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CaptainSlug

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  1. That\'s only effective for handling impacts. The parameters that alter attachment strength are breakingforce and breakingtorque. http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_Documentation#Standard_Part_Parameters:
  2. All files updated with 32-bit PNG textures, so they should work with 0.11 No change in version. Just re-extract whichever ones you have installed that were showing up reddish. You\'re free to change whatever folder names you want. They don\'t affect the loading of the parts or how they\'re handled in the craft files.
  3. Just want to point out that the Thrust vector parameter is currently only utilized in the SolidRocket module. It gets ignored if used with a LiquidEngine module
  4. http://www.youtube.com/watch?v=5V5FteVmdvc&feature=player_embedded
  5. mp3 files don\'t work very well. I\'ve only managed to get custom WAV files to work properly. Custom explosion sounds are not possible at the moment.
  6. There\'s really no actual benefit to a platform like the shuttle when compared to a standard capsule. It costs more, it\'s much more complicated, requires more specialized support equipment, and is just absurdly large and heavy. It\'s also not as flexible when it comes to payloads. It was an efficient approach in theory, but never actually provided any of the benefits that were claimed before the program went into service. That\'s not to say that transitioning to a different platform would be cheaper than continuing with the shuttle.
  7. Turns out my Bulkhead parts make decent wagon wheels... 1. I\'ll think about it 2. That would be an airbrake, and there\'s no module for those in the game yet.
  8. If you want a moving fin then in the part.cfg of the file you have to set the 'module = Stabilizer' rather than 'module = Winglet'. I\'m not entirely sure how to define what part of the mesh will rotate. You\'ll have to ask C-7, or rummaged through the default winglet2 mesh using wordpad to try to determine how that effect works. I\'m not familiar with those yet. Winglets only reinforce angular stability. And I don\'t think I set the parameters in mine very high since I didn\'t want them to behave as wings. You should check out some of the cfg files for the C-7 flight pack parts if you want wings rather than winglets.
  9. The problem I\'ve always had is that after a radial decoupler is triggered, the drag of the radial decoupler only affects the detached portion of the decoupler. So unless you add a second radial decoupler that\'s vertically snapped on the other side of the missile you are trying to fire, the assymetrical drag is what will make its trajectory unstable. Force imparted by the radial decoupler can contribute as well, and setting it too low tends to result in the missile colliding with the parent rocket/spaceplane.
  10. I was going to include one, but the in-game sound for airspeed seemed to sound fine on its own. 0. Set symmetry mode to 2x 1. Attach an explosive bolt to the surface of a bulkhead or fuel tank you want to attach a fairing to. 2. Add a fairing wall half by attaching it to the stack node on the explosive bolt. 3. Attach another fairing wall half to the previous one, or complete it with a nose half. 4. You now have a fairing assembly which you can detach and adjust by clicking on the explosive bolt. 5. Moving the completed fairing assembly around on the surface of the bulkhead or fuel tank will allow you to adjust the size of the gap between symmetrical halves. How close you can get them together depends highly on the collision mesh of the part you\'re trying to attach the explosive bolt to, which is why I ended up including bulkhead parts. 6. Consolidate the icons of all of the Payload fairing panels into a single stage. 7. Test Launch. If you fairing tries to open as soon as your rocket makes it to the pad, then it\'s not quite long enough to cover the payload and needs another segment added. If your fairing is rather long, you will need to reinforce it with struts to prevent control inputs from making it flop around.
  11. If you want my mesh source files I\'d be happy to provide them for scaling, or simply make a set of parts to the diameters you prefer. I don\'t particularly mind if anything I make is modified. Whether its meshes, textures, or cfg files.
  12. Open the stock Stabilizer mesh in wordpad. I have a feeling the different pieces are denoted simply by the name of the mesh. One mesh rotates with control, one does not, and the other is just the node_collider. KSP doesn\'t support joints or bones.
  13. Flying Saucer v1.0 - Low-weight cheat parts. Body/Tank piece, plus an engine with low thrust and infinite fuel. Fits inside a 3-meter Payload fairing. Handles best with SAS turned on. http://www.captainslug.com/temp/FlyingSaucer1.0.zip
  14. 1.75m Solid Rocket Booster http://www.captainslug.com/temp/175srb1.0.zip
  15. You have to assign all of those faces to the same Smoothing Group. Extrusion does not extrapolate the new faces into the existing texture coordinates. So if you want To make your mesh have more stacks but still have a good pre-formed cylindrical texture map you would have to make a new cylinder with the correct number of stacks. Otherwise you have to make new texture coordinates for the new mesh.
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