Sippyfrog

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About Sippyfrog

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    USAF Electrical Systems Engineer/Future Astronaut

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  1. First off I wanna acknowledge that I am new to this thread and that I am finding the results of this work to be amazing! Here are my thoughts and opinions after using the latest development version: - It takes a LOT of RAM to run, I had to make a new install to guarantee I could run it without crashes - The modular design of the tanks and mounts was a surprise I did not expect and it was a great feature! - Models are BEAUTIFUL, but the textures seem very large as loading a lot of them in the editor caused noticeable stuttering - There was almost everything I could've needed in this pack which blew me away - I feel as though the files should be organized neater when the final version is released so that if I want say only the SLS or Shuttle from the pack I can simply delete all the files but those, but it was very difficult to find what I wanted to delete to keep only the certain parts. Overall, AMAZING work that needs some optimization! But the low part idea and theme is a LIFE-SAVER. Keep up the good work!
  2. I don't think they will be necessary doing but you may as well make one and see what it looks like. I imagine things should look good enough without them as they already do look phenomenal in their current status.
  3. Here's everything: https://www.dropbox.com/s/mhalqqojwmfhf9g/Welded%20Parts.rar?dl=0 Just know that in order for them to work right you need all the mods I used to build them! Easiest way to tell is to look at the model parameters in the cfg files to see what models from what mods it pulls from
  4. Wow I love the progress made so far! I haven't really been able to keep updated or play much KSP as I just moved into my dorm for the fall semester of college this year and only just now got my computer hooked up to the WiFi (i would use a wired connection but nooooo they have to come enable it by individual request and it takes forever)
  5. This one: http://forum.kerbalspaceprogram.com/threads/107273-0-90-UbioZur-Welding-Ltd-Continued-2-1-1-%282015-01-14%29?p=2113214&viewfull=1#post2113214 However, my parts are not from the configs generated by the mod, I only copy the MODEL labels and NODE positions into another new custom config that I write myself for each part.
  6. I just started about a week ago but have been slowed down with my move-in into college this weekend, but blender was very easy to learn to the point where I ditched tutorials and started going off on my own! As far as texturing I am about just the same as you in skill level I would Imagine so it should be easy as I have been getting it somewhat down! The hard part is making nice looking texture that fit well with eachother
  7. Okay so here's the dirt: Yes, LOTS. Each individual module that you can see attached by a docking port is basically ~parts. Each section is pretty much whatever the thing is (so all of Zarya is 1 part) and it's docking ports (so 3 more parts) and any animated parts like solar panels or radiators (so 2 more parts). So the whole Zarya section is 6 parts. This is how my station is at about 120 parts right now (127 with the Cygnus I just docked). If anyone wants a tutorial on how to part weld send me a PM and I can show you! It's really quite easy Ahhh yes the magic of Kerbal Inventory System and Kerbal Attachment System! The struts are from KAS and custom rescaled by me into another part that is 2x as large and strong and heavy for a bulkier look. These ones sucked, but were the first truss segments I made without a skeleton to build around as I crafted my own (using references from other parts and pictures) Basically, I did this: - Build half hexagon shape out of pipes from the Infernal Robotics Rework (remodel?) mod and then attach a center "truss structure" using the in game trusses - According to reference photos I repeated this half hexagon up every 1.75m or so (i thnk) - Build the up and down pipes to connect every corner - Lastly, I covered up the "walls" with a bunch of wings from the Aero tab and started sticking on different greeebles and effects for aesthetics and realism. All in all, very fun to build, very laggy to put together XD but the hardest and longest part (lol male genitalia joke goes here) is the building everything before I weld it all! Total time distribution: - VAB part making = 60% - Welding parts together = 8% - Building rockets and launching said parts = 10% - Docking = 2% - Waiting for ksp frEAKING LOAD EVERY TIME I NEED TO MAKE ONE LITTLE CHANGE TO A CONFIG FILE BUT DON'T WANNA JACK EVERYTHING UP FROM A "RELOAD ALL" IN SPACE CENTER = 20% And for the solar panels: I'm still waiting to hear from cardboardboxprocessor as to whether or not I can post a public link to my textures, but if he doesn't reply i'll post it and hope for the best XD in the meantime Drakenex check your messages
  8. It's the KOSMOS mod, with the solar panels resized by me a bit in scale to match the ISS solar array dimensions, also my texture is custom for them, I can share it if you want
  9. do not ask questions only mash buttons JK, most AFAIK are aesthetic and don't do a lot, however most on the front panels have functions, those should be a little easier to tell what they do. Simply put, if you can understand what it does, it probably does something, if not, it's aesthetic
  10. NooneSpecial (I think that's his name) was working on a really good HII-B launcher, i'll see if I can find a link EDIT: link here: http://forum.kerbalspaceprogram.com/threads/104980-Coming-Soon-from-NOSTech he's been away for a while now I believe, but all he had left was cfg balancing I think
  11. Here is an update to my ISS build! I wanted to specifically show off the Pirs/Poisk modules made possible from tantares and the Columbus Lab/Harmony Node made from this mod! Current part count is at 120 parts. Check the album for descriptions and details! Big photos Thank you tantares!!!! EDIT: I just realized the station has a typo in its name
  12. Here is an update to my ISS build! I wanted to specifically show off the Pirs/Poisk modules made possible from tantares. Current part count is at 120 parts. Check the album for descriptions and details! Big photos Thank you tantares!!!! EDIT: I just realized the station has a typo in its name
  13. Here is an update to my ISS build! I wanted to specifically show off the Pirs/Poisk modules made possible from this mod. Current part count is at 120 parts. Check the album for descriptions and details! Big photos Thank you tantares!!!! EDIT: I just realized the station has a typo in its name EDIT 2: part count wrong, forgot to remove RCS thrusters on some modules
  14. Whenever I have played and gotten into this game, it's been an exercise of creativity and education of space (especially with mods), but a good idea would be to provide challenges and set times or parameters for the cadets to see who can achieve the set goal first/best/etc. It would provide a fun and enjoyable activity that also promotes healthy competition and creativity exercise as they have to adapt what they know to a specific problem
  15. I love this mod! It makes my ISS build feel so much more realistic in it's rotation! However, is there anyway for me to have say only part of the spacecraft rotate based on the body I choose? For example, the ISS will have its main body always rotating with the earth, yet the large solar arrays rotate based on the sun so the panels always aim at the light and this is achieved via motors on the S3/P3 truss segments. I know panels will rotate to face the sun (blue axis below) but the whole truss needs to move and my ISS Panels don't rotate in that axis (red axis below) image for reference: Basically, I wanna know if I can have my trusses on the outside of the SARJs not rotate with the rest of the craft, I tried using free-rotating parts from infernal robotics but the rotation in those doesn't persist through warping :/ EDIT: Also, infernal robotics parts will not move in time-warp, so even if the motor is selected and stuck on "on", it doesn't move, it just snaps to where it should be when you exit time warp