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About Skalou

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    Atmosphere rattler

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  1. no problem, maybe check in game when zooming out or in if there isn't artifacts (or not too much), because of textures overlapping. if yes set your windows position a bit farther from the main mesh. here is my mod just in case:
  2. yes, i'm not a pro but at least some of the stock parts are like this (mesh in multiple separate pieces etc..), i also use this trick in one of my mod, so no problem
  3. your transparent faces are maybe with their normals reverted, you can flip them manually or recalculate it (in Blender at least), maybe an option in unity too (not sure about it), by default Blender show double-sided texturing faces, you can change with an option called "back-face culling" (or something like this) and so you will be able to see the flipped faces easily.
  4. maybe, but how do you want we know it? you don't show your model, config, etc... (p.s: i made some engine working with emissive)
  5. crap paper, shame for them to "forgot" Valentina Tereshkova. (and all other non nasa women except in the tittle) [snip]
  6. the "10km above highest point" are not totally accurate too, example with : "The Mun's highest points reach a maximum altitude of more than 7061 m" Dv map: 14km (counting the 10km above i understand) "Tylo has a rocky surface. It has a varying elevation between 0 meters (Tylo baseline height) and peaks of more than 11290 meters." Dv map: 10km but all these Dv numbers are good enough for me, even on no atmo bodies it will depend of the rocket.
  7. @Dante80, Did you tried: the option is toggleable in the editor via the part's right-click menu "add top hatch" ? P.S: this mod still works for the KSP version 1.7.3
  8. Hello, i tried to tune it so it starts to deplete the ablator a bit higher (in temperature) but then a bit faster than normal ablator (for SSTO on ascent), I tried it on Eve, laythe etc... (also Kerbin but it's not the main goal as it's easier) You can also change how much ablator u put on in the hangar, even at zero it will resist a bit more than the classic airbrake but will still be heavier and more expensive, it's also unlockable late in the tech-tree. Also, like the other parts it depends WHERE you put it on the ship, if it's behind the shock cone generated by other parts (of a heatshild for example) then it will heat a lot less. For the balance or idea I'm open to suggest P.S: this mod still works for the KSP version 1.7.3
  9. Ablative-Airbrake v0.3.0 still works for KSP version 1.7 and should work for many future versions Thanks for reporting here a new working (or not) ksp version.
  10. Mk1-Cabin-Hatch v0.2.0 still works for KSP version 1.7 and should work for many future versions Thanks for reporting here a new working (or not) ksp version.
  11. hi @linuxgurugamer, i report that the name of your mod is "hangEr extender" with a "e" instead of "a" on CKAN, so i didn't found it when searching hangar at 1st thank's for your mods
  12. Uour pod looks nice ! I think you need an airlock AND a ladder if you want your kerbal grab something You can search for ladder in this thread:
  13. Na, it's still alive! I can confirm this mod Ablative-Airbrake (v0.3.0) still works for KSP 1.4.x
  14. I can confirm the mod Mk1-Cabin-Hatch (v0.2.0) still works for KSP 1.4.x @Bit Fiddler,good idea but not now for me, there is some parts like this in the history DLC too.
  15. Good initiative! here is what has saved me hours of headache at the beginning: from the internet, tuned by myself. note: Blender and Unity don't use the same coordinate system, and there is no way to match every axis when importing, when importing a .blend model into unity by default the bottom is still the bottom (relative to the floor), but the Z in blender(up) is now Y in unity, X becomes -X and Z becomes -Y in Unity. there is also a -90°/X notified in the the rotation field in Unity (i let this rotation and rotate the model in blender until it match what i want in Unity and so KSP). when importing a part with a big hierarchy, it can by tricky if you want some child axis to be well oriented at the end (example: FXModuleLookAtConstraint pointing its Z axis to the target, control surface rotate around a transform X axis, etc...), so i found useful to include thoose tricky transform in an other child to rotate everything as needed (in blender you can rotate an object but you can also rotate the mesh inside this object in edit mode and don't change the object orientation). I also tried this when desperate: i don't understand what it did but it worked for some projects. by the famous @RoverDude part orientation in the SPH, VAB and Unity by someone else, probably on this forum, i don't remember (thank's).