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Angelo Kerman

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Everything posted by Angelo Kerman

  1. Can't wait to try this out. Your parts rework was instrumental in my station robot arm design that's much more compact than before. That wheel would be great for making an ATHLETE to transport my MKS modules too.
  2. Hm, ok. So essentially I need to set up my UV to the length/width ratio of the flag?
  3. I'm curious to know how properly size a mesh so that the flag shows up correctly. What tutorials did you find?
  4. Thanks. I'm finishing up the Supernova, then will revisit the aerospike. The blue stripe is a Wild Blue Industries signature, but I can change that area to orange and add the blue stripe elsewhere.
  5. Yup, check my sig for the Nuclear Engines mod. I have modeled the Supernova fusion engine based on NASA's design. I have some finishing touches to do with the liquid droplet radiator, then the Supernova will be done. It is open source licensed too.
  6. This is cool! How tall is the module? I guess it's about as tall as a mobile processing lab (3.75m by my estimates).
  7. Thank you for taking the time to look into my issue. I'll do some more testing and give you more specifics. But what I've noticed is that it happens upon scene change.
  8. This is a cool mod, and helps me conserve funds as well as design for reusability. I do have an issue where StageRecovery keeps giving me reports of the same spacecraft being destroyed over and over again even though its long gone. Has anybody seen this? If so, is there some way to clear out SR's database to stop the recurring reports?
  9. Wasn't aware of that. Since that's the case, it makes rocket flights much easier to conduct at alt pads.
  10. Looks good. Would be nice if the mod integrated with Extraplanetary Launch Pads in some way so you could spawn rockets on the pad and launch them.
  11. If you know how to make an animation in Blender then you're mostly done. I learned how to animate parts earlier this week, so if I can do it, it can't be too terribly difficult. Perhaps this video will help you: I recommend using Unity 4.2.2f if you don't already have it: http://unity3d.com/unity/download/archive
  12. This is a pretty cool mod. Can't wait for this one to hit the release stage. Have you considered some kind of animated antennas that extend out from the beacons?
  13. I'm guessing ANSI/Stanley knows how to play chess and Global Thermal Nuclear War.
  14. This mod looks interesting. Looking forward to trying it.
  15. Thank you much for that. I just started playing with them and do I understand correctly that TweakScale eliminates the need for 1/2 and 1/4 sizes? If so, that's great. I also like how I can clip the extenders in place without having to futz with the positioning. Hopefully I'll have a redesigned arm before long. Thanks for sharing his great rework! Edit: Here is the MK2 station arm. It improves upon the MK1 gantry-based system. I had to upgrade to IR 0.18.6a and then install the reworked parts, but that did the trick. Using the new parts is a breeze, the extendatrons especially were much easier to align and connect together compared to the older models. Final design: Pier One module with MK3 payload arm: Only troubles I had were unrelated to IR: the MKS module doesn't quite fit the KSO Super25 payload bay. But I have my own shuttle parts I'm making, and I've made the bay wide enough. And while I've cut down the form factor on the stowed arm, my goal is to fit the arm into a 2.5m launch shroud/KSO Super 25's payload bay if possible.
  16. Thanks! It is a simple design but effective. Now that I've downloaded the model reworks, I can try to redesign it and make the arm more compact. My other question is: what parts from the original IR model set are replaced by these new ones? I am running up against the 32-bit memory constraints, so if I can trim the original parts list then I'd be a happy camper. I know that the original gantry is still needed, for instance.
  17. Wow, that is really cool, thanks for sharing that. I'm a novice when it comes to using IR in general so it's nice to see what others have done. Below is a prototype arm I made for a space station using the standard IR parts and KAS. Now I want to see if I can do the same thing, but more compact with these foldatrons.
  18. OOOO, I'm gonna get that then! Sweet, a bunch of foldatrons. Um, are there wheels too?
  19. Looks great, I'm particularly interested in the ATHLETE parts. Are they available yet?
  20. Do you have other mods taking up space? I have KSO, for instance, and with the full pack, my KSP won't run. I had to remove everything but the Super 25, and even then, I had to manually reduce the texture sizes (and still use Active Texture Management) until it would play nice with my other mods. It was frustrating enough for me to make some lightweight shuttle fuselage parts able to hold 2.5m components until I finally had a KSO build that worked. If you have a bunch of mods like I do, then you might need to do something similar.
  21. OK, that definitely worked. I ended up creating a simple 3D mesh in 3DS Max to serve as the collider for the payload bay. I then exported my model to Unity, turned off the Mesh Renderer on the collider, and removed the Mesh Collider on the payload bay itself. After exporting from Unity, I brought it into KSP. One thing I had to do is turn off the angle snap, which was causing the parts I surface attached to stick to my part in odd angles. End result: It works, thanks again.
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