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Kerbomax Mainsail


trekkie_

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Just something I've been working on. I'm thinking just a slightly more powerful, slightly more efficient counterpart to the stock mainsail. Or a weaker, but better ISP and smaller version of a mainsail.

sohl.png

clocked in at just over 4000 poly's. Not too shabby considering it's all real geometry.

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I've been working over time trying to get it through unity. Just some small hiccups here and there like with texture domains a little messed and I actually couldn't export it from my modeling program for a while......I narrowed it down to the bolts. I have no clue how they could be causing a program crash, especially since they're super simple geometry. so I have to redo them. I intended the skirt to be non specular, but the specular gives off a real nice shine in unity, which varies well with the angle. but at the same time kind of makes it out of balance with the diffuse of the rest of the model, not to mention the shimmering you would get from zoomed out viewing, so it's probably better to leave the whole thing (but the bolts) diffuse.

It's intended to be a 1.25m engine, kind of like a variation of the skipper/mainsail on a smaller scale (you could still throw a group of them on orange tanks). I think that's the most versatile way. I'm not sure on the final config it will have though.

Edited by trekkie_
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if there's going to be a huge demand for the design style, then I can probably easily create different versions, one for high atmospheric ISP and one for vacuum.

for example, this one simple change....

9xlm.png

of course, I'd have to come up with a slightly more varied look to the base.

I can actually see this as a nice o.6m part, that if grouped in clusters, could provide enough thrust to propel a sizeable ship in vacuum at a decent ISP. but for that kind of setting, it would probably be OP with smaller lighter fuel tanks by itself.

Edited by trekkie_
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here's an untextured final version in unity. I may still work on a highly vacuum friendly version, but this version is definitely meant to be an atmospheric beast with some extra vacuum potential.

0vun.png

and the current textured version...

3dlr.png

it's a pain to get those yellow strip textures just right, for some reason they're not aligned properly in unity. Oh crap now I know why, the texture was upside down ;)

Edited by trekkie_
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Finally in the game!

gzir.png

I've always had trouble with nodes and orientations and thrust transforms. Obviouisly the thrust transform has to be facing the Z direction. So in unity, I have to shift the model from it's default Y standing position, to its side in order to get it to face the proper direction. But in the game, the attachment node can only attach with the part on its side. Not sure exactly the correct remedy for this.

17mk.png

Edited by trekkie_
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You can just rotate the node that represents the thrust transform.

see I tried that by entering in rotation values, but it never seemed to be rotating. say I enter in a value of -90 on the thrust transform object alone, it still causes the attachment points to also rotate, making the attachment off to the left or right of the engine rather than straight up.

Edited by trekkie_
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see I tried that by entering in rotation values, but it never seemed to be rotating.

Possibly irrelevant advice:

Have you made sure the thing in the top left is set to "local" and not "global"? I had some trouble with this a while ago, and then realized how simple it was.

Also about the part attaching on its side, that's what the last three values in the node_whatever thing are for (0.0, 0.0, 0.0, 0.0, 0.0, 0.0) those are the directions the node attachment are facing, XYZ respectively. So with your sideways part it would probably be "0.0, 0.0, 1.0".

EDIT: You changed your post. Could you post a screenshot of the editor?

Edited by StarVision
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Finally in the game!

Obviouisly the thrust transform has to be facing the Z direction.

It's not really that the transform has to be facing Z, it's the game using the Z vector of whatever object you make the transform. You can resolve issues with objects facing the wrong direction in relation to others by parenting them to empty game objects. The node locations you put in the cfg will always go by the default orientation in unity, but game objects will have orientation and location relative to what they are parented to.

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I tried it both with and without the transform at the parent, and the transform itself has a rotation of -90 along the X axis.

your 0.0,0.0,1.0 setting resulted in this...

lzdr.png

close, but no dice, still not sure which is the best way to get the rotation just right.

actually, the part attaches on its side without rotation of the thrust transform at all, by default. even though my axis's in my modeling program are the same as in unity.

Edited by trekkie_
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