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Hadlock

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Everything posted by Hadlock

  1. Oh hey, neat! You're still using my idea of the "TI-83 graphing calculator duct taped to the side" idea as the default model, and my tutorial is in the OP! Cool! Cheers
  2. What's next? An opt-out mod that will mine bitcoins and send them back to the mod author while you're in time acceleration? Opt-out is always bad for the user, this is a terrible policy. Please stop destroying the mod community of KSP, this is a bad idea.
  3. for those of you born after 1989 or so (C&H ended when I was in 4th grade) https://www.google.com/search?q=calvin+and+hobbes+cardboard+box http://calvinandhobbes.wikia.com/wiki/Cardboard_box
  4. OP is missing a screenshot of Jeb eating paint chips, please fix this ASAP. (Don't eat paint chips IRL, even if you're doing a cosplay)
  5. If that idea would work, then you could slap an engine model on the bottom and now you've got procedural tanks AND engines that don't stretch out of proportion. Boom. Mind blown. So I am running in to this problem on the 4m tanks - the textures aren't aligned very well. This is with "Angle Snap" (c key) turned on, the struts should line up with the bolts, but they're off by ~5 degrees. If I l connect with struts bolts from a stock part and bolts from a procedural part, it will create torque and start to spin my rocket, slowly at first but after 4500m/s of Delta V it's pretty fast! Sperg level... rising...
  6. A jet fuselage pattern would be fantastic. The worst part of spaceplanes is that the fuel causes the center of gravity to change over time as the tanks deplete. Thanks for doing this, this is way overdue. I can't wait to see one or two more texture options in the future.
  7. This is great, do you have an SVG version that's resolution independent?
  8. Is anyone working on procedural fuel tanks yet? A simple set of 1m and 2.5m tanks would make this game a lot more interesting. 1m and 2.5m jet fuel and jet fuselages would be interesting as well.
  9. Hopefully a new version of Part Tools soon! My spaceplane is kind of lame without an interior cockpit!
  10. Hadlock Cargo Corp is moving in to the upper stage kicker motor business. Here's an early prototype of a Centaur upper stage. It's loosely balanced against two 1 meter engines pushing one large (3200L) and one small (1600L) tank. The Centaur is a specially designed 5000L fuel tank with two mounting points on the bottom for 1 meter size engines. To accompany it, it has a specialized 2-to-1 decoupler. I've also included a .craft file. The Centaur has a long history of pushing sattelites such as weather and communications, spy sattelites such as the Hexagon and Keyhold sattelites, and also planetary probes like the Hyugens-Cassini probe currently orbiting Saturn and the Curiosity rover currently on Mars. NASA has been using the Centaur upper stage for almost 50 years, and I was sad to see nobody had recreated this legendary rocket yet. http://en.wikipedia.org/wiki/Centaur_(rocket_stage) Note: due to the engines being arranged linearly instead of radially, the rocket is stronger in some directions and weaker in others. I recommend rotating 90 degrees immediately after liftoff to spread the bending load of the gravity turn over both engines, rather than just one. http://nearlydeaf.com/files/Centaur.zip
  11. Yeah the problem with Duna is that not only does it have the SMALLEST sphere or influence of all the planets (smaller than some moons, even) but it's eccentricity is something like 0.3 AU. Good luck landing on it.
  12. If you're having trouble with the Interplanetary Calculator, you might want to check out the, uh, "competing" Protractor mod. He mad some major GUI overhauls and it now supports not only the planets, but also the moons (and any other future bodies) in the game: http://kerbalspaceprogram.com/forum/showthread.php/21544-Plugin-Part-17-Protractor-Planetary-Lunar-Rendezvous-Mod
  13. Between the ability to burn for mun orbits in the various planetary systems and the new minimize button, this is right up there with Mechjeb in terms of "Absolute, must have swiss army knives of the KSP universe". Don't leave home without the Protractor - Planetary/Lunar Rendezvous Mod. For everything else, there's eyeballin' it.
