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[1.1.2]Aerojet Kerbodyne 3.0 (4/29/16 Better FX, still good for 1.1.2)


blackheart612

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Ive encountered a few possible part scale bugs that may be related to the 0.25 scale bug "fix". Lightly-modded 0.25 32bit install, let me know if I can provide you any further information.

3A94FD46789B21A02C8BC13B4BB8C9B58A64B466

247CAF6CAA193080F41F1363F8B66726DA44717F

92B1545875B0FF8DDB1B6ED369B7A1D4AE9A71FD

Edited by technerd89
Making picture-load friendly
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Yeah I'm having that same problem.

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Firespitter is still in the 3.0.3 package on KerbalStuff as of this post writing. In regards to that, I BELIEVE (dont quote me) that I read in a post that there is a compatible Firespitter DLL on their github, it simply continues to throw version checker errors.

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Maybe I missed something but I still get the skirt not separating issue. I've gone over my install several times and I have everything, including SDHI and all its dependencies but I don't have the option when I right-click in the VAB to turn off nodes.

EDIT: I should note, .25 32bit.

Edited by NavyGuy2007
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I have noticed an issue with the aerocap as well, I am going to investigate it along with that issue. I'll try if I can replicate yours

Same, it did not want to let go of the SDHI Clamp-o-chute. Yanked it right off and cost me a Taurus pod :P

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I have noticed with the skirts its kind of like there's two nodes in there, a top and bottom but its only like half a hair width below it. If yo hold the skirt at the right place you'll notice it swapping between the two, both showing green but its the bottom one you what, if you time it and catch it just right it will separate fine.

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I have noticed with the skirts its kind of like there's two nodes in there, a top and bottom but its only like half a hair width below it. If yo hold the skirt at the right place you'll notice it swapping between the two, both showing green but its the bottom one you what, if you time it and catch it just right it will separate fine.

This is why there is node toggle so you don't have to struggle doing that.

Update to 3.0.4

Fixed the wild flinging of Taurus Pod because of the clipping of collider issue.

Thank you very much for reporting.

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If anyone that love's blackheart612 great job but feel the engines just didn't have the power they should you can try this edit in just a couple of spots

PART
{
// --- general parameters ---
name = HG10B2
module = Part
author = blackheart612

// --- asset parameters ---
mesh = model.mu
rescaleFactor = 1

// --- node definitions ---
node_stack_top = 0.0, 0.25, 0, 0.0, 1.0, 0.0, 1
node_stack_top1 = 0.0, 0.74, 0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -1.6, 0.0, 0.0, 1.0, 0.0, 1


// --- FX definitions ---

fx_exhaustFlame_blue_small = 0.0, -9, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -9, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -9, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -9, 0.0, 0.0, 1.0, 0.0, flameout

// --- Sound FX definition ---

sound_engage = engage
sound_loop = running
sound_off = disengage
sound_out = flameout

// --- editor parameters ---
TechRequired = heavyRocketry
cost = 1100
category = 0
subcategory = 0
title = HG-10B-2 Liquid Fuel Engine
manufacturer = J&B Kerbodyne
description = A very powerful, versatile upperstage engine. This engine is designed with a 1.58m sized adapter for the ICPS where it can be attached. It is the main propulsion of the ICPS.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,0

// --- standard part parameters ---
mass = 2.3
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 8
maxTemp = 2800
breakingForce = 1200
breakingTorque = 1200


stagingIcon = LIQUID_ENGINE

MODULE
{
name = ModuleJettison
jettisonName = Fuelline
bottomNodeName = top1
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

}


MODULE
{
name = ModuleAnimateHeat
ThermalAnim = 10B2Heat
}

EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = AerojetKerbodyne/Sounds/upperloop
volume = 0.0 0.0
volume = 1.0 1.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
PREFAB_PARTICLE
{
prefabName = fx_smokeTrail_light
emission = 0.0 0.0
[COLOR="#FF0000"]emission = 0.66 0.0
emission = 0.068 0.75
emission = 1.0 1.25 1.668269 1.668269 <------ this
[/COLOR]speed = 0.0 0.25
speed = 1.0 1.0
localOffset = 0, 0, 1
}
MODEL_MULTI_PARTICLE
{
modelName = AerojetKerbodyne/FX/AK10Flame
transformName = thrustTransform
emission = 0.0 0.0
[COLOR="#FF0000"]emission = 0.66 0.0
emission = 0.068 0.75
emission = 1.0 1.25 1.668269 1.668269 <-----------this[/COLOR]
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{
channel = Ship
clip = AerojetKerbodyne/Sounds/upperstart
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout
transformName = smokePoint
oneShot = true
}
AUDIO
{
channel = Ship
clip = AerojetKerbodyne/Sounds/upperout
volume = 1.0
pitch = 2.0
loop = false
}
}
}

MODULE
{
name = ModuleEnginesFX
thrustVectorTransformName = thrustTransform
engineID = HG10B2
runningEffectName = running_closed
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 175
heatProduction = 300
fxOffset = 0, 0, 0.21
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 375
key = 1 270
}

}

MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
}

MODULE
{
name = TweakScale
type = stack
scaleFactors = 1, 1.5
scaleNames = 1.58m, 3.16m
techRequired = heavyRocketry, heavierRocketry
}
}

to me it looks like it made a good change and here is where, I got the INFO http://forum.kerbalspaceprogram.com/threads/93332-INFO-KSP-floatCurves-and-you-the-magic-of-tangents

Edited by Mecripp2
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Thanks for posting it here MeCripp, definitely gotta include that on next release

Did a quick check with both sizes and also Tweakscaled to see if maybe it worked on one and not the other. Both are offset a bit down and in from where they should be.

http://i.imgur.com/87xBhu5l.png

May I ask if you really want to use the service tank with that adapter? I can probably find a way to fit them but that service module fits the bigger engine + high adapter. The other tank has its own set and they have their respective fairings. I don't know if that is the answer to that issue but, it's worth a shot.

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