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[Part] Unnamed 4 Kerbal Capsule, Work in Progress


S3416130

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What if I made another version of the capsule, minus heatshield and engines? Would that be fine?

áounter-proposition: capsule (without heatshield and engines) + service module (fueltank, engines and heatshield maybe). Or we can use one of the DeadlyReentry shields, Sum Dum shield, etc :)

I think this is more versatile decision and it'll satisfy most people... But even without any service module/engines/heatshield and even without fairings 4-man capsule still can be used with great benefit! :)

Personally, I'd be more interested in the command pod itself and less in the fairings, LES, and LKO return thrusters. I'm not saying you shouldn't go ahead and work on the things you like. After all, it's your creation. However, I would suggest focusing on one part at a time and releasing often. That way you'll get much better feedback than now.

+1

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Personally, I'd be more interested in the command pod itself and less in the fairings, LES, and LKO return thrusters. I'm not saying you shouldn't go ahead and work on the things you like. After all, it's your creation. However, I would suggest focusing on one part at a time and releasing often. That way you'll get much better feedback than now.
áounter-proposition: capsule (without heatshield and engines) + service module (fueltank, engines and heatshield maybe). Or we can use one of the DeadlyReentry shields, Sum Dum shield, etc :)

I think this is more versatile decision and it'll satisfy most people... But even without any service module/engines/heatshield and even without fairings 4-man capsule still can be used with great benefit! :)

This is why feedback is so invaluable, it prevents me from losing focus from the key areas of this project. I don't even remember why I decided to include the heatshield as a permanent feature. I'll push priority for the shroud and LES back, and pull forward fixing and tweaking the capsule, minus heatshield and engines.

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I think it's lookin' good! Would second (third? fourth??) the "more stock-alike texture" comment. And for some reason, this thing is screaming "Landotron" at me... :D

But with that being said, I agree with the previous statements on getting the pod squared away before worry too much about additions. Again, this looks great and look forward to seeing it in all its' finished glory! :D

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Well, I like the design just like it is. Built in engines & heatshield, the LES, everything. :) I also dig the idea of animated stabilizers on the LES, it would add a sense of action and drama during an abort. But that's just me, I like watching automated processes where a bunch of actions occur in rapid succession, almost too fast to follow. With this system, it'd be 'jettison fairings, stabilizers snap out, pod decouples and escape rockets fire' all within like a tenth of a second.

But, like I said, that's just me. :)

Oh, btw, if you do leave the built-in engines in, I'll just edit my config file so that they ARE powerful enough to have a TWR greater than 1 for Kerbin. I just hate the imprecision of parachute landings. :D

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LES systems are cool, but do they really see any use in game? In the rare event that a rocket falls apart during launch, a decoupler is usually enough for me to get away from the debris. I think you made the right call with focusing on the pod itself first :)

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Okay, after focusing solely on the capsule, the hatches and ladders are now fully functional. I'd imagined these would give me much more trouble in implementing than they actually did.

Javascript is disabled. View full album

However, graphically, the hatch is too small and the ladder too narrow, so I'll need to tweak the model and texture (which still needs a redesign) to fix this.

The capsule is getting closer, though, to a release. Perhaps some custom parachutes will complement the capsule.

Edited by S3416130
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My brother and I are working on a similar project, that will end up having a new one kerbal pod, a five kerbal pod, a bunch of Life Support related stuff,and a few new engines. I currently have a pod for one kerbal, but I cant figure out how to put on the hatch and ladder. It is already in unity, any tips? (AKA, tell me how, PLES!)

If you're still looking for tips on adding the hatch and ladder, I might now be able to help.

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:D

Thank you, yes I am, could you tell me how?

EDIT: Pics!

YG5aIXe.png

P1PMgEz.png

These pics show the pod, the first showing the door, and the second showing the top of the pod. It will have inbuilt monoprop engines, so that it can do a direct landing on duna. It should carry about four or five kerbals, and the ladder is only going to be there to provide a hold for kerbals to get in the pod.

Edited by Deathsoul097
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A more complete tutorial would be helpful, as I have only delved into unity breifley over the last couple of days.

EDIT: When putting models into Unity, do I drag and drop the .blend file, or do I have to export it in a different format?

