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About harrisjosh2711

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    Dragon Rider

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  • Location Kermerica

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  1. Looking to start creating mods

    Start by making a simple part for KSP- I vote blender. Look up on youtube how to make a basic KSP part and it will walk you through everything- it isn't difficult and unity (game engine) doesn't require programming knowledge. This will give you a decent understanding of every question you asked besides the coding portion. After you have learned to do that you can begin to learn coding. Nothing can replace reading and learning from previously written plugins when you get to this part. Or vica versa, I'm just making a recommendation. In either case, you will want to start by making sure you have a basic understanding of what is going on inside the config. files. You have modified parts before using the cfg. files right? If not. start by modifying existing parts before you worry about writing code and modeling mesh's. Hope to see your name on top of a project before long!
  2. Kerbalized SpaceX- (WIP)

    Took me most of the day, but finally learned how to rig in blender, hence I was able to set up the telescopic piston animation on the Falcon9 landing legs.
  3. Kerbalized SpaceX- (WIP)

    Working on the legs and fins and other small things tonight.-Just finished modeling the fins.
  4. What did you do in KSP today?

    Made a video returning the three boosters of my Falcon Heavy. Upperstage is headed for the mun to drop of my science station for a lunar landing.
  5. Kerbalized SpaceX- (WIP)

    Falcon heavy- All boosters return. Upperstage is headed for the mun.
  6. Kerbalized SpaceX- (WIP)

    Just uploaded some bug fixes, the two tanks I have been working on, and a temporary 10 man IVA for the BFR.
  7. KSP is dead?

    I wish someone had told me. I'm almost finished with my first mod.
  8. Kerbalized SpaceX- (WIP)

  9. Kerbalized SpaceX- (WIP)

    Not yet. I'll try to get some 2morrow. I just wanted to see what a kerbals view would be like out of the windows.-nothing is finished for the IVA. In other news.... I fixed a major bug on the merlin Vac. and the bottom node on the Falcon9FT booster for next release. Also did some work on the textures for the booster.
  10. Kerbalized SpaceX- (WIP)

    Wanted to run a little test
  11. Kerbalized SpaceX- (WIP)

    Yea, that was a typo
  12. Kerbalized SpaceX- (WIP)

    Had a long week with school but I'm on vacation now. Hope to have the IVA for the BFR finished at some point this week.
  13. Rover wheels issue

    Are you sure your wheels aren't blown out from bouncing? There is definitely a sever bug going around causing vehicles with wheels to jump into the air. I had a big one that would clear a few hundred feet every time it loaded. It could only be used straight out of the VAB held to the ground with launch clamps. I have had atleast ten rovers jump up and blow their wheels out trying to set up a mock up on kerbin. I eventually gave up. I doubt it is even possible to set up any kind of base because I have been hearing of them jumping as well. You got lucky though. Every time I time warped my rover it was automatic complete destruction.
  14. KSP 1.3.0 versus 1.3.1

    I have heard of some bug when you reload a ship on a surface makes it jump and destroy its self. I have definitely had a problem with rovers. I had one as soon as it loaded would shoot several hundred feet into the air. The only possible way to use it was to put launch claps on it to get it through the physics easing. Also had several rovers jump when I switched to them blowing out all their tires and rendering them useless. This happened to me over and over. In fact I just decided to scrap the whole mission I was planning out of frustration. The game now loads faster. I'm assuming due to localization being ironed out. Never mind @Gordon Fecyk posted while I was typing. The exact issues I am talking about.
  15. Kerbalized SpaceX- (WIP)

    And here I stand with my foot in my mouth.