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nimaroth

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    Rocketeer
  1. Somone already asked that not that long ago and another one did it (even though I don't know the extend of it exactly ^^) Look there
  2. but, but, but ... we're already on the sixth day ! >.<
  3. I was wondering a thing, will Bac9 come back to us ? I would really be sad to see his works stop, I really like what he is doing.
  4. Thanks all for your answer, I'm starting to understand differences about each method. For wheels, I still need to make some tests but I think I've found out what was missing.
  5. They are compatible with 1.0.4. Only issue is with heating process and you can find a MM fix some post ago.
  6. Hello guys, I've made my resolve to start modeling a few days ago. After searching for tutorial and all, I was able to make some simple parts. Now, I would like to make something a 'lil more difficult and have some questions about that. I've searched for tutorials but there isn't any who could really help me understand what I wanted. Since it's more easy to answer while knowing what I'm using, I'm doing modeling on Blender then I'm using Unity to finish the part (and export it as .mu) The first question is more for information. It's about colliders. I've seen that you can either add one when modeling (calling it node_collider) or applying one in Unity. What's the difference between the two method ? it seems for me that the two method worked ... so I don't really know which one is better and above all, why. For reference, I've imported some parts in Blender to see how they were made. With this, I'm now wondering another things about collider. I've seen somes with a totally different name and well ... I don't know if it was done in the modeling program or in unity but ... what I want to know is how the game know that it is a collider ? From what i can tell, I think when you use a mesh for collider, you need to call it a special way, but you don't care if it's done with a collider object. And lastly for now, I wanted to make a simple wheel but ... I don't understand how you add an axis of rotation >.< I searched on the web but couldn't find a tutorial for this. Could someone redirect me on a tutorial for this, or explain me how it works please ? (if possible, not a video so that I could print it or at least follow it without having to rewind the video X times when I don't understand something =p) Thanks in advance !
  7. Hum, maybe you should focus on dwarf planet first ? If I'm not wrong (but I could so sorry if it's the case >.<), there is still at least Haumea, Makemake and Eris missing. It's true that they are really far away but ... well ... we're allowed to dream !
  8. Man, that's unfair ! I really want to test your mod so I hope it'll be available soon ! Great job and good luck with that !
  9. Ehhhh, another mod to install >.< Great job, I'm gonna try this soon !
  10. Thanks all. I had BB v1.3 so yeah, after installing v1.4, it was better. Still bouncy for a while but it stopped after a 'lil so all okay ^^ Didn't think about that since I took it at the end of last week ... For the booster, you were right, I wasn't looking at atmo TWR ... didn't think it would be that much different ! There are still things bugging me but RSS + RO don't manage rocket and all like the originals so I must familiarize myself with them and see if it's still bugging me or not ^^ Anyway, once again, thanks all
  11. Hi, I've tried your mod this week-end and ... well ... that was something ! Sincerely ... good job, it must have been quite hard to do all this work. However, I have some questions ... Just so that you know, I made a fresh install and I'm using RO with all the dependencies mods. I'm also using Better Buoyancy, Editor Extension, KER, KW Rocketery and Alternate Resource Panel. (And maybe a few more in the recommanded one by RO ...) First one, It happened when I tried to do my first rocket (while playing a new game in career) ... I was quite surprised. My first rocket was using the booster and even though I had a TWR > 1, it wouldn't take off ... After removing a 'lil fuel, it was all good (I had then TWR > 2.5) First, I thought that it was due to all the change coming with RSS ... but later on, I've made a rocket with an engine and a tank, being at about 1.2 TWR ... and could take-off without any issue. So, well, could someone explain to me what happened there ? ^^" The second one ... well, I was able to take-off safely ! (more or less .... =p) And to land safely (even less than before ) ... in the ocean / sea ... and it is where it's starting to get tricky ! Oh yeah, the pod was safe and all but, it wouldn't stop shaking, as if there was a big swell ... making it impossible to recover my vessel (since it was always moving). I don't know if it's due to Better Buyoancy or any other mod involved in RSS + RO but ... that's quite hard to play like this. I can still recover them by spamming [Esc] until I can go to the space center, and then recover it, but it's not ideal. Oh yeah, no trouble when I'm landing on land. I've just seen the post from Joseph_Terran who has a similar problem. So before you ask me, I've started to play after installing everything, BB included !
  12. After thinking a bit about it, the first Kaboom thing must have happened when I tried to change the position setting of the runaway I was on .... ^^" But then it's when adding a new building that it went total Kaboom and I had to restart =P Well, since I was messing aroung a lot with the mod, I must have done a bad sequence of actions at the moment. After all, I JUST lost focus a couple of time, added 3 or 4 buildind in the same place, and without deleting the prior of course, changed position, altitude and rotation of a runaway whom I was sitting on .... nothing that should be problematic, really .... So, I have two things to remember : - Do not lost focus before finishing to position correctly the building - Do not mess with a building whom I am sitting on That should do it! I'm not sure of what you mean by that ? I didn't see anything like this, they just spawned with a predefine length / width and all I could do was to place them ... So, do you mean in their config files or something like this ? Anyway, thanks for your answer
  13. Thanks AlphaAsh. As I thought, it's the ability to change location of departure who isn't compatible ... Well, I still didn't made a seaplane so not a problem ... for now, since I want to do one XD Anyway, I've tested your mod yesterday so here is my first feedback ! ^^ First, I really like the idea ... it is quite interesting to be able to do your own launchsites / bases. It's making me want to build many over the world =P The drawback to that is that if you build somes on other planets, it somehow become too easy ... but I didn't test it so I don't know if there are some limitations in that or not. Another thing is when you spawn new buildings, they spawn where you are ... and make sometimes your poor craft explode XD Not easy to build something like this, or maybe I missed something >.< It does not explode each and every time but when spawning them or playing with the options, sometimes it goes kaboom ! (With a K, like Kerbal =P) Actually, I was thinking it was like building a craft, you choose a part, then place it were you want, or delete it if you change your mind / pick up the wrong part ... but it doesn't seem to be the case. Something like this would probably be safer. Yeah, I know that it would be quite difficult to add something like that >.< A good thing would be to add a picture next to the building (in the UI to add them !) so that you know how it looks like, making it easier to pick them up. Since I didn't know them, I had to pick them one by one to see how they look like, and I think when you have a lot of them, you don't always remember which one is which. Also, I probably missed them, but I didn't see the dimensions of the buildings ? Could be usefull too, having the choice with some parts to change the length (I'm thinking about runaways). Like this, you could make a runaway the length you want ... of course, it would only be possible with straight one ! Well, not the more important thing, it is still easy to put them next to each others to have a runaway the length you want anyway ^^ Anyway, thanks for your great mod ! Now I need to test all the building mods *.* Oh and please don't take those comments badly, it's just my first feedback and some suggestions on the spot ! I tend to forget them once I'm used to the way it works so I decided to tell them while still fresh =p
  14. Thanks, I'll test that. It's just that I prefer testing mods in stand-alone and moreover, kerbin-side and firespitter don't seems to like each other ^^
  15. Hello, Just a simple question, is there an actual content (runaway etc) in this mod, or do I need to download another mod (like Kerbin-Side) and this mod is just used as a proxy ?
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