Synthesis Posted July 23, 2013 Share Posted July 23, 2013 A belated vote for complex from me--it's been a very long time since I checked out this thread, great to see that the engines are getting some love too. Link to comment Share on other sites More sharing options...
KAO Posted July 23, 2013 Share Posted July 23, 2013 it's happening! finally the engines are getting some loveI hope to see a newer, bigger, better LK pack in the future Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 24, 2013 Share Posted July 24, 2013 Lk might be a bit... since who knows what cool moduels c7 might add Link to comment Share on other sites More sharing options...
shadowsutekh Posted July 24, 2013 Share Posted July 24, 2013 So what have you been up to? If you don't mind sharing that is, CBBP. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 24, 2013 Share Posted July 24, 2013 So what have you been up to? If you don't mind sharing that is, CBBP.what do you mean? Link to comment Share on other sites More sharing options...
intidragon Posted July 24, 2013 Share Posted July 24, 2013 I'm already craving for that engine! I can't wait to install them to my R-7 replica (or at least that's what I think it is). :D :D Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 24, 2013 Share Posted July 24, 2013 Decided that the RD-210 will be a sustainer class engine. Basically like the RS-25. Made to fire from Launch to orbit because it doesn't lose a ton of Isp at SL. Thus it will also be good for landing engines. For 1.25m engines where will also be a departure (RD-0146), Acent/first stage (NK-33 analog), and second stage (rd-58). for the first set. I will probably tack in others here and there. but these are engines i need for certain things. and yes they will be smaller than people surely imagine. Link to comment Share on other sites More sharing options...
shadowsutekh Posted July 24, 2013 Share Posted July 24, 2013 (edited) I meant modeling/desiging/ksp creation-wise sorry for the lack of clarity.edit derp missed all the engine stuff. Edited July 24, 2013 by shadowsutekh Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 24, 2013 Share Posted July 24, 2013 RD-0146 has been under the knife all day. Replaced the turbines with the new ones, redid some plumping pathways, Totally changed the nozzle shape but it is not much different but looks a good bit better that is for sure. Need to get it attached to the base and the nozzle exension system overhauled. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 25, 2013 Share Posted July 25, 2013 and it flies texture time now. Link to comment Share on other sites More sharing options...
NoMrBond Posted July 25, 2013 Share Posted July 25, 2013 That looks splendid.Will these be arriving as part of an existing pack or will they be a stand-alone engine pack? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 25, 2013 Share Posted July 25, 2013 probably included in the current pack for a bit. Link to comment Share on other sites More sharing options...
NoMrBond Posted July 25, 2013 Share Posted July 25, 2013 Excellent, can't wait to see them in their fully textured/bumped/normaled et al glorySorry, throwback tangent; Did you ever find a way to fix the twin Balka solar-wing animation not saving states due to the multiple animation effects? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 25, 2013 Share Posted July 25, 2013 Excellent, can't wait to see them in their fully textured/bumped/normaled et al glorySorry, throwback tangent; Did you ever find a way to fix the twin Balka solar-wing animation not saving states due to the multiple animation effects?that's all dev team problem. not mine. in fact it is so annoying that it is one of the reasons I don't want to bther with landing parts or station parts any more because i canot animate them as needed. Link to comment Share on other sites More sharing options...
Creideiki Posted July 25, 2013 Share Posted July 25, 2013 (edited) that's all dev team problem. not mine. in fact it is so annoying that it is one of the reasons I don't want to bther with landing parts or station parts any more because i canot animate them as needed.Snjo's Firespitter DLL lets you have multiple animations per part. bac9's B9 Aerospace and sumghai's FusTek Station Parts Expansion use the Firespitter DLL (or a repackaged version of such) to drive multiple animations per part.Perhaps that could help make the twin Balka solar wings save their state?Cannot wait for more engines. Also, have you thought of making versions of the Soyuz and Progress craft for your pack? BobCat's Soyuz are excellent. But they clash visually with the Kosmos stuff.One last query, any chance of getting a temporary IVA for the station parts? I.e. so one needn't rely on Crew Manifest to see if their are any Kerbals on a station when it comes time to deorbit it at end of life. (Can you tell I'm still in 0.20.2 land?)EDIT: One thing I forgot to mention. The APAS docking ports are still not compatible with MechJeb. Which is somewhat annoying. Edited July 25, 2013 by Creideiki Forgot something... Link to comment Share on other sites More sharing options...
