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The Open Part Mod ~Week 5/9 Project Started


Ven

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"I would like to focus on the art side of creating parts for Kerbal and their proper integration into the game. If someone wants to do a plugin or code one that would be awesome as well.

The idea is simple. Once a week I will post a SIMPLE part idea for people to work on. During that week you post your work in progress, ask questions, help others and learn how to integrate your creations in-game from start to finish. The difference is your going to post your source art (preferably a unity package) so others can learn from it and discuss how you did what you did. The whole process is open to everyone, so if you don't know anything, that's great you can learn! If you are already a pro then you can help others and show off some of your work. At the end we pack up the best of and post a download link for every one to enjoy."


Week 3 Project

Begins Friday 5/9, ends Friday 5/16 at 6pm PST.

Create an inline 1.25 meter 'boosted' decoupler.

What do I mean by boosted? It has solid rocket boosters of course! Perfect for pushing parts spent stages away from your craft, or to get your Kerbal/ science away from the craft ASAP.

Winner: Cpt. Kipard~ "Booster Decoupler"

LabeRmz.png

Download


Notes:

  1. If you part uses more than one engine/rocket, name all of them thrustTransform. The transforms will evenly split the thrust and use the FX that you designated in the config.
  2. If you are using multiple thrustTransforms, I'd suggest that you look at the Launch Escape System for reference when you make your config.

Some useful information on Engines and decouplers:

Thrust Transform example

Decoupler modules

--------------------Stats-----------------------

Thrust= 80Kn

Isp= 150

Solid fuel: 12 units

Decoupler module

-------------------------------------------------

Here's my example in action:

screenshot13_zpsbc10b70a.png

And here's my part file: Boosted Decoupler (which hopefully works after I cleared out the clutter in my unity folder.)

How to Upload your Part

1: In Unity look in the top bar for the name of the project (which you created)

2: Go to My Documents and look for a folder with that name

3: Send to -> zipped folder

4: Put your part's folder (KSP/GameData/FOLDER) into the zip. It doesn't matter what it's called.

5: Upload with something (Dropbox, Mediafire, Google Drive, Mega...)

6: Post it in the Submissions Thread when it is available.

Rules

  • Everything is open. The licensing is up to you (if others can use your stuff) but you must post your source art (as a unity package), screen shots, your finished in-game part with its .cfg and license.txt (if others can use your stuff) packaged in a .zip file so others can learn from what you did. It's not just showing off, it's helping others learn. You also agree if your part wins that week to be included in the best of download pack.
  • You will use constructive criticism only!
    We are here to learn and to teach, not to put people down. I am not a moderator but I can ban people from the contest that are rude or unhelpful with their comments.
  • You will be open to critiques and constructive criticism of your work.
    If you are unclear on what those words mean look them up, but you will not take constructive critiques of your work personally.
  • The Contest will start when the Part type is announced and will last exactly one week. The part shouldn't be overly complex and take up your whole week, this is just for people who work at different times and/or like to work in small amounts spread out across the week.
  • A submission thread will be posted shortly before the deadline for people to submit their entries into. There will then be a poll that will last until the next week.
  • Additions that were not part of the original requirements may be made by the part author, provided that the stated stat requirements are not changed.
  • If you are the winner and picking the next part.
    1. The part must be a single part
    2. The part must be different visually than any previous part (be creative, if a fuel tank was done last week do a science part this one)
    3. Simple enough for beginners to make (The Apollo capsule IVA is *NOT* simple)
    4. Have some direction and constraint to it

    The direction and constraints consisting of its size and purpose at a minimum. "Make an engine" (too general) or "Make the Death Star" (too complicated) is not a valid description.

    "Make a 2.5m nuclear engine that looks like it was built in the 1960's" would be valid description.

FAQ

I don't know/have any software!

-Blender, Gimp and Unity are all free but you can use any software you like.

A week is not long enough!

-The parts are going to be small and simple making a week plenty of time to finish. Time management is also a very important skill that gets overlooked.

The good people are going to win all the time, that's not fair!

- No that is how you get better by learning from others that are better than you.... Also you cant win twice in a row, and since the previous winner is running it they cannot win again anyways.

Are you Frizzank going to be participating in every one?

- No but I will try to help as much as I can, and if someone doesn't post the next part I will fill in for them or nominate someone else to.

Do I have to enter the contest?

-No everyone is free to learn and post without restriction but you are required to post your work if you want help.

I don't want to post my source, people can just take my work.

- Yes they could but they would get found out real quick since your posted work would predate theirs, and stealing is still stealing. Also think of it as you are opening your work so others can learn from it. Also others can help you make better art as well. We are all going to learn together.

"I know it seems scary for all your work to be open to everyone, but it really will help improve the quality of your work."


Previous Threads:

Radial Triple Fuel Tank - Winner: StarVision

Radial Probe Body - Winner: Ven


So go, have fun, and don't forget to fail faster!:wink:

Edited by Ven
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Yep, I like this. I always do this with 4+ ullage motors, so now I can cut the part count a little. Your image shows the engine thrusting down. Is that decoupler up-side-down? I was thinking of a regular decoupler with thrust pointing prograde.

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Lets clarify - you do mean 1.25m right? (That's the diameter of the stock parts shown in your image)

That rescaleFactor man, it messes with everything.

