Reichtangle Posted September 3, 2014 Share Posted September 3, 2014 And beale has made the 1000th post on this thread! Congratulations! Will the ATV have an IVA enterable by going through the ports? Quote Link to comment Share on other sites More sharing options...
Beale Posted September 3, 2014 Author Share Posted September 3, 2014 (edited) And beale has made the 1000th post on this thread! Congratulations! Will the ATV have an IVA enterable by going through the ports?Probably not.Edit: Although a sto-away Kerbal concept could be fun.ATV EngineVac ISP: 295Thrust: 45KNRuns on MonoPropellant Edited September 3, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
MK3424 Posted September 3, 2014 Share Posted September 3, 2014 WOW! the ATV looks very cool! Quote Link to comment Share on other sites More sharing options...
Bomoo Posted September 3, 2014 Share Posted September 3, 2014 Hm! Nice work on that ATV, dude. Would it be possible to change the engine exhaust to match the stock monoprop thrusters, though? I guess the ant engine uses that exhaust also. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 3, 2014 Author Share Posted September 3, 2014 (edited) Hm! Nice work on that ATV, dude. Would it be possible to change the engine exhaust to match the stock monoprop thrusters, though? I guess the ant engine uses that exhaust also.Maybe someone can help me with this?I'm using ModuleEnginesFX, so I seem to be only able to reference effects in Squad/FX (where there is no RCS thruster effect).So for now I'm stuck with the orange flames, sorry Lets ruin Mir with a huge supply vehicle Edited September 3, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
drtedastro Posted September 4, 2014 Share Posted September 4, 2014 Way toooooooo kool...... Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 (edited) Maybe someone can help me with this?I'm using ModuleEnginesFX, so I seem to be only able to reference effects in Squad/FX (where there is no RCS thruster effect).So for now I'm stuck with the orange flames, sorry In the FX definition under PREFAB_PARTICLE put the prefabName as fx_gasJet_tiny to get the RCS thruster FX. If the effect plays facing the wrong way, you'll need to add a transform with another name to your thrustTransforms in Unity in the place you want the FX to spawn, but rotated so it'll come out the right way. Then call the new transforms in transformName. I know fx_smokeTrail_light does this (it comes out of Y+ on the transform rather than Z+), not sure about any others. Edited September 4, 2014 by hoojiwana Quote Link to comment Share on other sites More sharing options...
Danny88 Posted September 4, 2014 Share Posted September 4, 2014 Look at the size of that thing! Quote Link to comment Share on other sites More sharing options...
Chadley123 Posted September 4, 2014 Share Posted September 4, 2014 How many KAS units of space does it hold? Quote Link to comment Share on other sites More sharing options...
ZodiaK Posted September 4, 2014 Share Posted September 4, 2014 that's really good! Quote Link to comment Share on other sites More sharing options...
Beale Posted September 4, 2014 Author Share Posted September 4, 2014 How many KAS units of space does it hold?300 In the FX definition under PREFAB_PARTICLE put the prefabName as fx_gasJet_tiny to get the RCS thruster FX. If the effect plays facing the wrong way, you'll need to add a transform with another name to your thrustTransforms in Unity in the place you want the FX to spawn, but rotated so it'll come out the right way. Then call the new transforms in transformName. I know fx_smokeTrail_light does this (it comes out of Y+ on the transform rather than Z+), not sure about any others.Thanks! It works, partially.I do wonder why only one jet is showing though, I created 4 separate transforms. running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform1 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform2 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform3 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform4 emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } Quote Link to comment Share on other sites More sharing options...
Cosmic_Farmer Posted September 4, 2014 Share Posted September 4, 2014 Any chance of a non-Google download location, please? Quote Link to comment Share on other sites More sharing options...
