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[WIP] Gizmo Rocketry Concepts


CluelessModeler

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It shouldn't really have influence on UVmapping, but I'm not sure. Better apply it before you start on textures, but I've seen models with broken smoothing that were already mapped, and resmoothing them later didn't mess the UVs up. And you should definitely do that before showing WIP pics, lack of smoothing looks horrible.

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Much, much, much better. :) The lower stages look great. The Stars could use some detail, though. There's a rim in the middle on Star 37FMV, I suppose it's used for mounting the stage. There's something like that on Star 48, too, but arranged differently. Orion 38 has two big, thick rims around either end. Also, you could model those small bits by the nozzle (most Star motors seem to have two "prongs" near then nozzle), and on the "V" variants, the thrust vectoring assembly. Keep it simple, though. Also, you might need to consult someone experienced with that, but it is possible to make the pistons on the thrust vectoring device move with the nozzle. That would be a really nice bit of detail.

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Hey, check this out: http://forum.kerbalspaceprogram.com/threads/49598-o-21-x-Space-Shuttle-Solid-Rocket-Booster-1-1-Replica

This has a plugin that can vary SRB thrust with time, by Asmi, I think. In this catalog, you can find thrust curves for the motors:

http://www.atk.com/wp-content/uploads/2013/02/ATK-Motor-Catalog-2012.pdf

Do you think you could implement that? That'd be a really nice touch, especially for real-size versions.

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I'll get in contact with Asmi at some point to see if he will let me use his mod. But to be honest, this is all going on back burner until Saturday, stupid Chemistry finals.

I do appreciate the input fellas! To be honest, the upper stages were very crudely modeled at this point. I hadn't even gotten around to those rings on them. It's in the works!

WRT making parts vector with the nozzle, it is my understanding that as long as those parts are in the unity hierarchy as being attached to the TVC transform, and you have ModuleGimbal defined in the config, it should gimbal with it. I've gotten the first and second stages into KSP, and using this trick the nozzles gimbal with the thrust animation, it's only 3 degrees in any direction, but it does help steering.

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Yeah, the nozzles are easy, but CBBP made pistons which are fixed on one side and move on the other. If you look closely at the upper stages (those that can vector, anyway), you can see a vectoring assembly that has two pistons that could be made to work like that. I think this would look really nifty if it could be made work.

I'm really looking forward to that Minotaur. :) The guy who made Athena family is making LADEE now, so it'd go well with it. Also, I can't wait to see what you'll have for Orion motor family. With that quick method, do you think you could make both normal and XL versions of the motors? Both Pegasus and Taurus have an XL version.

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I appreciate it fellas, I've already sent HoneyFox a message, but, I presume that if NathanKell is already working on integrating it with Modular Fuel Systems, I could just strongly suggest that people get that mod in addition to the mod that I'm making!

Delay shouldn't be too long, already powered through 4 finals, just got one more on Saturday, then I'll be free!

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I suggest you use the HoneyFox' plugin (because it works) until the MFS version is ready. Converting it shouldn't be that hard, and I see no point in waiting on what's not even going to be in the next MFS release (from the looks of it).

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They could've gone better, I hate timed tests with a passion. Especially for Chemistry, wayyy too much maths to cram into an hour and a half for a 75 question test.

I'm already getting back to work on Minotaur! Already got the basic model in Blender, which I've already posted pictures of! I'm adjusting the textures of the upperstages and also implementing the changes you and NathanKell mentioned!

Delta II will follow that, I've just got to get a lot better on Unity.

I don't know how everyone else does it, but, what I'm doing, is building a single blend with all the parts of the rocket, and I disassemble it in unity and import each part individually. It seems like that way there's less margin for error when it comes to part sizes not being exact. Thoughts?

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Good way. Does that mean the whole rocket uses a single texture? Depending on how you set you textures up, there are different approaches to optimizing their use. I can help you with that once the models are working.

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Nice. You can reference the same texture in multiple models. The MODEL call is especially good for that, it allows really great optimization of texture use. Check FASA to see how to best do that.

All the RL rockets that I wished for, all being developed in one place! Any plans on a zenit?

Also, atlas II-III?

Atlas is being developed by Frizzank. It's more up FASA's alley, really, and Atlas II fits it's timeline. Heck, if you find a Centaur, you could probably make Atlas II with a few config edits, out of existing parts. As for Atlas III, it would only require a new, smaller 1st stage and a decoupler for Chimer4's model, you could try PMing him about that. For Zenit, pester the Russians (BobCat or MrTheBull). :) You'll probably have better luck with the MrTheBull than with BobCat, though.

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After all is said and done, there's a possibility of me working on later Atlas stuff, might even take on Delta's too. Who knows?

I would do some Russian stuff, but, like Dragon said, that's more up MrTheBull and BobCat, they're a lot better at this modelling thing than I am anyways!

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A breakthrough!!!

hRdU5PH.png

bGBKvCh.png

Finally got everything INTO the game, now I've just gotta figure out nodes and everything. So far all the rockets perform fine, just having some trouble with the interstage decouplers and the payload fairings.

I get the feeling that releasing the next stage into an uncontrollable spin isn't very spaceflight worthy!

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Nope, but if you could get a controllable spin (along the main axis), that would be nice. :) Some Stars are spin-stabilized, though recent ones usually have 3-axis control instead. If you were willing to try making an Infernal Robotics-powered turntable, that'd probably work.

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Sure, though it's probably a collider problem. They tend to manifest as throwing stuff around on stage separation. BlazingAngel's Delta IV had a similar problem. I'll definitely check the model out, see how this can be fixed.

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Yeah, 0.23 is out. He'll probably make an update soon, we've talked about it and even outlined some expansion plans. :) Just give mods some time to update, there's a lot that could be done, especially with the new engine particle system.

Speaking of which, we need to check what new updates we could use. A new flame for SRBs would probably be a nice addition.

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