Tuna Posted July 27, 2013 Share Posted July 27, 2013 I don't know if any one has mentioned it yet, but has any one translated the flags yet?If not; here are some translations:Flag 1:12 ÃÂÿрõûь 1961 - 12 April 1961Òþ øüѠÃœøрð ø ßрþóрõÑÂÑÂу - In the Name of Peace and ProgressIt commemorates Yuri Gagarin's historic Vostok 1 flight.Flag 2:áûðòð Þтчø÷ýõ Óõрþõò! - Glory to Heroes of the Fatherland!...Well, that's suitably Communist.Flag 3:áþòõтÑÂúþüу ÃÂðрþôу - Soviet Peopleßøþýõру ÚþÑÂüþÑÂð - Space Pioneersáûðòð! - Glory!...Nothing to say there, really.Flag 3 is: "Soviet nation, the pioneer of the cosmos ! Glory !" pretty closeand very nice turbo pumps model and textures, CBBP Link to comment Share on other sites More sharing options...
Lebannehn Posted July 27, 2013 Share Posted July 27, 2013 (edited) Flag 3 is: "Soviet nation, the pioneer of the cosmos ! Glory !" pretty closeand very nice turbo pumps model and textures, CBBPStraight meaning of "áþòõтÑÂúþüу ÃÂðрþôу, ßøþýõру ÚþÑÂüþÑÂð - áûðòð!" is: Glory to Soviet nation, the pioneer of the cosmos!So closer variant is:To Soviet nationThe Pioneer of the cosmos!Glory!Also Flag 2:áûðòð Þтчø÷ýõ Óõрþõò! - Not "Glory to Heroes of the Fatherland!" but "Glory to the Fatherland of Heroes!" Edited July 27, 2013 by Lebannehn Link to comment Share on other sites More sharing options...
Tuna Posted July 27, 2013 Share Posted July 27, 2013 cool, thanks for correcting me Link to comment Share on other sites More sharing options...
Lebannehn Posted July 27, 2013 Share Posted July 27, 2013 Aye, np (: Link to comment Share on other sites More sharing options...
sumghai Posted July 28, 2013 Share Posted July 28, 2013 CBBP, I believe there is a way to fix the Balka Solar Wing issue without writing any specialized plugins.For this, you'll need to have both the left and right arrays controlled simultaneously by one animation / one pivot / one suncatcher - the main rotary pivot will still be defined as a second, separate animation as right now.Then, for the CFG, use the following definition - the order in which the two ModuleDeployableSolarPanel are defined is extremely important : // The main rotary hub MODULE { name = ModuleDeployableSolarPanel animationName = rotary raycastTransformName = sunCatcherRight pivotName = Main_Rotary_Pivot resourceName = ElectricCharge chargeRate = 0 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } // The two solar arrays (left and right) MODULE { name = ModuleDeployableSolarPanel animationName = open_left_right_panels raycastTransformName = sunCatcherLeftRightPanels pivotName = Left_Right_Panel_Pivot resourceName = ElectricCharge chargeRate = 400 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } }See how I put the definition for the two solar arrays last? I discovered that in KSP, if a part has multiple stock animated modules, the game remembers the animated state for the last defined one. On the other hand, because the main rotary hub does not have an associated extend/retract animation, KSP will also still remember its orientation.Let me know if you need any help with this. Link to comment Share on other sites More sharing options...
intidragon Posted July 28, 2013 Share Posted July 28, 2013 CBBP, I believe there is a way to fix the Balka Solar Wing issue without writing any specialized plugins.For this, you'll need to have both the left and right arrays controlled simultaneously by one animation / one pivot / one suncatcher - the main rotary pivot will still be defined as a second, separate animation as right now.Then, for the CFG, use the following definition - the order in which the two ModuleDeployableSolarPanel are defined is extremely important : // The main rotary hub MODULE { name = ModuleDeployableSolarPanel animationName = rotary raycastTransformName = sunCatcherRight pivotName = Main_Rotary_Pivot resourceName = ElectricCharge chargeRate = 0 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } // The two solar arrays (left and right) MODULE { name = ModuleDeployableSolarPanel animationName = open_left_right_panels raycastTransformName = sunCatcherLeftRightPanels pivotName = Left_Right_Panel_Pivot resourceName = ElectricCharge chargeRate = 400 trackingSpeed = 0.1 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } }See how I put the definition for the two solar arrays last? I discovered that in KSP, if a part has multiple stock animated modules, the game remembers the animated state for the last defined one. On the other hand, because the main rotary hub does not have an associated extend/retract animation, KSP will also still remember its orientation.Let me know if you need any help with this.I shall try your proposed coding sir. Is it safe to copy-paste this over the original coding though? Link to comment Share on other sites More sharing options...
sumghai Posted July 28, 2013 Share Posted July 28, 2013 I shall try your proposed coding sir. Is it safe to copy-paste this over the original coding though?Erm, this CFG config requires CBBP to modify his model.mu file first accordingly. Link to comment Share on other sites More sharing options...
intidragon Posted July 28, 2013 Share Posted July 28, 2013 Oooooooooooooooh. *O* . . . Sorry just a little too excited. His docking port is a rebel against MJ2, but you can dock them manually, and i've taken to like the challenge it provides in requiring a precise docking. His solar wings are a long-time love as well. . . but unless they don't work properly, I can't make the aesthetically-correct space station designs that I have running around my mind. I'll calm my tits for now. xD Link to comment Share on other sites More sharing options...