Darth Lazarus Posted September 4, 2014 Share Posted September 4, 2014 Salyut 7 reporting for duty:Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
johnwayne1930 Posted September 4, 2014 Share Posted September 4, 2014 It works, partially.http://puu.sh/bkU4A/d0712097fe.jpgThis is going to be great!When the ATV is finished, are you doing some alternate textures for it?Maybe... something like this? I'm the opposite.. I'm completely comfortable around Photoshop but get me in front of a 3D modeling tool and I'm like grandmom trying to install Linux. I even go completely out of my way to make the textures look un-manipulated like they came right from the developer themselves.. I'm OCD about textures..http://i.imgur.com/GDnZaBr.jpg Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 I do wonder why only one jet is showing though, I created 4 separate transforms.Try four transforms all named monoTransform, then call that one name later. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 4, 2014 Author Share Posted September 4, 2014 (edited) Try four transforms all named monoTransform, then call that one name later.Hi!Thanks for the help. Unfortunately that hasn't done the trick Not sure what to try now, giving each one an offset? running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } }This is going to be great!When the ATV is finished, are you doing some alternate textures for it?Maybe... something like this? Possibly, Goldfoil alternate for the Cygnus also.Any chance of a non-Google download location, please?Looking into Dropbox for the next release Salyut 7 reporting for duty:http://imgur.com/a/IPiTCReal nice engine assembly on the Salyut Edited September 4, 2014 by Beale Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 Hi!Thanks for the help. Unfortunately that hasn't done the trick Not sure what to try now, giving each one an offset?Try setting it up with one copy of PREFAB_PARTICLE in the FX definition, and then call that in your ModuleEngineFX. You don't need one PREFAB_PARTICLE for each nozzle, it'll use the one definition that has the right name multiple times.You only need to use a monoTransform if the FX_gasJet_tiny comes out at the wrong angle. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 4, 2014 Author Share Posted September 4, 2014 Try setting it up with one copy of PREFAB_PARTICLE in the FX definition, and then call that in your ModuleEngineFX. You don't need one PREFAB_PARTICLE for each nozzle, it'll use the one definition that has the right name multiple times.You only need to use a monoTransform if the FX_gasJet_tiny comes out at the wrong angle.Yep, the FX_gasJet_tiny fires along Y+ Sorry to ask, but where do I call the FX in the moduleEnginesFX? I've tried looking at the R.A.P.I.E.R. but it's set up the same as mine.EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}mass = 0.55dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 10maxTemp = 3400stagingIcon = LIQUID_ENGINEMODULE{ name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 200 fxOffset = 0, 0, 0.0 PROPELLANT { name = MonoPropellant ratio = 0.9 } atmosphereCurve { key = 0 295 key = 1 220 }} Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 Yep, the FX_gasJet_tiny fires along Y+ Sorry to ask, but where do I call the FX in the moduleEnginesFX? I've tried looking at the R.A.P.I.E.R. but it's set up the same as mine.EFFECTS{ running_closed { AUDIO { channel = Ship clip = sound_rocket_spurts volume = 0.0 0.0 volume = 3.0 3.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } PREFAB_PARTICLE { prefabName = fx_gasJet_tiny transformName = monoTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 0 } } engage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { PREFAB_PARTICLE { prefabName = fx_exhaustSparks_flameout_2 transformName = thrustTransform oneShot = true } AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } }}mass = 0.55dragModelType = defaultmaximum_drag = 0.20minimum_drag = 0.15angularDrag = 2crashTolerance = 10maxTemp = 3400stagingIcon = LIQUID_ENGINEMODULE{ name = ModuleEnginesFX engineID = ClosedCycle runningEffectName = running_closed thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 50 heatProduction = 200 fxOffset = 0, 0, 0.0 PROPELLANT { name = MonoPropellant ratio = 0.9 } atmosphereCurve { key = 0 295 key = 1 220 }}Oh right you don't need to change that. Ignore the comment then! Make sure your 4 monoTransforms in Unity have the same name and are all placed correctly.EDIT: It's the running_closed bit that's the name, called in runningEffectName. The RAPIER has running_closed because that's "closed cycle" mode where it uses stored oxidiser. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 4, 2014 Author Share Posted September 4, 2014 Oh right you don't need to change that. Ignore the comment then! Make sure your 4 monoTransforms in Unity have the same name and are all placed correctly.EDIT: It's the running_closed bit that's the name, called in runningEffectName. The RAPIER has running_closed because that's "closed cycle" mode where it uses stored oxidiser.Hmm, still not working. Here you can see the unity setup, each transform is in the right position.About the running_closed bit, do you mean that is causing the issue? Sorry my English is still not all that good sometimes Thanks for all your help! Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 Hmm, still not working. Here you can see the unity setup, each transform is in the right position.About the running_closed bit, do you mean that is causing the issue? Sorry my English is still not all that good sometimes Thanks for all your help!Everything you've done should make it work, so I went and tried the same set up on an engine cluster myself (edited Cutter since that has 3 transforms) and it looks like PREFAB_PARTICLE doesn't actually work with multiple transforms from what I can tell. You could make your own particle FX if you like, the Hotrockets thread first post has a great tutorial. Quote Link to comment Share on other sites More sharing options...
Beale Posted September 4, 2014 Author Share Posted September 4, 2014 Everything you've done should make it work, so I went and tried the same set up on an engine cluster myself (edited Cutter since that has 3 transforms) and it looks like PREFAB_PARTICLE doesn't actually work with multiple transforms from what I can tell. You could make your own particle FX if you like, the Hotrockets thread first post has a great tutorial.Ah, I see.I guess some custom FX will be needed then (Also the electric engine could use some)Thanks for all your help! Unfortunately it is not letting me give reputation. Quote Link to comment Share on other sites More sharing options...
hoojiwana Posted September 4, 2014 Share Posted September 4, 2014 Thanks for all your help!No problem. It's a shame you can't make what you want because of a KSP bug, I know that feeling all too well. Quote Link to comment Share on other sites More sharing options...
tygoo7 Posted September 4, 2014 Share Posted September 4, 2014 -snip-Can I ask why Kerbin is yellow? Quote Link to comment Share on other sites More sharing options...
Danny88 Posted September 4, 2014 Share Posted September 4, 2014 Massive ammonia leak? Quote Link to comment Share on other sites More sharing options...
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