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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4


nli2work

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Yeah, you do, but I'm afraid that won't help here much. :) A 3.75m cockpit would have a larger capacity and probably look different from a 1.8m one both inside and outside. Also, just plain rescaling the IVA would result in Kerbals being out of scale.

Hurrah, solved... problem was in the config with my old FARControlSurface module. Everything appears to be working now. With luck I can squeeze couple of tail pieces into the update this weekend.

Awesome. :) Can't wait to try it out. I have some really interesting designs in mind...

Edited by Guest
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Wow, that looks really neat. Will that be possible to get structural (doorless) pieces and pieces with only one kind of door as well (high-wingers benefit little from a topside bay)? Also, how about a piece that has side doors through the entire length of the part (basically, this would allow you to have an opening of any length you want)?

I have to say, the cargobay tail is a piece of pure awesome. I really have to do a design (using the larger set) which would use a 1.25m two-seater cockpit in there, for a combat dropship of sorts. I'm really, really looking forward to this update.

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This is awesome, can we get a few early jet engines, specifically, an early turbojet (in an me262-ish wing pod seems like the best way to do it) and pulsejet, as they're cool and no parts from other mods look quite right.

that wouldn't be hard. Jumo jets had an interesting exhaust nozzle that would be neat.

Wow, that looks really neat. Will that be possible to get structural (doorless) pieces and pieces with only one kind of door as well (high-wingers benefit little from a topside bay)? Also, how about a piece that has side doors through the entire length of the part (basically, this would allow you to have an opening of any length you want)?

I have to say, the cargobay tail is a piece of pure awesome. I really have to do a design (using the larger set) which would use a 1.25m two-seater cockpit in there, for a combat dropship of sorts. I'm really, really looking forward to this update.

Yeah, two types would be better actually. I'll modify them so one type opens the entire length above and another opens entire length on the side. and yes there are structural/tank sections. they weren't that interesting to screen cap. :)

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Nice. Looks like you've really got everything down. :) This update is going to be really awesome. Ideally, there would also be a side-opening bay either with doors that open upward, slide backward or have no doors at all. You know, for mounting BDArmory door guns in there. :) Ramps are great, but I somehow I don't think they'll play well with attachments like that.

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I've been playing around with the new propellers, they're cool, but the sound doesn't work, and they seem a bit light, are the supposed to use an engine part and take power from that in the future or is the lack of sound just a mistake?

Also, they derp out with symmetry, and i have to put them on one at a time. Also, two more requests for parts: A low speed ramjet, based on this rSfuflr.jpg or this Co9n44P.jpg

Edit: Saving and loading also messes up the new propellers.

Edited by bs1110101
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We need another white texture set for the spaceplane parts. Also, the MK-X31 advanced part does not have an IVA.

Dang, that snuck in. It shouldn't be there, because of lack of IVA. But now that the cat is out of the bag... might as well make it official in 16.5; it's been under testing for long enough. :D It's got an IVA in the works, but it'll take some time since it's RPM driven and requires alot of work.

I've been playing around with the new propellers, they're cool, but the sound doesn't work, and they seem a bit light, are the supposed to use an engine part and take power from that in the future or is the lack of sound just a mistake?

Also, they derp out with symmetry, and i have to put them on one at a time. Also, two more requests for parts: A low speed ramjet, based on this http://i.imgur.com/rSfuflr.jpg or this http://i.imgur.com/Co9n44P.jpg

Edit: Saving and loading also messes up the new propellers.

not sure what you mean regarding Saving/Loading and symmetry, did you update Firespitter? Sound paths are correct, and they work in game as intended, and are quite loud even if I have my system volume at 1/3rd. I'll see about the old timey ramjets... kinda boring to look at; just a metal tube, did you know they are supposed to be coal fueled? But it'd be easy to model. :D

Edited by nli2work
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Firespitter has texture switch module; didn't have much success with it before, alternate texture files was my fall back. I'll try again with 0.25 update.

Edit: well. thinking about it again. I think it's better to provide alternate textures separate. KSP loads all textures whether they are used or not, and given the instability of x64 and memory premium under x86; it'd be better for alternate textures to be outside of GameData, especially considering they are primary textures and are pretty large. Using textureSwitch would mean you are loading quite a bit of extra textures and not using them.

Edited by nli2work
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Firespitter has texture switch module; didn't have much success with it before, alternate texture files was my fall back. I'll try again with 0.25 update.

Edit: well. thinking about it again. I think it's better to provide alternate textures separate. KSP loads all textures whether they are used or not, and given the instability of x64 and memory premium under x86; it'd be better for alternate textures to be outside of GameData, especially considering they are primary textures and are pretty large. Using textureSwitch would mean you are loading quite a bit of extra textures and not using them.

Ouch. That is completely true. I do remember a load-textures-on-demand mod that was germinating in the dev forum, hopefully that may one day provide a solution to this mess.