EDIT EDIT: Another render of the pod, in orthographic this time. (Still has to be double-edged and sub-surfed)

Rl908OU.png

Edited by Deathsoul097
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If you've already done some of these steps, you can skip them, since I'm not sure how your hierarchy is structured

1) Start by creating an empty game object by clicking on Create Empty in the GameObject tab. Make sure that its positioned at 0,0,0 (x, y, z) with a scale of 1,1,1 (from the toolbar on the right)

2) Also, make sure your textured model is positioned also at 0,0,0 and scaled 1,1,1

3) Drag the model in the Heirarchy tab into the GameObject

4) You can now scale the GameObject to 100,100,100 if 1,1,1 is too small to see the model. This will scale the whole model.

It should now look something like this.

kwLBBro.jpg

Now this is the important part, the above instructions are just a prelude to the following ones.

1) Create a cube by clicking on Create Other > Cube in the GameObject tab

2) Centre the cube at 0,0,0 and drag this into the GameObject. Also scale the cube to 0.5, 0.5, 0.5.

3) Using the position x,y,z numbers that were set to 0,0,0, increase/decrease the x and/or z values (this depends on what side the hatch is modelled on), until the cube lies just outside the collision mesh of your model. Alternatively, you could drag the arrows on the box when using the move tool (next to the hand in the top-left). For me, the hatch is in the positive z direction.

YALRwla.jpg

4) Next, move the cube in the y-axis until it covers the hatch pretty well

5) You're also going to need to rotate the cube until it lies pretty much parallel to the surface of the hatch. Use the rotation settings on the right. When clicking on the move tool, the arrows should be visible. The rotation settings will rotate the cube around the corresponding axis (axis of the cube, not the GameObject)

6) Copy the cube from the Heirarchy and paste it also into the GameObject. It will be in the exact same orientation and position as the first cube.

7) Rename the first cube to Airlock and the second to Ladder. Capitalisation is important.

1w7ChRC.jpg

There's more to do, but before I continue, tell me if I didn't explain anything well. I tend to be not very good at giving clear instructions.

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nEiBpNS.jpg

1) When you click on Airlock, you'll see this box at the top-right of unity

2) Click on the drop-down box that say Untagged, and click Add Tag

3) Next to Element 0, type Airlock

4) Next to Element 1, type Ladder

5) Next to User Layer 21, type Part Triggers

It should now look like this.

oCQkiux.jpg

6) Click on Airlock in the hierarchy, and in the drop-down box labelled Untagged, click Airlock

7) For Ladder, do the same but for the Ladder tag

8) Use the drop-down box next to this to change the Layer from Default to Part Triggers for both the Airlock and Ladder

9) Now remove the Box Collider from both Airlock and Ladder parts, by clicking the gear shown in the following picture and then clicking Remove Component

JVtRVhQ.jpg

10) For both Airlock and Ladder, click Add Component, then Physics, and then Mesh Collider. Tick the boxes Is Trigger and Convex

11) For both Airlock and Ladder, remove Mesh Renderer the same way

Unity should now look like this.

o8l12mf.jpg

However, the boxes need a specific orientation. The blue arrow must point directly inwards (towards the hatch), and the green arrow upwards (the orientation the kerbal will be in when he climbs the ladder). Use the rotational numbers to rotate them if you have to. For me, both boxes had to be rotated 180 degrees around the y-axis.

IV2oewl.jpg

If the Airlock box is almost perfectly parallel to the hatch, and covering it evenly, then its now complete.

12) You'll now need to scale the Ladder box in the y-axis until it is the length of the proposed ladder plus the hatch.

You can now move the resized box, until its in a good position, but you can only move it in the y-axis of the box.

For me, it now looks like this. Notice that the Airlock box is still perfectly inside the Ladder box. This is important.

SgvZAdK.jpg

Your Kerbals will climb through the Ladder box. The in-game ladder ends where the box ends.

13) Click on GameObject, then Add Component, KSP, and finally Part Tools

14) In the Part Tools (Script) box, give your model a name, set a file url and pick a file format for the texture. I usually pick TGA_Smallest since its compressed and takes less space than the MBM files Squad uses.

Clicking Write will export a model (*name*.mu) and texture file to the url location.

You'll still need a configuration file, though, I can assist with that if you need some tips. Also, if the kerbals appear to be climbing with a gap between them and the capsule, you may need to move both boxes closer to the pod, even if they move slightly within the collision mesh.

I hope I haven't forgotten anything. If it doesn't work, I'll read over my instructions again to see if I conveyed anything wrong or forgot a step.

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:D

Thank you, yes I am, could you tell me how?

EDIT: Pics!

http://i.imgur.com/YG5aIXe.png

http://i.imgur.com/P1PMgEz.png

These pics show the pod, the first showing the door, and the second showing the top of the pod. It will have inbuilt monoprop engines, so that it can do a direct landing on duna. It should carry about four or five kerbals, and the ladder is only going to be there to provide a hold for kerbals to get in the pod.

