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Coming Soon from NOSTech


noonespecial

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I had a bit of looking around, but I couldn't really find anything "proper".

Although, with this for reference...

...it sounded a bit like this...

...so I tried to mix it up a bit and got this...

https://www.dropbox.com/s/phh896sh4k2bxx4/somescreaming.mp3?dl=0

...you could probably do a way better job than me on this one...

Thanks, I'll have a look at what I can do with this. As far as doing better, I have zero experience at mixing sounds, so you're already a step ahead of me ;)

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I was playing the second video and my father says to me "that really does sound like a kettle!" to which I had to reply "Dad, that is a kettle. I moved on to the second video."

haha

hmm... now that I think about it, I'm not satisfied that the awesome H-IIB is reduced to a giant flying kettle... SO, if anyone have some awesome jet sounds or something similar to the.. ehm... kettle ... please feel free to share, and I'll try to mix it up again.

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If you can model the booster seperators i'll be interested, They are the the most unique part of the H-IIB, and the one part you have left out.

I may eventually do that, but it would require a plugin. Someone a while back wrote an "animated decoupler" plugin that could do the trick, I'm sure, but I know very little about it. At the moment, I'm more concentrating on getting this sucker balanced properly. The 3.75m version isn't so hard, but the 5m part is leaving me scratching my head...

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I may eventually do that, but it would require a plugin. Someone a while back wrote an "animated decoupler" plugin that could do the trick, I'm sure, but I know very little about it. At the moment, I'm more concentrating on getting this sucker balanced properly. The 3.75m version isn't so hard, but the 5m part is leaving me scratching my head...

i really hope you work it out, if not that plugin, maybe another animated one.

The rest of the parts in this pack could be found or substituted from other mod packs, but no other mod has those sweet decouplers - they would make your mod unique and in my opinion a necessary download :)

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i really hope you work it out, if not that plugin, maybe another animated one.

The rest of the parts in this pack could be found or substituted from other mod packs, but no other mod has those sweet decouplers - they would make your mod unique and in my opinion a necessary download :)

Another problem, is that there is precious little information about those decouplers. Very few pictures, even fewer videos. I've combed the Jaxa website and google multiple times with little luck. Do you have a good source? Otherwise, even if I do make them, half of it would be guesswork.

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The animation for the decoupler would be guesswork if you can't find documentation, but the functionality might be able to be derived from Baha's animated engines plugin. In that, he has settings that allow for an engine to not activate until it's fully extended. If the desire here is to have an animation play out before the decouple process is activated, then that might be a good place to start. I have not even heard about this decoupler system before, so that's as far as I can go.

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Well guesswork is better than nothing eh? Anyways if you are going to guess it, I suppose I could try help make it a more educated one...

So, the man towards the end of the clip explains that the four smaller "braces", are there to keep the SRBs connected to the rocket, while the long diagonal " thrust struts" are there to support the forward motion of the boosters.

According to the following project plan and supplied chart from JAXA's website...

http://www.jaxa.jp/press/nasda/2000/h2a_000524_j.html

h2a_000524_f07_j.gif

... the four "braces" are armed with delta shaped explosive charges at the connection points on the core stage, as well as the connection points on the core stage at the lower part of the diagonal "thrust struts".

2

By the looks of it the severed "thrust struts" seem to keep the SRBs from colliding with the rocket (common problem around here eh)....

In other words it would probably suffice to have an animation on the boosters that pushes itself from the rocket after staging... ......

maybe...

Edited by kimiko
fixed language ehehe
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If you watch the second video at 4:05, there's actually nothing special about the decoupling. The upper struts release and the lower struts act as levers to move the SRB away. Easily animated, but my concern is the physics behind it.

In KSP, if you have an animated strut that extends, and attach it to a part and activate the animation... the strut will clip into and push through the attached part. It won't push it away. Now, there may be some additional option (I have noticed an animate physics option in Unity) or a plugin to allow this. I'll have to experiment and see what happens.

With the limitation of the game engine, doing a decoupler like this may not even be possible without a plugin. If it needs a plugin, I have no idea how to write one ;). But let me do some research and experiments before saying "it's not possible". I just know in earlier experiments with something similar, it seemed like it may not be possible. I'll let you know what I find.

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If you watch the second video at 4:05, there's actually nothing special about the decoupling. The upper struts release and the lower struts act as levers to move the SRB away. Easily animated, but my concern is the physics behind it.

In KSP, if you have an animated strut that extends, and attach it to a part and activate the animation... the strut will clip into and push through the attached part. It won't push it away. Now, there may be some additional option (I have noticed an animate physics option in Unity) or a plugin to allow this. I'll have to experiment and see what happens.

With the limitation of the game engine, doing a decoupler like this may not even be possible without a plugin. If it needs a plugin, I have no idea how to write one ;). But let me do some research and experiments before saying "it's not possible". I just know in earlier experiments with something similar, it seemed like it may not be possible. I'll let you know what I find.

I believe animate physics will work, although its probably best to use a simple square, slow-moving collider since it has a tendency to launch everything else away at quite high velocities in my experience xD.. Kind of like an unstoppable force :3

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  • 4 weeks later...
If you watch the second video at 4:05, there's actually nothing special about the decoupling. The upper struts release and the lower struts act as levers to move the SRB away. Easily animated, but my concern is the physics behind it.

In KSP, if you have an animated strut that extends, and attach it to a part and activate the animation... the strut will clip into and push through the attached part. It won't push it away. Now, there may be some additional option (I have noticed an animate physics option in Unity) or a plugin to allow this. I'll have to experiment and see what happens.

With the limitation of the game engine, doing a decoupler like this may not even be possible without a plugin. If it needs a plugin, I have no idea how to write one ;). But let me do some research and experiments before saying "it's not possible". I just know in earlier experiments with something similar, it seemed like it may not be possible. I'll let you know what I find.

The animation will clip and it won't push of the fuselage. However I would still do the animation. Add a small separator motor with no visible thrust using the De-coupler icon that kicks the nose of the booster away from the rocket fuselage. No fuss no muss. Rocket actually has a seperatron style micro rocket in the nose but the player it looks just like it should in real life.

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The animation will clip and it won't push of the fuselage. However I would still do the animation. Add a small separator motor with no visible thrust using the De-coupler icon that kicks the nose of the booster away from the rocket fuselage. No fuss no muss. Rocket actually has a seperatron style micro rocket in the nose but the player it looks just like it should in real life.
Starwaster wrote an animated decoupler plugin here is his github page https://github.com/Starwaster/AnimatedDecouplers hope this helps he is really active and will no doubt help where he can

Thanks, I will try Starwaster's plugin, then the sep motor method if that doesn't work. Thanks again guys :)

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