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Iron Kerbal Suit


VR_Dev

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wow this looks like its going to be awesome to fly

Yeah I gotta tweak flying. Right now SAS controls it, but it's really jerky. I gotta tune SAS, mass, and I'm gonna make the legs wings so it has some lift to help make it smoother.

Flaps would be nice but they will be hard to make them look nice with the mapped texture

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Hey just a thought regarding flaps, is there any solid reason they have to be visible? If not why not simply go the route of a transform, and a box collider? you could still have a basic texture for your tuning, then switch to invisible but still effective on release.

Yeah I could definitely do that. I'd love to have flaps that work like in the movies though

Do you think you could change the engineFX to look like it does in the movies? Like a white glow-ball basically. Or maybe the flight stabilizer beams? :D

I just use animations from pre existing engines though. The particle emitter is hard to use. If anyone with any experience with it wanted to make animations for me I'd be al for it.

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The "Iron Jeb" will need much much larger hands and feet to fit a Kerbal. You can't just shrink down the parts, you need to change a lot of proportions

Yeah dude, I know.

Here the first example of what I mean when I say the suits could be customizable. It is the head, body, and upper right arm from the MRK 42, completed with the existing gemeni parts.

GV9cTkI.png

The MRK 42 has built in flaps as separate meshes which will look pretty cool when I get them working.

Also I messed up the texture on the gemeni and haven't fixed them yet. It entails re-writing all the parts in blender which I'll do eventually. This is what it's supposed to look like.

y4tXR7l.png

I need to figure out how to eliminate the gaps in the armor when the joints moved, which is kind of challenging.

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Anyone have any ideas on how to generate power without engines or the sun? There's an "alternator" module for the engines and I assume something similar for the sun. But I want the arc reactor to generate it's own power.

I'm gonna make the engines run on electricity, like I think they do in the movie.

It would be cool if power was unlimited until you hit full thrust, and then it would slowly start to drain, then once you reduce the thrust or turn off the engines the arc reactor starts charging back up to full power.

Also firing the hand cannons will hopefully take out a chunk of the power supply.

Edited by clown_baby
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u could put the module generator from the RTGs cfg file into your part cfg and edit the values

Perfect. I'll play with the rates to try and achieve the draining effects I want. I don't want it to just have unlimited full fuel all the time. Even in the movies the armor has some power limitations.

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What can anyone tell me about all electricCharge engines? I thought I had it figured out by simply changing the resource in the .cfg, but it turned out I had left the "infinite fuel" cheat on which was making them work. Now the engines just say "electricCharge deprived", despite the fuel bar being full.

Can engines not run on electricCharge alone"? I haven't found any after a quick search. The Ion engines use it as a resource but they also use gas. Why can't I just remove gas from the equation?

Also back in the day when I was building kethane jets the liquid fuel engines would flame out if I tried to run liquid fuel engines while also converting kethane to fuel. This might also cause a problem while producing electricity while running the engines. This was many versions ago, maybe that bug has been fixed.

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What can anyone tell me about all electricCharge engines? I thought I had it figured out by simply changing the resource in the .cfg, but it turned out I had left the "infinite fuel" cheat on which was making them work. Now the engines just say "electricCharge deprived", despite the fuel bar being full.

Can engines not run on electricCharge alone"? I haven't found any after a quick search. The Ion engines use it as a resource but they also use gas. Why can't I just remove gas from the equation?

Also back in the day when I was building kethane jets the liquid fuel engines would flame out if I tried to run liquid fuel engines while also converting kethane to fuel. This might also cause a problem while producing electricity while running the engines. This was many versions ago, maybe that bug has been fixed.

ModuleEngine require a propellant that has mass. whether it's air, LF/OX, or Xenon. the closest you can come to electric only is make the mass propellant's consumption extremely low by adjusting ISP or fuel ratio

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ModuleEngine require a propellant that has mass. whether it's air, LF/OX, or Xenon. the closest you can come to electric only is make the mass propellant's consumption extremely low by adjusting ISP or fuel ratio

Hey thanks a lot dude. Haven't seen you in a while, thanks for the info. Maybe the MRK 42 will be limited to the atmosphere with IntakeAir and the gemeni will get spaceflight.