That's an excellent looking capsule, fits in perfectly with the stock capsules. Imagining it landing on Duna makes me think of the artist conceptions of the SpaceX Red Dragon landing on Mars. Is it also going to include internal deployable landing legs? Also makes me realise that I need to chamfer some of the sharper edges on my own capsule.

Edited by S3416130
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Thank you! This has been incredibly helpful! One thing though, how do I set up the thrust for the inbuilt engines? Other than that, and the IVA, this pod is pretty much complete. Once I get a better handle on all this unity stuff, I might well make gear for it, but they wont be in the pod, I dont want it to be an all-in-one, perfect-for-everything pod.

Edited by Deathsoul097
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Okay, the thrust, compared to the ladders and hatches, is relatively easy.

1) Inside the hierarchy of the GameObject from the last tutorial (where the model is located within), create more empty game objects, one for every thrust nozzle on your model

2) Rename each one to ThrustTransform. The name is not actually important, but has to be typed in exactly into the config file later

3) Move each ThrustTransform to each nozzle, and rotate them so that the blue arrow points in the direction that the exhaust leaves the nozzle. Make sure the x,y,z location of each ThrustTransform is composed of numbers than can be typed in exactly (ie, 1.5 instead of 1.4999999.....) and write down one location.

T5E5KJ7.jpg

4) Insert the following paragraphs into the capsule config file.

(if you want a blue flame, insert this after the standard part parameters. This is the parameters I used for my capsule)

fx_exhaustFlame_blue_small = x, y, z, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = x, y, z, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = x, y, z, 0.0, 1.0, 0.0, running

(if you want a yellow particulate flame instead, insert this after the standard part parameters. This will look more like a solid fuel engine though)

fx_exhaustFlame_yellow = x, y, z, 0.0, 1.0, 0.0, running

fx_exhaustSparks_yellow = x, y, z, 0.0, 1.0, 0.0, running

fx_exhaustLight_yellow = x, y, z, 0.0, 1.0, 0.0, running

fx_smokeTrail_medium = x, y, z, 0.0, 1.0, 0.0, running

(where the x, y, and z letters are, replace them with the coordinates of the ThrustTransform location you wrote down)

(you'll also need to insert this after the FX)

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

(at the end, insert this module, but make sure there is only one } so the config isn't closed yet)

MODULE

{

name = ModuleEngines

thrustVectorTransformName = ThrustTransform

exhaustDamage = True

ignitionThreshold = 0.01

minThrust = 0

maxThrust = 50

heatProduction = 40

PROPELLANT

{

name = MonoPropellant

ratio = 1.0

}

atmosphereCurve

{

key = 0 260

key = 1 100

}

(you can change the min/max thrust here, as well as the ISP [260 in this case] and heat production)

(then insert this)

RESOURCE

{

name = MonoPropellant

amount = 60

maxAmount = 60

}

(you can change these as well)

Make sure that the last module/resource section if followed by another } so that the whole config is closed at this point.

Edited by S3416130
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Thanks! This has been really helpful, but can I ask one thing though? Can you please read through my CFG in case I missed something?

Code:

PART

{

// 0.7

fx_exhaustFlame_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_exhaustFlame_blue = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = -0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_exhaustFlame_blue = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = 0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

fx_exhaustFlame_blue = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = -0.7, -0.7, -0.7, 0.0, 1.0, 0.0, running

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

name = DrakePod

module = Part

author = Deathsoul097

mesh = DrakePod.mu

scale = 1

rescaleFactor = 1

node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 2

node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1

(I haven't tested it yet, so these noes are placeholder, unless they work, of course)

TechRequired = heavierRocketry

entryCost = 8000

cost = 4000

category = Pods

subcategory = 0

title = D097 Star Industries "Drake"

manufacturer = D097 Star Industries

description = A new Command Pod, and suitable for direct descend landing on Duna. The inbuilt engines should provide enough thrust to land on Duna, but dont expect to return with it, this is a one way trip if you do it.

