 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_smokeTrail_veryLarge transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 localRotation = 1, 0, 0, -90 } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.7 volume = 1.0 1.0 pitch = 0.0 0.4 pitch = 0.05 0.5 pitch = 1.0 1.0 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } } Quote Link to comment Share on other sites More sharing options...
Makrom Posted September 30, 2022 Share Posted September 30, 2022 It works perfectly, Thanks ! Quote Link to comment Share on other sites More sharing options...
ColdJ Posted February 1 Author Share Posted February 1 As this year is the 50th anniversary of Space 1999 (I feel so old), I am going in and creating a new Eagle model that will hopefully be a bit closer to the production model. (Knowing a lot more these days and being able to model myself.) I am using Major Tom's model as a starting point but then rebuilding and rescaling to fit the studios rebuild scale of a length of 30 metres. So it will be bigger than the old models. My paintwork will be similar, but not exactly the same as the new production model. I build for KSP, so I am never going to be an exact duplicate of real world. Here is my work so far. I getting close to finishing the all in one piece model, then I will need to break it down in to parts.. Quote Link to comment Share on other sites More sharing options...
adsii1970 Posted February 1 Share Posted February 1 Nice. But just what my loaded game needs! Quote Link to comment Share on other sites More sharing options...
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