maccollo Posted January 4, 2015 Share Posted January 4, 2015 (edited) This is exactly what I was looking for! The most exciting development in EDL technology, but you left out a very important feature, the ability to steer it by angling the shield. It does this with a very simple mechanical system. This means that it can not only steer to allow for a higher precision landings, but it can also generate lift. There was a presentation about this at NASA Ames last year which shows how it does it. http://youtu.be/4ulmgEcsx-c?t=34m14sMay I also make a humble request for a larger version? I need a 10 meter version of this to land big payloads on Mars =DNever mind, I managed to figure it out on my own! Edited January 4, 2015 by maccollo Link to comment Share on other sites More sharing options...
Darkblade48 Posted January 13, 2015 Share Posted January 13, 2015 Nice job, Madadam! I have done a few of these modifications on my copy of the mod as well! Thanks for sharing.My only concern about this is the slower animation, but we'll see how it goes! Thanks for the effort.-Edit-Here's a few suggestions to add on your file:Decoupling FX - This adds the sound and smoke effects when decoupling the shield.2.5m// --- FX definitions ---fx_gasBurst_white = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, decouplesound_vent_large = decouple5m// --- FX definitions ---fx_gasBurst_white = 0.0, 1.9, 0.0, 0.0, 1.0, 0.0, decouplesound_vent_large = decoupleAnd I personally increased my ejectionForce value to 250. For me, it makes more sense. As for the Animation speed, it got about 3x slower, which it's kinda bugging me. Yes, I'm silly, I know.I've looked into the KSP Wiki, but it looks like we can't manually set the animation speed on the ModuleAnimateGeneric. Sad. Where would these changes be made to the existing CFG that madadam has made? Link to comment Share on other sites More sharing options...
Kowgan Posted January 13, 2015 Share Posted January 13, 2015 Anywhere inside the PART{}, while not inside any MODULE{} or RESOURCE{}.I put those between "attachRules = 1,0,1,1,1" and "// --- editor parameters ---" Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 14, 2015 Share Posted January 14, 2015 You could always use the firespitter plugin most people have it and you can download just the plugin i think the command is FSanimateGeneric Link to comment Share on other sites More sharing options...
Kowgan Posted January 14, 2015 Share Posted January 14, 2015 The thing is, we're trying to remove all mod dependencies for animations. Link to comment Share on other sites More sharing options...
Virtualgenius Posted January 14, 2015 Share Posted January 14, 2015 Why I think firespitter is the most common and longest serving and is updated with every release, so dont quite understand why you would want to rely on slow stock animation sequences Link to comment Share on other sites More sharing options...
Nitrous Oxide Posted January 15, 2015 Share Posted January 15, 2015 Why I think firespitter is the most common and longest serving and is updated with every release, so dont quite understand why you would want to rely on slow stock animation sequencesYeah, seriously... removing dependencies is cool... except pretty much everyone with mods has Firespitter already anyways. Link to comment Share on other sites More sharing options...
Darkblade48 Posted January 16, 2015 Share Posted January 16, 2015 Anywhere inside the PART{}, while not inside any MODULE{} or RESOURCE{}.I put those between "attachRules = 1,0,1,1,1" and "// --- editor parameters ---"http://puu.sh/esU59/3e4886e557.pngThanks! Hopefully I did it correctly (we'll find out soon enough!) Link to comment Share on other sites More sharing options...
Starwaster Posted January 17, 2015 Share Posted January 17, 2015 There actually is a decoupler, but it's on the bottom (round) part. Yes, I knew about the bottom decoupler but I don't see what that has to do with wanting one for the top...Why not add an empty waste tank for the needed reentry mass? No need to waste delta-v on Pb..Just fill it as waste becomes available...If non-kerbal or no waste products, H'mm, will have to think on that... LoL..Starwaster I will try to come up with method and have you look it over to see what i did wrong...Love this mod.. Great stuff and hope more keeps coming..Cheers.Adding more mass above the shield would only make a flipping situation worse. Adding ballast to the shield shifts the center of mass downwardsWhy I think firespitter is the most common and longest serving and is updated with every release, so dont quite understand why you would want to rely on slow stock animation sequencesThe stock animator has a parameter that can be used to change animation speed. Link to comment Share on other sites More sharing options...
