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heliobyte

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Everything posted by heliobyte

  1. Thank you, this really helps a lot. Appreciate you taking the time explaining it.
  2. Yes I realized that the last three digits (excluding the size) was for orientation, but I never figured out how to rotate a node by 10 degrees, or something even more complicated like 3.4 degrees. Unfortunately for me, math is not my strong suite, as I can barely figure out what 2+2 is May I ask how I would "math" my way to rotating the nodes? Is there an example somewhere on how to do this?
  3. Is there a way to rotate the direction of attachment nodes? I'm trying to avoid having to embed engines into the fuel tanks in order to get the perfect angle, so it would be nice to simply angle attachment nodes.
  4. I just want to chime in and say that I am extremely happy that they basically implemented ETC and KM_Gimbal into ModuleEngines. Stock SRBs has desperately needed thrust curves for the longest time. Both these features will open up quite a few new ways of designing your craft, which is always nice.
  5. Since you guys are already on the topic of Old School Fairings, I hope it is ok if I ask a related question. Is it possible to add OSF support for all "real" fairings manually, or is this something that needs to be done by the OSF author? I've modeled a couple stockalike rockets based off of real ones, but they don't look right with the stock procedural fairings. I don't know how to make my own procedural fairings, but I can easily model real clamshell fairings.
  6. Haha man, I bet so many people got their hopes up for a split second there! I feel kinda bad for those who didn't buy the game off of Steam, but on a more positive note, it's only less than two weeks until everyone else gets their hands on 1.1 as well
  7. I can't for the life of me get the mod to download from Spacedock. Is the download broken or something? Whenever I click the download button the page just refreshes.
  8. Do we need to add the "PartTools_AssetBundles" file to Unity when importing the PartTools? In the past we have only been using the "editor", "lib" and "shaders" folders. I'm not quite sure what the AssetBundles file is or what it does.
  9. He is most definitely working on the ULA pack. He is modeling Delta II and Delta IV for that pack. In fact, EJ and Kart are the only two people producing the models and textures for that pack.
  10. @Felbourn how do you see "Ultimate Space Stations" unfolding? Are you thinking only space stations that flew in real life, or fictional ones? I have quite a bit of modeling experience and have made a lot of parts for my own game, ranging from different versions of Titan III to the proposed European "Columbus Manned Tended Free Flyer". I am currently busy modeling high fidelity ISS modules which I plan to launch as I finish modeling and texturing them. If you go ahead with the "Ultimate Space Stations" project, I don't mind helping out with producing some parts. Of course it would be a lot easier if other people pitched in as well Let me know your thoughts.
  11. @DECQ are the Soyuz rockets included in the currect download of this pack?
  12. You're a bit late to the party Most mods have been moved to Spacedock for a while now.
  13. Fantastic looking models you've got there @InsaneDruid Would it be possible for you to make the launchpad with the clamps into a static? I think KerbalKonstructs is back up and working and it would be cool to have that pad as a separate launch site at Baikonour in RSS.
  14. I am pretty sure @DECQ is busy modeling Angara.
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