The MRK 42 is super close to Alpha release. Just gotta fine tune some nodes and fix the fuel problem.

QEpzRDx.png

I changed the jet animation too. I still don't know what to do with the hands. I was thinking of making them RCS thrusters.

2jg6Vgh.png

In other news I added mechjeb to the helmet, so it can land easily. I'll release a mechjeb helmet and a stock one.

Also I started making these built in flaps functional.

4HIG4Fi.png

They will be doable, but the problem is that when the rotate down the disappear into the suit, which looks bad. I'm pondering a solution. Flaps probably won't make the first release.

Edited by clown_baby
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you could make module generator generate fuel

Right now the fuel setup works perfectly, and exactly how I wanted it. The engines run on intakeAir the body collects, and electricCharge, which comes from the module generator.

Right now the suit has 100 units of electricCharge, which remains full up until about half throttle. Higher than that the electriCharge starts to drain, and at full throttle the electicCharge will be depleted in a manner of minutes, unless you throttle down or kill the engines. At which point the "arc reactor" will refuel the suit.

It takes in a lot of intakeAir, so you can still get into a mid level orbit, but not higher than that, which I believe is true of the real Iron Man.

I'm really happy with the fuel set up right now.

Who gave this a one star rating?

I didn't see that, and thanks for whoever gave me more. I understand though. This project isn't really in the spirit of the game. But it's helping me become an expert and blender/unity, and creating engines for the game.

Hopefully I can use these skills elsewhere someday, as well as for my fighter jet cockpits I'm working on.

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I am super proud of the hands now. RCS flight stabilizers and rockets built into one. The RCS only thrusts in one direction but it looks pretty cool, and hopefully one day the hands will rotate in order to give more degrees of RCS thrust.

So the hands can provide stabilization for flight, but they are also still rockets that can be activated for extra thrust. Those animations are the same as in all the OP pictures.

RCS thrusters aren't nearly as customizable as the engines however. Which means I can't change the animation, fuel type, or consumption rate. This means I will have to include a fair amount of monopropelent in the suit, which isn't ideal.

MD5YIxc.png

Unfortunately while updating the robotics to .19 the left hand broke. Everything else still moves except that hand. That's really the only thing I need to fix before a release. I also need to tweak a lot of stuff for smoother flying.

But I'm hoping for a new video and beta release on Sunday.

Also I was thinking about making the flaps work like the B9 aerobrakes instead of flaps. I'm not at home, but can anyone tell me if those require any of the included b9 plugins, or do they work independently?

Edited by clown_baby
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Hands are all set. Actually mostly all set. The RCS points diagonally but it actually helps a little to counter rotation. But I'm putting on the final touches for an alpha release.

But what can anyone tell me about Array index is out of range? It keeps throwing that and the only link I could find is here, but apparently I don't have permissions to view it.

Javascript is disabled. View full album
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  • 2 months later...

"Array index is out of range" means that something is trying to access an element of some array of items but the element doesn't exist. For example, I have an array of all integers from 0 to 14 (while the array is 15 items long, 15 is not included). If I try to access element 20, it'll tell me that the index is out of range because the array doesn't include the number 20. Depending on where the error is in the plugin, it can either be an issue to ignore or it could be something very bad.

You might as well ignore it unless you wrote the plugin yourself or have the ability to edit it. Unless you notice significant operational errors, it's only a very minor slip on the plugin author's part.

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Is anyone still interested in this mod? I kind of gave up on it a while back but I have a version that flies. Not well, but it does fly. Maybe I'll pick this project back up, or I could just release the parts I have if anyone is interested in helping me tweak .cfg things like thrust and lift.

Does this work in 0.25?

Haven't tried.

"Array index is out of range" means that something is trying to access an element of some array of items but the element doesn't exist. For example, I have an array of all integers from 0 to 14 (while the array is 15 items long, 15 is not included). If I try to access element 20, it'll tell me that the index is out of range because the array doesn't include the number 20. Depending on where the error is in the plugin, it can either be an issue to ignore or it could be something very bad.

You might as well ignore it unless you wrote the plugin yourself or have the ability to edit it. Unless you notice significant operational errors, it's only a very minor slip on the plugin author's part.

Thanks for the info

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  • 3 months later...
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