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[1.12.X] Tantares - Stockalike Soyuz and MIR [16.1][28.05.2024][Mars Expedition WIP]


Beale

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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 Engine

Vac ISP: 295

Thrust: 45KN

Runs on MonoPropellant

74fc01f36e.jpg

604998cd6d.jpg

Edited by Beale
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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

783b7c29ed.jpg

Edited by Beale
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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 by hoojiwana
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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.

d0712097fe.jpg

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
}
}

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This is going to be great!

When the ATV is finished, are you doing some alternate textures for it?

Maybe... something like this? :blush:

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

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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?

b928cc88d0.jpg

  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? :blush:

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/IPiTC

Real nice engine assembly on the Salyut :cool:

Edited by Beale
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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.

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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 = 0.55

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400

stagingIcon = LIQUID_ENGINE

MODULE
{
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
}

}

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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 = 0.55

dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400

stagingIcon = LIQUID_ENGINE

MODULE
{
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.

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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 :sealed:

Thanks for all your help!

7742b2b0b4.jpg

4846f51fce.jpg

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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 :sealed:

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.

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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.

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