Jump to content

SkyeRangerDelta

Members
  • Posts

    8
  • Joined

  • Last visited

Reputation

0 Neutral

Contact Methods

  • Twitter
    Heh. No.

Profile Information

  • About me
    Bottle Rocketeer
  1. If you are looking to calculate delta-V, you can install the mod Kerbal Engineer Redux (KER) and I know its 1.0.2. Each engine you add to the rocket will add a value to a table and give you detailed information on not only your rocket but your orbit as well such as inclination, ETA's and more. I use, I love it.
  2. You can check the "Planned Features" part of the KSP wiki. I know that there are at least 3 life support (LS) mods out there. TAC-LS being the most popular. RoverDude (creator of MKS/OKS and Karbonite) has created his own LS mod as well. I've never used any LS mods before so I wouldn't be much of a help concerning any more about them.
  3. Based off of what I understand, RCS thrusters for docking should be placed on the center of mass for the payload. I always place a symmetrical 4 thrusters on the dead center of mass. You can see where it is by clicking the "center of mass" button in the VAB.
  4. Thank You! This is exactly what I needed! I hope that future thread visitors will find this and use it!
  5. Thanks! This will help me alot. I'm sure that this tutorial guide for modding will turn out OK. Now, do you know how to setup the proper workspace to mod? I understand that I need a separate instance for KSP with cut out parts(for reduced load time). How do I setup Unity, I know I need PartTools, but that is outdated by way far.
  6. I actually use VS 2013 Professional, I had no idea that it tied into VS at all. I use Blender as well, however, my modelling skills are worth poop.
  7. Thanks for your addition. I will try this out. I appreciate your donations for 1.0.
  8. KSP Modding Guide & Tutorial The new community source for mod development and discussion. Current Thread Topic: Hello there! Thanks for looking in. I decided to start this thread because it seems that no where I look, I cannot find a standardized and up-to-date tutorial or guide to modding KSP. I have modded for Minecraft, Rimworld, and TF2. I wanted to go in depth with KSP and began with what I knew: Start with a Blender model at the scale of (1 Blender Unit = 1.25 KSP Units). Add a node_collider object to the Blender model Add a .cfg file to where your model is Bam, you are done. I was lied to. This topic's goal is to have the community engage in creating an understandable modding tutorial. Any help that you can afford and give to this topic will be greatly appreciated. Thanks! And happy modding/flights! -SkyeRangerDelta
×
×
  • Create New...