I was planning on making a set of various sizes anyway. You might already know but there's a bug-free way of rescaling parts. It's just a little more involved.

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oh I know, rescaleFactor is just why parts are 1.25m, 2.5m and so on now. Back in the stone age of 2011 they were 1m, 2m, and so on. :)

Its a long, unimportant story, I just wanted to clarify what the specs are for this part.

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Yep, I like this. I always do this with 4+ ullage motors, so now I can cut the part count a little. Your image shows the engine thrusting down. Is that decoupler up-side-down? I was thinking of a regular decoupler with thrust pointing prograde.

It is upside down in that case.

Lets clarify - you do mean 1.25m right? (That's the diameter of the stock parts shown in your image)

That rescaleFactor man, it messes with everything.

Oops, Yup I do mean 1.25. Pesky parts couldn't be nice numbers...

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Correct me if I'm wrong, but couldn't you also call this part an Ullage Motor? It would also be a welcome addition to the RealFuels or RealIgnitions guys, or whatever.

This competition is working wonderfully.

If it fires prograde, and is attached to the upper stage, then it's a ullage motor. It's designed to make the fuel flow towards the rocket.

If it fires retrograde and is attached to the lower stage then it's a retro rocket. Retro rockets are designed to (among other things) de-orbit things.

It looks like snjo made a ullage motor, so he needs to flip it upside down, so let him take a minute.

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Edited by Cpt. Kipard
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If it fires prograde, and is attached to the upper stage, then it's a ullage motor. It's designed to make the fuel flow towards the rocket.

If it fires retrograde and is attached to the lower stage then it's a retro rocket. Retro rockets are designed to (among other things) de-orbit things.

It looks like snjo made a ullage motor, so he needs to flip it upside down, so let him take a minute.

http://imgur.com/a/3g35A

Wasn't that the challenge though? Ideally it could first decouple you from the previous stage, boost you away, and the later detach itself from the remaining vessel to make it look cleaner, but I don't think that's supported in the decouplers (And a separator would detach from both sides at once, making the boost dangerous)

Any way you attach it, it should work I think. If you attach it upside down, it will stay attached to the junk stage, pushing it away from you.

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Wasn't that the challenge though? Ideally it could first decouple you from the previous stage, boost you away, and the later detach itself from the remaining vessel to make it look cleaner, but I don't think that's supported in the decouplers (And a separator would detach from both sides at once, making the boost dangerous)

Perhaps by giving the decoupler a docking node, you just might be able to 'undock' it from the craft once its been fired.

I have no clue if that would even work, but it may just be worth a try.

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Ven I don't think you should be changing the rules unless you tried it.

I don't see where he's changed the rules at all. In his first post he said:

Week 3 Project

Begins Friday 5/9, ends Friday 5/16 at 6pm PST.

Create an inline 1.25 meter 'boosted' decoupler.

What do I mean by boosted? It has solid rocket boosters of course! Perfect for pushing parts spent stages away from your craft, or to get your Kerbal/ science away from the craft ASAP.

Notes:

  1. If you part uses more than one engine/rocket, name all of them thrustTransform, So that when you put it in game, each one will give the same thrust and the FX that you designated in the config.
  2. If you are using multiple thrustTransforms, I'd suggest that you look at the Launch Escape System for reference when you make your config.

Some useful information on Engines and decouplers:

Thrust Transform example

Decoupler modules

--------------------Stats-----------------------

Thrust= 80Kn

Isp= 150

Solid fuel: 12 units

Decoupler module

-------------------------------------------------

Which specifically states it can be used either on spent stages or on the stage your kerbals/science are on. For our purposes there is no real difference between an ullage motor and a retro rocket other than the direction it points.

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I'm not talking about that. I'm saying that everyone so far has create the part themselves before deciding on the rules. Ven has now opened the possibility for a docking port, which comes with it's own problems, without doing the work themselves.

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I'm not talking about that. I'm saying that everyone so far has create the part themselves before deciding on the rules. Ven has now opened the possibility for a docking port, which comes with it's own problems, without doing the work themselves.

The challenge is clear: Create a decoupler with engines that fire fore or aft. Adding bonus features to provide a clean appearance after use is at the modder's discretion.

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Ven gave a suggestion on how the project might be implemented, or a specific problem solved. It's not a rule and docking ports were not barred before.

Also:

If you part uses more than one engine/rocket, name all of them thrustTransform, So that when you put it in game, each one will give the same thrust and the FX that you designated in the config.

This is not accurate. If you have 4 thrusters named thrustTransform and the engine module in the config for thrustTransform gives it a thrust value of 750, then each thruster has a thrust of 187.5 (750 / 4) - the thrust is split evenly, not duplicated per transform.

I know this to be true because I have engines in NP with up to 12 thrustTransforms - the Matriarch cluster for instance, an in its case it would produce 48,000 thrust if it were multiplied, which would immediately be obvious :)

You still want to name all your transforms the same for even thrust, just set the thrust parameter for what you want the overall thrust from the part to be.

And the same FX is indeed duplicated to each transform.

By the way this part has been in Novapunch since the beginning (a Sunday Punch original I think) and I recently updated it in Unity, so if anyone needs an example of the Unity setup feel free to shoot me a PM.

Edited by Tiberion
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