Kowgan Posted January 17, 2015 Share Posted January 17, 2015 Yes, I knew about the bottom decoupler but I don't see what that has to do with wanting one for the top...-snip-The stock animator has a parameter that can be used to change animation speed.Nothing to do with wanting or not wanting one for the top. I just pointed the info. Also, can you tell us what's the parameter for changing the animation speed using the stock animator? I couldn't find it here. Thanks. Link to comment Share on other sites More sharing options...
Booots Posted April 27, 2015 Share Posted April 27, 2015 I'm excited to use this in with the new stock re-entry effects, so I hope this gets updated soon. Link to comment Share on other sites More sharing options...
Starwaster Posted April 28, 2015 Share Posted April 28, 2015 (edited) Currently, these cannot have anything attached to their bottom nodes and the heat shield code is no longer valid. (going forward, Deadly Reentry will use a heat shield module based on the stock module as Deadly Reentry is using the stock heating code heavily)Additionally, these parts can't have anything attached to their bottom nodes because the bottom nodes don't point the right way. (it was only possible before due to a bug which is now fixed)The following patch for Module Manager will allow parts to attach to their bottom nodes and should allow them to function as shields in KSP 1.0 (no actual heat shield code yet but they will have a high emission factor combined with a large radiative area)(there will be a Deadly Reentry update soon; if you use that, don't use the patch as it will be incorporated into DRE)create a text file with an extension of .cfg (ADEPT.cfg for example)Edit the text file you created and copy then paste the following code into that file@PART[NASAaeroShield_A]{ @node_stack_bottom = 0.0, -0.95, 0.0, 0.0, -1.0, 0.0, 1 //thermalMassModifier = 4.0 maxTemp = 1800 heatConductivity = 0.06 // half default emissiveConstant = 0.95 !MODULE[ModuleAnimation2Value],*{} !MODULE[ModuleHeatShield]{}}@PART[NASAaeroShield_B]{ @node_stack_bottom = 0.0, -1.9, 0.0, 0.0, -1.0, 0.0, 2 //thermalMassModifier = 4.0 maxTemp = 1800 heatConductivity = 0.06 // half default emissiveConstant = 0.95 !MODULE[ModuleAnimation2Value],*{} !MODULE[ModuleHeatShield]{}}DennyTX, feel free to incorporate this if you want. I'll add a heat shield section to it later, but as is it should be pretty effective with the stock heat system. When it animates it will automatically have both its drag and radiative area increased and the emissiveConstant of 0.95 means it will be very effective at radiating excess heat away. Edited April 30, 2015 by Starwaster clarified cfg file creation process. Link to comment Share on other sites More sharing options...
Kowgan Posted April 28, 2015 Share Posted April 28, 2015 Thanks for the tweak support, Starwaster. Link to comment Share on other sites More sharing options...
macenkodenis Posted April 29, 2015 Share Posted April 29, 2015 put this into a cfg file (ADEPT.cfg for example)Code:@PART[NASAaeroShield_A]{ @node_stack_bottom = 0.0, -0.95, 0.0, 0.0, -1.0, 0.0, 1 //thermalMassModifier = 4.0 maxTemp = 1800 heatConductivity = 0.06 // half default emissiveConstant = 0.95 !MODULE[ModuleAnimation2Value],*{} !MODULE[ModuleHeatShield]{}}@PART[NASAaeroShield_B]{ @node_stack_bottom = 0.0, -1.9, 0.0, 0.0, -1.0, 0.0, 2 //thermalMassModifier = 4.0 maxTemp = 1800 heatConductivity = 0.06 // half default emissiveConstant = 0.95 !MODULE[ModuleAnimation2Value],*{} !MODULE[ModuleHeatShield]{}Please specify in which part of the code necessary to add a piece of code that you have specified Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted April 29, 2015 Share Posted April 29, 2015 Please specify in which part of the code necessary to add a piece of code that you have specifiedYou don't need to add it to any particular file. As long as it ends up in your GameData folder (and you have Module Manager), it will work. Link to comment Share on other sites More sharing options...
macenkodenis Posted April 29, 2015 Share Posted April 29, 2015 (edited) Maybe I 'm doing something wrong, but nothing can append bottom shield Edited April 29, 2015 by macenkodenis Add IMG Link to comment Share on other sites More sharing options...
Angelo Kerman Posted April 29, 2015 Share Posted April 29, 2015 Nide attach problem. Config file needs its bottom nide direction changed. I ran into this when updating my mods. Link to comment Share on other sites More sharing options...