intidragon Posted July 25, 2013 Share Posted July 25, 2013 Yeah, mister Creideiki is right, Firespitter works on the twin-wing panels, I've tried it myself, but I don't know anything more advanced in coding. But this time it finally saves it's animation states after re-configuring the parts with the firespitter .dll, my main problem is that it doesn't get energy from the sun anymore (dunno how to tame that damned plugin). But please add more station parts too. . . I'm more of the space station guy at best, 'cause I've haven't done any int'plt missions. . . I find making space stations more fun. And I hope this gets you going. . . but look at this. My own ISS replica using the KOSMOS, A bit of FusTek, JARFR, and a bit of stock clipping for the Soyuz and progress modules. Love the work on the engines by the way. . . I really am getting more and more excited as I look into the thread. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 25, 2013 Share Posted July 25, 2013 Awesome ISS pictures. please chare those in the sharing threads for mod promotion also, anyone have any idea if any of the pods and stuff work? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 25, 2013 Share Posted July 25, 2013 Oh look the LK engines. Link to comment Share on other sites More sharing options...
shadowsutekh Posted July 26, 2013 Share Posted July 26, 2013 What about them? Link to comment Share on other sites More sharing options...
waffelzman Posted July 26, 2013 Share Posted July 26, 2013 Awesome ISS pictures. please chare those in the sharing threads for mod promotion also, anyone have any idea if any of the pods and stuff work?In 21.1 they work for me Link to comment Share on other sites More sharing options...
Mokmo Posted July 26, 2013 Share Posted July 26, 2013 the pods have their torque values set ? i thougth it was the noly issue pods had when migrating between versions... Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 27, 2013 Share Posted July 27, 2013 (edited) Rd-0146 is textured. I need to get the emissives for this and the RD-210 made at some point lol you cannot really see it but the nozzle extension screws are screw textured and 3even spin when deploying haha. Edited July 27, 2013 by CardBoardBoxProcessor Link to comment Share on other sites More sharing options...
Kerbolman Posted July 27, 2013 Share Posted July 27, 2013 You sir, are a god, and should be in charge of all things part making for everything ever in this game. Link to comment Share on other sites More sharing options...
sumghai Posted July 27, 2013 Share Posted July 27, 2013 For those of you still following up on the Balka Solar Wing Block issue, I've just done some experiments and posted my results. In summary:Conclusions - stateString's EXTENDED and RETRACTED values only determines whether the suntracker portion of the ModuleDeployableSolarPanel is functioning. It does not apply to any deployment animation(s), so a quicksave/persistence file-oriented plugin is of no use here. - Any number of ModuleDeployableSolarPanel can be included in the CFGs - they will all work to generate power - Only the last ModuleDeployableSolarPanel defined in the CFG will have its animated state saved/remembered by KSP when switching between flight scenes - The only two ways to deal with this issue is for SQUAD to either add animation IDs to all of their PartModules using animations, or to have a mod plugin duplicate the ModuleDeployableSolarPanel functionality and include Snjo's Firespitter mod's multiple animation layer handling code.If anyone here has any idea how to write a custom version of the suntracking functionality, that would be appreciated - Snjo provided me with a copy of the source code he used for the multiple animation per part handling. Link to comment Share on other sites More sharing options...
intidragon Posted July 27, 2013 Share Posted July 27, 2013 Beautiful . . . j-just beautiful. *tears of joy* I can't wait to see them lift my precious parts into space. (Sidenote: May I request a Soyuz replica of your own? I don't care how long it'll take. . . masterpieces aren't rushed either) Link to comment Share on other sites More sharing options...
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