Jump to content

EritoKaio

Members
  • Posts

    34
  • Joined

  • Last visited

Reputation

68 Excellent

2 Followers

Contact Methods

Profile Information

  • Location
    Beerus' Planet

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Are you just maintaining it or planning to add new features? Something that would make this a lifesaver is to have something like Mechjeb where you have a config file with preset landing zones you can select in a drop down menu. Oh, and it doesn't hide the UI when using F2 which kinda sucks for recording videos. @linuxgurugamer
  2. I do not plan to make configs for that myself. Ill leave that for the community. I don't play RSS/RP1. Also here's a little update on the booster:
  3. Awesome! In that case I will hold off the plume for a little longer while I finish modeling the booster. Thank you!
  4. Hi Nertea, is there a way you can have a setting in the plume parts to toggle the backface view? At certain angles the texture becomes really visible. This is a volumetric plume I'm showing here. And here's the side view: Anyways, having a ton of fun with WF making plumes for my Superheavy
  5. Just wanna leave here some work-in-progress eye candy from the 2.0 update. Just finished texturing the raptors, the center ones also have their gimbal rig done.
  6. Added a little section in the main post listing configs people have made
  7. Keep in mind my mod is not made for RSS/RO and I have not added tweakscale support for the ship yet, ill try adding that when I release the booster.
  8. *EDIT* ignore everything i just said if you saw the original, i thought i was replying to a more recent message but I was on the wrong page, im a big pepega LOL ehem, anyways.. Since Elon recently showed the bottom of the booster with most of its thermal protection added, I can finally go on to finish mine, hopefully releasing it early January
  9. Changelog 1.2: Screenshots in the original post! **Model/Texture Updates:** Bottom tiles of both flaps have been updated to match real design (S21). Adjusted the welds of the flaps. Added flap motors inside the skirt. Added the GSE Panel on Ship. (Only visual for now) Added extra supports for the skirt clamp mounts. Added RVac mounts. Added COPVs inside the Ship's skirt. (Speculative placement until real-reference) Added the GSE Pipes inside the skirt. Added the raceway. **Config Updates:** Symmetry now works for the engine mounts. RVac attachment node slightly moved up to match the visual mount. (May break craft files) Added an offset to the CoL of the flaps in an attempt to improve belly flop roll stability. Added a fuel switch for the tank contents and vents. (LqdMethane + Oxidizer) Improved the engine configurations for CryoEngines to work better with my ship. They are also now auto-installed so you don't have to do it manually.
  10. Next update should be coming by the end of the week, here's the changelog so far, it's currently on my patreon for testing to make sure i didn't miss anything. As for the booster, I'm still waiting on SpaceX to finish working on the engine skirt. https://trello.com/c/o1nJz67k/41-v12-changelog I did make a small change to the center of lift of the flaps to see if it helps.
  11. Damn! That's really cool, most of it goes completely over my head but makes me happy people are having fun with it. I only ended with leftover propellants when i started the flight on a non-full ship, because of how i configured the tanks to move some LOX to the header tank. So if you manually use the slider to lower the prop amount it will no longer be filled with the right ratio. Its kinda janky. Also unrelated, if anyone knows why the heck symmetry placing of the engine isn't working let me know, I've done everything i can think of to fix it from naming the nodes like other parts to changing the axis rotation of the nodes and nothing worked.
  12. Cool, I do plan on transitioning to my own script since I also want to make the vents work in a more realistic way that isn't making them engine modules. But I need to figure that part of Unity still, its been years since I've programmed and right now I'm having way more fun with the modeling part of this, which is why I made the mod really.
  13. This was a test I did, the center of lift did not move up when the flaps actuated, it stayed in the same location as if the flaps were not deployed. If there's a way to fix that, then I'd love to know, since I'm pretty new to Unity and KSP configs.
  14. Yeah I don't think SpaceX/Elon has mentioned the downmass, but I would also guess its much lower because of the balance. I will tweak it as more info comes out. I also work with all the other space 3D artists and we have hundreds of references to work with together, and some people who know a lot more than me. Glad you're enjoying it! I'm currently working in the skirt section of the ship and hope to have another visual update soon. Booster is going a bit slow because there's a lot of changes being done to B4 atm like the engine cover/skirt and some aero covers for the electronics & COPVs. Also to add to this, I made a template that other modders can use as reference for my Starship GSE Panel, so we can all keep it consistent, specially those making GSE mods with catch & QD arms.
×
×
  • Create New...