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  1. Today is April 1st so I would take this with a massive pinch of salt.
  2. hello,  as i see you visited this forum not long ago :)


    i don`t know how often you were asked about your great Real-Scale-Launch-Vehicles mod, but why is it deleted?


    how possible is it that you return with your great mod? 


    it`s really sad that your great mod is lost for the community :(


    greetings to you


  3. Is there still such a thing as 6.4x and/or 10x stock size solar system for KSP? I've been away from the game for quite some time now and I usually play in RSS/RO. I wanted to experience the stock game again, but the stock size solar system is too small, easy and awkward to play in after playing RSS/RO for such a long time. Thanks!
  4. @linuxgurugamer What kind of parts are you looking to make? The export process itself is generally the same, but setting up the parts varies greatly depending on what part you are making. How to get a highly detailed engine with multiple meshes, gimbal and moving actuators using lookAt constrains with an emissive animation is a lot more complicated than a fuel tank with a collider and a couple of nodes. I've been doing 3D modeling for years and have been making part mods for KSP for personal use for about 4 years now, so I could whip up an image-by-image tutorial for you. Just let me know what part(s) you wish to make and I'll see what I can do.
  5. Right, I'll give it a try. I just figured since this addon uses its own .dll, the latest version might need to be exported using the 1.3.1 files.
  6. Would it be possible to get an up to date version of this mod for KSP 1.3.1? I want to use this mod, but I also want to play in Realism Overhaul.
  7. Yea I definitely did not follow *exactly* what PhineasFreak wrote. I used the 0.0324 version on Scatterer. I just tested the install with 0.0320b and it worked like a charm. Thank you very much for the help!
  8. I am trying to get an RSSRO install going with RSSVE in KSP 1.3.1 and I am running into a rather annoying issue. At various points during flight the Scatterer layer seems to turn off and on without any rhyme or reason. As seen in the images below, up until 95ish km everything looks just fine, but at 135km or so in altitude the Scatterer layer just turns off. It then gradually starts to re-appear at about 247km in altitude, but it only lasts for a short while. When in orbit the effect turns on and off every 5 minutes or so. My installed mods can be seen here: If anyone knows how to resolve this issue I would be very thankful.
  9. Is there an example of how to set this up for a part using an anchored decoupler module?
  10. Can you give me the real scale launch vehicles ? A link?Please?Because i have trouble finding good atlas/delta and electron for RSS and i think i can edit the configs. :)

    *Edit* and the RSB models are just AWFUL.

  11. Not to be rude or anything, but Blender and Unity are the least of your problems if you can't even manage to create a UV-map for something as simple as a cylinder and a cube, which by the way, are the simplest primitive meshes one can uv-unwrap. Instead of focusing on the more "complex" aspects of modding such as using Blender and Unity, I suggest you spend some time looking up tutorials on the basics of Wings3D, Blender and Unity, as there are plenty of wonderful tutorials (both in written and video form) out there for you to learn from. Creating a uv-map is really not difficult, you just need to watch and/or read a couple of "how-to's" and you'll get the hang of it in no time.
  12. Of course, but only slightly. How much it affects node burns depends on the AccelereationSpeed and DeceleraionSpeed values you set for the engines. Note that this is not an issue in real life when using restartable engines which requires up to a couple of seconds to achieve full throttle, or solid kicker stages with varible thrustprofiles, so it should not be a huge issue in KSP. There is a reason why most spacecraft perform course-correction maneuvers.
  13. For anyone wanting to use this, I recommend messing around with "engineAccelerationSpeed" and "engineDecelerationSpeed" values. Obviously the lower the number the more time it takes for the engine to spool up/down and vice versa. 1.65 for AccelerationSpeed and 1.90 for DecelerationSpeed might not give you exactly what you want. Realisticly some engines would have a much, much lower number than 1.65 for AccelereationSpeed. Real-world examples for low to semi-low AccelerationSpeed would be RD-107A/108A, RS-68A, RS-25, RD-170/171 etc.
  14. No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module; - useEngineResponseTime = True // True or false - engineAccelerationSpeed = 1.65 // How fast the engine accelerates once ignited - engineDecelerationSpeed = 1.90 // How fast the decelerates once throttle is cut
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