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Posts posted by Natokerbal
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On 1/7/2019 at 4:41 PM, Initial-Dee said:
I've been wanting that too. @Omega482 these models look amazing, and I can't wait to try and use them RSS/RO (albeit at an edited scale)
Prerelease would be amazing, if that's able to be done!
@Omega482 A beta release would be amazing because then we can test it to see if it works with other kk mods. (TSC) *Cough cough* an excuse to play with them *cough couch*.
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2 minutes ago, damonvv said:
Yes, expect it early feb
Ur Reddit says Alpha/Beta in a week? if so that's amazing!
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1. That is the sexiest falcon 9 replica I've ever seen in KSP
2. What fonts did you use for the logos?
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@damonvv Are you also going to work on the retired block 4 booster? maybe with darker soot and more defined lines on the first stage
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@TheBigElon so how is it going?
sry that I keep asking I just want to make a cinematic using a high res starman.
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1 minute ago, tater said:
Only rockets had that comical effect, spaceplanes/aircraft looked scifi by comparison.
but before 1.0 planes were comical
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1 minute ago, damonvv said:
But what is stockalike these days? Prior to 1.4 and Making History. This fitted perfectly into the stock parts. Now, barely anything that was used to be "stockalike" doesn't fit anymore. Squad really has gone for a more modern and whiter look. I am not sure if I should take that direction as well. Probably not any time soon. Like @Stone Blue told me the other day, KSP is changing. (Not really the direction I wanted it to go) but oh well.
And yeah for a way more realistic look I highly recommend the Launcher Pack by @Kartoffelkuchen. Those models are really nice and give you a real looking Falcon 9!Yeah the devs switched everything to be more like real rockets which I like that they are doing that but I feel like they are ruining the comical effect ksp used to have.
Also I'm currently customizing my ksc with TSC.
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5 hours ago, Waseemq1235 said:
I agree with the post above.
Also, the falcon 9 has this unrealistic feeling in the main fuel tank's textures. Would love if you make it a bit more realistic looking like it's real life counterpart.
Be aware this mod is designed to be stockalike not a perfect replica if you want that go install launchers pack.
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10 hours ago, Nightside said:
Background info: A height map is a 2D grayscale image used to represent or generate a 3D surface. The lowest elevations are represented as black and the highest as white with a continuum of grays in between representing intermediate elevations. In my canyon image above I used an actual elevation map of the grand canyon. The height map for this something like this:
However, to get started you can use the height maps included with the mod.
Step 1. Travel to your desired location. Use tools like Vessel Mover or HyperEdit to make this easier.
Step 2. Press CRTL+ k to bring up the Kerbal Konstructs editor
Step 3. Press the EDIT MAP DECALS button
Step 4. Press the SPAWN NEW MAPDECAL button, the Mapdecal Editor window should appear.
Step 5a. Click the HEIGHT MAP button and select a height map;
5b. Since you just want a flat area to build on, select the AllBlack height map. This map won't have any variation within, just smoothing at the edges so it matches surrounding terrain;
5c. Set parameters, RADIUS (try something like 2000 to 5000 depending on base size), ABSOLUTE OFFSET (this is altitude for the lowest part of your map decal, set it to approximately the existing ground level at your site) & HEIGHTMAPDEFORMITY (this is the difference in elevation between whites and blacks on the heightmap, since we are using an all black map this doesn't matter, but it is important for all other maps), these values are in meters. Press APPLY & SAVE, and inspect your work.
You can changes and edits to your parameters and position then press APPLY & SAVE again.
Post pics of what you make!
Now how can I change terrain texture to the KSC green instead of dark green?
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1 hour ago, Nightside said:
I'm trying to make a flat area to create a new KSC
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@Ger_space Is there a tutorial somewhere to modify terrain using KK because I can't figure it out.
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5 hours ago, damonvv said:
Can confirm.
Will try to fix it and update the mod tomorrow evening.will this be for 1.6 or 1.5.1?
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12 hours ago, damonvv said:
Weird, will look into it as soon as I can!
@damonvv I think it's something to do with lift properties on the broadside of the vehicle just like Gojira having the spinning problem.
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16 minutes ago, noxeeternal said:
Uh I have some other mods such as ProbesPlus, Tantares, Stockalike Station Parts, etc. When I meant stock means I don't have RSS/RO installed.
oh ok
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12 hours ago, noxeeternal said:
The Dragon 2 Pod gets very unstable when reentering. It spins wildly when above 50000/40000m. Am I doing it wrong? Playing on stock version of game 1.4.1. Thanks!
yeah in mine it refuses to go heat shield first and goes broadside like Starship. wait how is it stock if you have TE installed? do you mean no other mods than TE and it's dependencies?
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19 minutes ago, AlphaMensae said:
Oh, yes, action group it or do it manually. Staging only works with the 1-step fallback.
THANK YOU!
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5 hours ago, AlphaMensae said:
No, don't do them at the same time....I don't know what would happen.
The partial retract is done pre-launch, then at liftoff comes the full fallback.
I mean go from partial to full retract right at liftoff where the pad lets go of the rocket. How do I do that? Action group or stage it
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@AlphaMensae how do I get the 2-step falcon 9 strongback to fall back to 45 degrees at liftoff? my tower just stays at 88.5.
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3 hours ago, damonvv said:
Duo to PC problems I can't work on the stuff I wanted to do before the year ends... hate it!
RIP
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@damonvv do you think the vacuum Merlin engine could have a foil variant like on the real falcon 9?
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4 hours ago, Nightside said:
Does 1.6 even add new engines? I thought they were just reskined.
the poodle needs two plumes now and the spark needs to be offset a little
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14 hours ago, HLSA30 said:
+1
I honestly doubt anyone will update it.
[1.6.1] RealPlume - Stock [v1.3.1 - 1/14/19] - Better Late than Never Update
in KSP1 Mod Releases
Posted
so um @Nhawks17 are you redoing the mod now for just big updates or are you back in full blast or is this a one time thing?