UltraJohn Posted August 2, 2023 Share Posted August 2, 2023 4 minutes ago, JadeOfMaar said: Sounds about right. The outer engine needs to have a subtle plume, not a bright and flashy one. (Should be what you would expect of the Panther in Dry mode) If it has a plume, that's all that matters. It's a bit hard to see in daylight, but check this video so you can confirm. https://streamable.com/67d7cb Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted August 2, 2023 Author Share Posted August 2, 2023 Release 1.1.2 Detect alternate Waterfall plume pack: RestockWaterfallExpansion. Detect standalone DepthMask mod, not just Restock for DepthMask. Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted October 19, 2023 Author Share Posted October 19, 2023 Release 1.2 Added drag cube fix. Might be helpful. Adjusted engine performance (traded closed cycle Isp for better atmo thrust; increased closed cycle thrust). Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 3 Share Posted January 3 @JadeOfMaar Bugreport: Centre of thrust is not aligned correctly for the biggest KARE-engine: Probcore plus Engine induces torque: Quote Link to comment Share on other sites More sharing options...
Manul Posted January 5 Share Posted January 5 On 1/3/2024 at 11:00 PM, Rakete said: Centre of thrust is not aligned correctly for the biggest KARE-engine: PreciseEditor says that it has less than 0.1mm offset from the center of mass, looks quite precise for me In comparison with real world engines with all their pumps and other components shifting the COM of the engine. Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 5 Share Posted January 5 (edited) 12 hours ago, Manul said: PreciseEditor says that it has less than 0.1mm offset from the center of mass, looks quite precise for me In comparison with real world engines with all their pumps and other components shifting the COM of the engine. Alright then. I was just trying to figure out why one of my planes, that use that engine, keeps on rolling to the left while pulling up, even given the fact, that it was built perfectly symmetric. Not even the aerodynamical overlay helped to find the reason for this rolling momentum, when steering upwards. My last hope for the vessel was, that this might be the reason,... so i will give up on that iteration of the vessel, when even this is not the reason. 0.1mm is.... nothing. Edited January 5 by Rakete Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted January 5 Author Share Posted January 5 @Rakete Sometimes the craft design is just broken indeed, and should be abandoned or changed drastically. Ive been there. I generally take a big issue with blunt body aero and parts that aren't lift surface generating strong lift at some odd angle. I fixed the engine imprecision you pointed out. I'll release it soon-ish. Quote Link to comment Share on other sites More sharing options...
Manul Posted January 5 Share Posted January 5 9 minutes ago, Rakete said: so i will give up on that iteration of the vessel You can try PreciseEditor to check the alighment of engines and wing surfaces. I can't imagine my life without this mod: I always use it to check placement angles of landing gear, wings, engine nacelles, guns and other parts that get misaligned due to surface attachment on a curved surface. Quote Link to comment Share on other sites More sharing options...
Rakete Posted January 5 Share Posted January 5 7 minutes ago, JadeOfMaar said: @Rakete Sometimes the craft design is just broken indeed, and should be abandoned or changed drastically. Ive been there. I generally take a big issue with blunt body aero and parts that aren't lift surface generating strong lift at some odd angle. I fixed the engine imprecision you pointed out. I'll release it soon-ish. Agreed. I de- and re-attached almost every part. Something must be messed up with the vessel. I gave up the whole thing and continued a totally different approach for a kare-driven Warp-capable SSTO (supported by Blueshift etc...) maybe even some of the used stock parts are off, who knows. Strangely this one does not roll to the side, even that i uses the same parts.... just a completely different design,... who knows. I am kinda frustrated, that none of the stock tools helped me to find the reason. Neither CoM, CoL or CoT.... nor the aerodynamic overlay helped... sad. It drives the user kinda mad, if you can't distinguish, where such torque comes from, when everything was built in symmetry. Quote Link to comment Share on other sites More sharing options...
lBoBl Posted July 27 Share Posted July 27 @JadeOfMaar When using deferred rendering there is an effect that renders incorrectly on all 4 engines, making the business end look very ugly. I know deferred rendering doesn't handle transparent things well but I haven't been able to locate and remove that effect/mesh so I wondered if you'd like to solve that particular compatibility issue, perhaps if it's an easy fix. Thanks! Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 27 Author Share Posted July 27 @lBoBl Here's an easy solution. Save this as a new .cfg anywhere in GameData @PART[kare_eng*,kare_int*]:NEEDS[B9PartSwitch,!DepthMask,!Restock] { MODULE { name = ModuleB9DisableTransform transform = DepthMask } } Quote Link to comment Share on other sites More sharing options...
Manul Posted July 27 Share Posted July 27 6 hours ago, lBoBl said: I know deferred rendering doesn't handle transparent things well it's not a transparent effect, it's an invisible DepthMask mesh being rendered. Do you have a restock or standalone depth mask plugin? Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted July 27 Author Share Posted July 27 5 hours ago, Manul said: it's not a transparent effect, it's an invisible DepthMask mesh being rendered. Do you have a restock or standalone depth mask plugin? By default I have that mesh use a Unity standard shader and sometimes that shader bugs out and becomes opaque anyway, I think. I tested the situation and assume the person doesn't use Restock or the standalone DepthMask plugin. (A lot of people still hate or otherwise reject Restock) And for some people the DepthMask plugin is installed but breaks anyway (at least in the editor). Quote Link to comment Share on other sites More sharing options...
lBoBl Posted July 28 Share Posted July 28 (edited) On 7/27/2024 at 2:46 PM, JadeOfMaar said: By default I have that mesh use a Unity standard shader and sometimes that shader bugs out and becomes opaque anyway, I think. I tested the situation and assume the person doesn't use Restock or the standalone DepthMask plugin. (A lot of people still hate or otherwise reject Restock) And for some people the DepthMask plugin is installed but breaks anyway (at least in the editor). I don't use restock for reasons but the bug didn't appear until I installed deferred rendering so I assumed it was a bad interaction with it. Anyways thanks for the patch I'll try it out. Edit: It does the job, thanks again Edited July 30 by lBoBl Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 11 Author Share Posted September 11 Release 2.0 Changes Added stack nodes for the radial intakes to help with drag cube problems. Changed drag cubes for radial intakes to resemble wing boards to help with drag cube problems. Adjusted engine performance: Increased thrust in the Spatha, Gladius and Baselard. Slightly extended peak velocity in the Tory III. Fixed DepthMask issues. Retextured and Resurfaced. ⭐ PBR done right! Quote Link to comment Share on other sites More sharing options...
davidmakurin Posted September 11 Share Posted September 11 Nice Quote Link to comment Share on other sites More sharing options...
JadeOfMaar Posted September 22 Author Share Posted September 22 Release 2.1 Updated textures again. The shininess tuning was actually still very bad. Quote Link to comment Share on other sites More sharing options...
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