Kerbas_ad_astra Posted April 29, 2015 Share Posted April 29, 2015 Nide attach problem. Config file needs its bottom nide direction changed. I ran into this when updating my mods.The point of the patch that Starwaster posted here is to fix those nodes, but macenkodenis is having some difficulty with it. A few guesses: maybe you missed a line or a letter when copying it over? I see in your quote that you don't have the closing bracket in the NASAaeroShield_B patch, which would cause Module Manager to ignore it. Link to comment Share on other sites More sharing options...
macenkodenis Posted April 29, 2015 Share Posted April 29, 2015 (edited) The point of the patch that Starwaster posted here is to fix those nodes, but macenkodenis is having some difficulty with it. A few guesses: maybe you missed a line or a letter when copying it over? I see in your quote that you don't have the closing bracket in the NASAaeroShield_B patch, which would cause Module Manager to ignore it.I'm create .CFG file in root of Gamedata folder, still nothing. What uncoding i'm must use to save CFG? Edited April 29, 2015 by macenkodenis Link to comment Share on other sites More sharing options...
Starwaster Posted April 30, 2015 Share Posted April 30, 2015 I'm create .CFG file in root of Gamedata folder, still nothing. What uncoding i'm must use to save CFG?It's simple text. But you have to have Module Manager installed Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 -snip-Thanks for the MM config, I was looking for a 5m heatshield. Link to comment Share on other sites More sharing options...
Mecripp Posted May 3, 2015 Share Posted May 3, 2015 (edited) Thanks for the MM config, I was looking for a 5m heatshield.You can rescale one.EDIT- Not sure on the numbers but it would be something like a PART{// --- general parameters ---name = NASAaeroShield_Bmodule = Partauthor = DennyTX// --- asset parameters ---rescaleFactor = 1[COLOR="#FF0000"]scale = 0.186[/COLOR] <------------- Match the redMODEL{ model=OLDD/NASA/NASAaeroShield [COLOR="#FF0000"]scale = 0.186, 0.186, 0.186[/COLOR] <----------- play around with this numbers rotation = 0, 0, 0 }// --- node definitions ---// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Znode_stack_top = 0.0, 1.9, 0.0, 0.0, 1.0, 0.0, 2node_stack_bottom = 0.0, -1.9, 0.0, 0.0, -1.0, 0.0, 2// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollisionattachRules = 1,0,1,1,1// --- editor parameters ---TechRequired = metaMaterialsentryCost = 10000cost = 10000category = Podssubcategory = 0title = NASA aero Shield 5mmanufacturer = OLDDdescription = NASA aero heat Shield. Change drag when open. Recommended for any pods reentering atmospheres.// --- standard part parameters ---mass = 2.2dragModelType = defaultmaximum_drag = 0.2minimum_drag = 0.2angularDrag = 2crashTolerance = 9breakingForce = 99breakingTorque = 99maxTemp = 999fuelCrossFeed = False MODULE { name = ModuleAnimateGeneric animationName = AeroShieldOpen isOneShot = false startEventGUIName = Deploy endEventGUIName = Retract actionGUIName = Toggle AeroShield allowAnimationWhileShielded = False } MODULE { name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500 } RESOURCE { name = Ablator amount = 1800 maxAmount = 1800 } MODULE { name = ModuleDecouple ejectionForce = 16 explosiveNodeID = bottom }}And sorry this is a edited cfg, I use. Edited May 11, 2015 by Mecripp2 Link to comment Share on other sites More sharing options...
smjjames Posted May 3, 2015 Share Posted May 3, 2015 I thought one of the two shields in this was a 5m shield? Link to comment Share on other sites More sharing options...
Kowgan Posted May 3, 2015 Share Posted May 3, 2015 (edited) It should be, yes. The original config file contains two parts; one 2.5m and one 5m.Apart from that, anyone who have tested it, have you noticed if any flipping problems persists while using Starwaster's patch?And maybe we could put some Ablator into it.{ name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500}RESOURCE{ name = Ablator amount = 800 maxAmount = 800} MODULE{ name = ModuleAblator ablativeResource = Ablator lossExp = -9000 lossConst = 20 pyrolysisLossFactor = 10000 reentryConductivity = 0.01 ablationTempThresh = 500}RESOURCE{ name = Ablator amount = 1800 maxAmount = 1800} MODULEThanks. Edited May 3, 2015 by Kowgan Link to comment Share on other sites More sharing options...
Helix935 Posted May 26, 2015 Share Posted May 26, 2015 Does this work for 1.0.2? Link to comment Share on other sites More sharing options...
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