Oinker Posted July 28, 2013 Share Posted July 28, 2013 Here are some config files for the KOSMOS command modules and ASAS / SAS units to update them to .21 format using the new SAS system.Complimentary Configs for All Link to comment Share on other sites More sharing options...
Corsini Posted July 29, 2013 Share Posted July 29, 2013 Can u upload your mod in other site too ??im trying to download all day but the file crashes every time Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 Nope. KSP exclusive as I want to support the site. Pm me tomorrow and if the issue persists I will send you a private temporary link.in other news.trying to capture the essence of the NK-33 (we will call it the RD-33 to match the current naming convension but the jury is still out. suggestions?) Link to comment Share on other sites More sharing options...
Corsini Posted July 29, 2013 Share Posted July 29, 2013 Thanks CBBP, i really love your mods !! Dragoon is my best space capsule ! Im from Brazil.... sorry for my bad english.....i will try to download tomorrow... For the engine... how about KE-33 ( Kerbal Engine - 33 =p ) Is in your plans make the N1 rocket ? NK-33 are the engines of the N1, arent ?? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 I have made N1 model for block a and B and some of C. however I am not sure if i will make it/ early testing showed it was just too powerful for kerbals thin atmosphere. Link to comment Share on other sites More sharing options...
Corsini Posted July 29, 2013 Share Posted July 29, 2013 hum ...but you were planning on doing it just for the soviet lunar mission?If you do for larger payloads?somewhere around 100 tons?I think he would not be so strong as well!(Although it escapes thematic of the rocket)Even if you reduce the power of the engines?Sometimes if you do only by the rocket model, many people would be interested. Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 (edited) This is true. I also stopped because I found out that the N1 was more complex than originally realized what with all of it's weird faring and parts which fall away during launch. I didn't want to model that at the time nor lose it. If i ever do do a N1 it would be something alittle different than the original but something pretty neat. but it would be a lot of work. and i am all by myself art wise.maybe one day. Edited July 29, 2013 by CardBoardBoxProcessor Link to comment Share on other sites More sharing options...
Corsini Posted July 29, 2013 Share Posted July 29, 2013 I would like to help but unfortunately do not even know how to start making models, much less the tools to makeBut I did not know that the N1 would be so complicated.In the photo he is gorgeous.If ever you do, I would be very happy to have it in my repertoire.Congratulations on the job!On the engine (NK​​-33)What rocket you will make ?Antares? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 Well Antares is always a possability but I would probably only make its dual engine if ever. I just want the engine to be honest lol. It is a neat engine. Link to comment Share on other sites More sharing options...
Corsini Posted July 29, 2013 Share Posted July 29, 2013 What are your plans for the Kerbal space program now that you have two really good mods? Link to comment Share on other sites More sharing options...
NoMrBond Posted July 29, 2013 Share Posted July 29, 2013 One option could be to make just the N1 engine block, sized to fit some existing tank size (such as the 3.75 or 5m parts)?People could then make the upper fairing/assembly/stages from existing parts themselves which would save you from needing to make the entire block/assembly, without precluding the possibility of coming back to it later for the full treatment as time allowsWhile that's not quite the 17m original (I think that'd translate to ~11m Kerbal size?), it'd still be awesomeWatching the progress here is neat, wish I could do 3D modelling Link to comment Share on other sites More sharing options...
intidragon Posted July 29, 2013 Share Posted July 29, 2013 I'll give you my N-1 replica if you want something to mess around with mr. CBBP, but I used a few mods to make them look and work a little better. Will that be alright? Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 nk-33 nozzle is almost the size of the rd-190 nozzle I am going to use haha. but because it's pump is so compact it will be a 1.25m engine Link to comment Share on other sites More sharing options...
KAO Posted July 29, 2013 Share Posted July 29, 2013 ah! finally seeing the ol' N1 again months after seeing the teaser. This will be great for the heavy stuff Link to comment Share on other sites More sharing options...
CardBoardBoxProcessor Posted July 29, 2013 Share Posted July 29, 2013 well I am not working on the N1 lol. just rh Nk-33. it would be suicidal to have 30 of these high poly engines on the same thing ahha. Link to comment Share on other sites More sharing options...
NoMrBond Posted July 29, 2013 Share Posted July 29, 2013 Thems fighting words!Seriously, that's like a red flag to a bull, it'll now be the first thing to try Link to comment Share on other sites More sharing options...
Kerbal01 Posted July 29, 2013 Share Posted July 29, 2013 Could you make a RD-0410 or the Russian NTR? It'd make "What If" realistic Russian interplanetary missions easier. Link to comment Share on other sites More sharing options...
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