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The PWR-210 jets are WAY too powerful and efficient... I like them, but two can boost you into a hypersonic suborbital trajectory.

For the next update, maybe a pulsejet? (Maybe make it out of the modified CFG of the Sanker Ramjet...)

Edited by Mekan1k
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The PWR-210 jets are WAY too powerful and efficient... I like them, but two can boost you into a hypersonic suborbital trajectory.

really? they don't seem any better than B9's F119, both around IIRC 120kN in FAR. I had to up their thrust a bit since FAR 14.2 after wing mass/area was added. my planes were 1.5 to 2x heavier and I barely get 1 TWR with 2 engines. Upper end of velocity curve maybe a wee bit high.. mach 4.4 ish. Maybe I should bring it back down a notch. I have no clue how any of my parts behave without FAR.

Edited by nli2work
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For the next update, maybe a pulsejet? (Maybe make it out of the modified CFG of the Sanker Ramjet...)

I totally agree, the ramjet looks more like a pulsejet anyway, i say make it a pulse jet and make a new model for the ramjet. Ramjets lack a long tailpipe, which pulsejets need to be self sustaining. I say remove the centerbody and replace it with the valves a pulse jet would have, they're small enough to texture on as little more then a grid of rectangles, making the conversion easy.

For the ramjet, it's hard to say much about the shape of them in general, as it varies a lot with size and the speeds they're designed for. The best idea if you ask me is to find a picture of one you like the look of and base it off that.

Also, ramjets can be used at subsonic speeds, and most of the ones tested during or immediately after ww2 wouldn't work at supersonic speed, as would the one you made, mainly because of the rounded inlet cone. They're cones because they create shockwaves to compress and focus the air.

Anyway, sorry for the nitpicking, and thanks for all the awesome parts.

Edit: Having now played around with it more, where did you get the sounds for the ramjets? They sound weird and kinda staticy.

Also, the ramjets should have a more gradual gain in thrust then zilch then lots like they do now.

Edited by bs1110101
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I totally agree, the ramjet looks more like a pulsejet anyway, i say make it a pulse jet and make a new model for the ramjet. Ramjets lack a long tailpipe, which pulsejets need to be self sustaining. I say remove the centerbody and replace it with the valves a pulse jet would have, they're small enough to texture on as little more then a grid of rectangles, making the conversion easy.

For the ramjet, it's hard to say much about the shape of them in general, as it varies a lot with size and the speeds they're designed for. The best idea if you ask me is to find a picture of one you like the look of and base it off that.

Also, ramjets can be used at subsonic speeds, and most of the ones tested during or immediately after ww2 wouldn't work at supersonic speed, as would the one you made, mainly because of the rounded inlet cone. They're cones because they create shockwaves to compress and focus the air.

Anyway, sorry for the nitpicking, and thanks for all the awesome parts.

Edit: Having now played around with it more, where did you get the sounds for the ramjets? They sound weird and kinda staticy.

Also, the ramjets should have a more gradual gain in thrust then zilch then lots like they do now.

the jets sound the way they do because they were too loud for the mics, sampled maybe 100ft behind a J79 at a turbine shop in Canada. Some of it sampled from a camera mounted on top of the engine body, mixed in with the rest. They were the best ones I can find. Otherwise it'd be some sound fx clips that are too soft and distant. I don't know anything about old time ramjets, feel free to adjust the configs to your liking. I'll flip the model so it looks like the pics I find online, small end forward, and change the thrust curves a bit. I'll add a 2nd thrustTransform so you can flip it and use it as pulsejet if you want. There's no good way to do these in KSP using only velocity curves and I don't want to spend too much time noodling with them. Got a whole back log of IVAs I need to do haha

Edited by nli2work
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That looks awesome. :) I'd like to request another square fuselage part to go with "transport helo" look: a side-opened fuselage without ramps or doors of any kind (well, it could have shutter-type doors), with two nodes in the middle, meant for attaching door guns. You could model a minigun (and perhaps more pintle-mounted guns later on) to go with it, too! Of course, they wouldn't need crew, but still, the fuselage is big enough to fit two Kerbals back to back.

It might also be a time to think about introducing helo rotors to RF, though Firespitter, KAX or D12 ones also work. I'm already having great fun with the latest release, BTW. :)

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not specifically for choppers, but can be used for one. THis one fits the existing 1.8m bits. Was trying to fit this into 1.6.2 but didn't get enough time. That's alright though, probably get enough parts done for another small update this weekend, enough to round out the 1.8m parts for jumping around Kerbin. I bet you can attach these on the side of a rocket and use them as drop ships on other planets too.

I tried attaching the 20mm vulcan from BDArmory. a wee bit too big for these parts.

gonna punch up the textures a bit this weekend too, probably make them even messier. :D

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Question/Request: any chance of making high-performance electric props for usage on Eve? I've tested the firespitter prop there, it worked well but could use some more power!

KAX had one as well but the stats were far lower efficiency.

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