xmrsmoothx
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Everything posted by xmrsmoothx
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Has anyone tried to make realistic momentum wheels by creating a special resource stored in each wheel that's consumed with use, to simulate real momentum dumping?
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Engine Collision Problems
xmrsmoothx replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
I've tried mesh, capsule, and box colliders, and they all seemed to have no effect. These aren't in addition to the mesh collider, but in place of. I'll try making a completely different mesh collider in blender and see if that does anything different. Thanks for the help. -
Engine Collision Problems
xmrsmoothx replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
Can anyone help with this? It doesn't work when the collider is on the model or as a separate node_collider. -
Engine Collision Problems
xmrsmoothx replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
No, unfortunately there's no errors when compiling parts or spawning the part. Here's the components on the model part if that matters at all. -
Engine Collision Problems
xmrsmoothx replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
Hi, thanks for the advice. I used a capsule collider but it's still untouchable in VAB. Is there anything else I can do? Edit: That video has the mesh collider on the model object, not as a separate one. Is that what I've done wrong? -
Engine Collision Problems
xmrsmoothx replied to xmrsmoothx's topic in KSP1 Modelling and Texturing Discussion
This is my node_collider, is this what it should look like? Moving in the VAB still doesn't work. -
I've been working on an engine for a while now, and everything seems to work (thrust, effects, gimbal, etc) except when I place it in the editor. When I try to pick it up again (to move or delete or whatever), it doesn't light up like a part usually would, and I can't pick it up. Is this a common problem? I wasn't able to find it on the forums, so if somebody can help me I would really appreciate it.
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[0.25] Realism Overhaul w/ RedAV8R [Terminated]
xmrsmoothx replied to RedAV8R's topic in KSP1 Mod Releases
It says non-RO, what do you think would be the problem? -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
xmrsmoothx replied to RedAV8R's topic in KSP1 Mod Releases
Utility mods like Trajectories won't work/will encounter bugs with RO, right? http://forum.kerbalspaceprogram.com/threads/93685 -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
xmrsmoothx replied to RedAV8R's topic in KSP1 Mod Releases
Ah, I understand now. Thanks for the help! And thanks for your work on RO by the way, fantastic mod. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
xmrsmoothx replied to RedAV8R's topic in KSP1 Mod Releases
Alright, thanks for the prompt reply guys! I had no idea those resources were in realfuels, that's very surprising. I thought since CECE was in RO, testbed/development engines would be acceptable, but I understand how it would be difficult to model the ridiculous requirements of using LF as a fuel. I suppose I can mod it in myself if I really need it. -
[0.25] Realism Overhaul w/ RedAV8R [Terminated]
xmrsmoothx replied to RedAV8R's topic in KSP1 Mod Releases
Hi NathanKell and RedAV8R. I recently read about liquid flourine rocket engines, both LF2/LH2 and fluorine/lithium types, and high-performance oxidizers like FLOX. Is there any possibility that RO and realfuels will ever implement exotic fuels such as fluorine? -
Colossus Space Station [0.16 STOCK]
xmrsmoothx replied to Foursh's topic in KSP1 The Spacecraft Exchange
How did you get that thing into space? Let\'s see the rocket! -
Investigation into new decoupler failure.
xmrsmoothx replied to Kosmo-not's topic in KSP1 Discussion
Sometimes, the large fuel tanks simply fail and everything goes to hell. -
How did you find out about Kerbal Space Program
xmrsmoothx replied to Grand Lander's topic in KSP1 Discussion
Some pals on Facebook were talking about it. Thought it\'d be cool, so I checked it out.