  14. I have been using this plugin since 1.0 and I have to say it is FAR superior to InterPlanetaryTransfer-Calculator. Not to mention, the model is much better! A TI-83 held on with duct tape? Can I get an Amen for that stroke of genius? GUI is also head and shoulders better, if you're in to the whole functionality part of it.
  15. Would it be possible to get detailed height data around the Mun\'s equator please? I\'m, uh, attempting something, and this would help me out dramatically so I don\'t smash in to the surface. edit: simply the lat/long coordinates of the highest point on the Mun would suffice, as well
  16. If I wanted to create a point source of light (always on), would using emissives be the correct way to go about this? More specifically, are the lights used by the EVA suit emissive, or are they done in another way? I\'m working on a landing beacon part so it\'s easier to find a specific landing spot on dark sides of the moon/kerbin.
  17. Has nobody made any wings in this game? Reposting this from another thread, because the owner of that thread seems inactive. I can\'t tell if my problems are with blender or my .cfg file, but the .cfg file I\'m using is the same as C7\'s delta wing. I\'m getting really frustrated with making things work in this game. C7 is using .fbx files in his tutorial, so presumably that\'s the best format to use. I went ahead and created a part in blender and imported the .blend file directly: (click for bigger) And then in game it does this. Keep in mind this uses the exact same .cfg file as the delta wing, the only thing I changed was the part name (Delta Wing to TestWing) and description Before anyone tells me I need to change my X rotation from -90 to 0, this is what happens when you do that and re-export also, copy of my source stuff if you want to look at it (download)
  18. This project is effectively done, but I am having trouble getting my wings to connect correctly. I was using the CSS shuttle method, which is to just use nodes, but even that isn\'t working. Does someone want to have a look at my .cfg files and tell me what I\'m doing wrong here? I\'ve put out about 10 questions on the topics, but I\'m getting zero responses here. The 'addon requests and support' forum seems to be more of a 'wishful thinking and requests' area rather than a source of good information, and the wiki is nigh-useless, not to mention horribly out of date. I\'m ready to release this and move on to another project, but the community documentation is lacking (or very poorly organized), and there\'s only so many hours I can sink in to fixing the .cfg files before growing tired of it. The 3D modeling is the easy part. It\'s the .CFG hacking that takes the longest to do and get parts to line up correctly.
  19. Wait, so node_stack_bottom allows you to correct the object\'s initial rotation? The wiki really needs a complete rewrite of how the node system works, or a tutorial of some sort.
  20. I\'m still having issues automating the panning. I did find this, however https://github.com/byBrick/Unity-TrackIR-Plugin
  21. C7 is using .fbx files in his tutorial, so presumably that\'s the best format to use. I went ahead and created a part in blender and imported the .blend file directly: (click for bigger) And then in game it does this. Keep in mind this uses the exact same .cfg file as the delta wing, the only thing I changed was the part name (Delta Wing to TestWing) and description Before anyone tells me I need to change my X rotation from -90 to 0, this is what happens when you do that and re-export also, copy of my source stuff if you want to look at it (download)
  22. I\'m building the wing in (what I think) is the correct axis so that it looks like it would attach to the side of a vertical tank. I export in blender to autocad format (.fbx?), and then finish the export in Unity, because I am fail at doing collision meshes in Blender.
  23. What special rules do I need to apply/watch out for to get wings to attach correctly? I\'ve tried making a simple copy of a delta wing, with an identical copy of the delta wing\'s .cfg file (changed the part name/title only), and while it works, it won\'t attach edge-on to the fuselage. Things I\'ve tried: 1) changing the origin to a face 2) exporting in different orientations Still no luck. Delta wing just uses a standard node_attach, so it doesn\'t seem to be node definition specific. Any help would be greatly appreciated! Blender 2.6 Thanks!
  24. The Sandwhich was really popular on another forum I frequent, and I got a request to start doing Suborbital Pizza Deliveries. Pizzas ship frozen, and cook upon reentry, arriving at your door piping hot. Download files (1.4mb) edit: fixed download link
  25. Hadlock Cargo Corp is now offering a Sandvich delivery service. Those EVAs make Kerbals very very hungry, so we should go send them some lunch! I can\'t link to the part directly here, for obvious reasons, but here\'s the video!
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