attatchRules = 1,0,1,1,0

mass = 3

dragModelType = default

maximum_drag = 0.19

minimum_drag = 0.14

angularDrag = 2

crashTolerance = 35

maxTemp = 4000

vesselType = Ship

CrewCapacity = 5

MODULE

{

name = ModuleCommand

minimumCrew = 1

}

RESOURCE

{

name = ElectricCharge

amount = 125

maxAmount = 125

}

MODULE

{

name = ModuleEngines

thrustVectorTransformName = ThrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 150

heatProduction = 400

fxOffset = 0, 0, 0

PROPELLANT

{

name = Monopropellant

ratio = 1

DrawGauge = True

}

atmosphereCurve

{

key = 0 300

key = 1 280

}

}

MODULE

{

name = ModuleReactionWheel

PitchTorque = 12.5

YawTorque = 12.5

RollTorque = 12.5

RESOURCE

{

name = ElectricCharge

rate = 1.2

}

}

MODULE

{

name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report

resetActionName = Discard Crew Report

reviewActionName = Review Report

useStaging = False

useActionGroups = True

hideUIwhenUnavailable = True

rerunnable = True

xmitDataScalar = 1.0

}

MODULE

{

name = ModuleGenerator

isAlwaysActive = true

OUTPUT_RESOURCE

{

name = ElectricCharge

rate = 0.75

}

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 2.0

}

RESOURCE

{

name = MonoPropellant

amount = 300

maxAmount = 300

}

}

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A minor things you should change.

You only need to set the FX for one ThrustTransform location. KSP will automatically copy it in game for the other locations, seeing as they were all named exactly the same. In fact, how it is now, you might possibly end up with 16 flame effects in four locations, if each FX part is copied for every other location. This would unnecessarily use more computer resources.

Apart from this, the rest of the config is great. If any problems do arise, I'll re-look over it, and see if there's anything I missed.

Also, thanks for showing this. Your config included DrawGauge = True, which I'd never realised was missing from my own config.

(If you read the part of my reply that talked about the "brackets" being misplaced, apologies but I mis-read your config and realised afterwards that they were in fact correct.)

Edited by S3416130
made a few errors in my reply
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Thanks. But unfortunately I am getting a problem of all parts in my install disappearing in the editor when I put my part into KSP. Any ideas?

EDIT: New CFG:

PART

{

fx_exhaustFlame_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

fx_smokeTrail_light = 0.7, -0.7, 0.7, 0.0, 1.0, 0.0, running

sound_vent_medium = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

name = DrakePod

module = Part

author = Deathsoul097

mesh = model.mu

scale = 1

rescaleFactor = 1

node_stack_bottom = 0.0, -0.75, 0.0, 0.0, 1.0, 0.0, 2

node_stack_top = 0.0, 0.0, 0.75, 0.0, 1.0, 0.0, 1

TechRequired = heavierRocketry

entryCost = 8000

cost = 4000

category = Pods

subcategory = 0

title = D097 Star Industries "Drake"

manufacturer = D097 Star Industries

description = A new Command Pod, and suitable for direct descend landing on Duna. The inbuilt engines should provide enough thrust to land on Duna, but dont expect to return with it, this is a one way trip if you do it.

attatchRules = 1,0,1,1,0

mass = 3

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.15

angularDrag = 2

crashTolerance = 35

maxTemp = 4000

vesselType = Ship

CrewCapacity = 5

MODULE

{

name = ModuleCommand

minimumCrew = 1

}

RESOURCE

{

name = ElectricCharge

amount = 125

maxAmount = 125

}

MODULE

{

name = ModuleSAS

}

MODULE

{

name = ModuleReactionWheel

PitchTorque = 15

YawTorque = 15

RollTorque = 15

RESOURCE

{

name = ElectricCharge

rate = 1.2

}

}

MODULE

{

name = ModuleEngines

thrustVectorTransformName = ThrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 100

heatProduction = 400

fxOffset = 0, 0, 0

PROPELLANT

{

name = MonoPropellant

ratio = 1

DrawGauge = True

}

atmosphereCurve

{

key = 0 300

key = 1 280

}

}

MODULE

{

name = ModuleScienceExperiment

experimentID = crewReport

experimentActionName = Crew Report

resetActionName = Discard Crew Report

reviewActionName = Review Report

useStaging = False

useActionGroups = True

hideUIwhenUnavailable = True

rerunnable = True

xmitDataScalar = 1.0

}

MODULE

{

name = ModuleScienceContainer

reviewActionName = Review Stored Data

storeActionName = Store Experiments

evaOnlyStorage = True

storageRange = 2.0

}

RESOURCE

{

name = MonoPropellant

amount = 300

maxAmount = 300

}

}

Edited by Deathsoul097
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Give me a moment and I will post a screenshot:

Yeah, I don't think this is supposed to happen:

85VOEuf.png

oWwKOG7.png

Unfortunately, as well, the stack nodes are not appearing, the part cannot be attached in any way, and I cant choose it as the first part of the ship.

Edited by Deathsoul097
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