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Epsilon

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    Junior Rocket Scientist

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  1. Welcome! RIS has been a topic of discussion several times here and I believe is one of the inspirations for creating the campaign mode in the future. The new parts implemented in 0.15 are indeed for spaceplanes. You could probably write a whole essay explaining the uses and functionality of each one. One idea that might be helpful is to look at other people\'s work. I\'ll get some links to some helpful instructions as well shortly. Definitely establish orbit before landing on the Mun. It helps immensely not just for landings, but also for making orbital plane changes and altitude adjustments. If you have any questions, feel free to ask away. Hope this helps.
  2. No need to wait http://kerbalspaceprogram.com/forum/index.php?topic=1833.0
  3. My apologies. I haven\'t worked on this project for awhile now, but I intend to get back on it very soon. About the wings, Cepheus got them working, but that was before he left, so I don\'t have immediate access to them but from what it seems, a cfg edit was in order. Using the craft file is the best bet until I get it working.
  4. Epsilon

    Promotion!

    Excellent! Well done. Having you as a GM Ascensiam will be a very valuable benefit for our community.
  5. Thank you very much, this will help a lot in the future for me. I think this is sticky quality stuff. Do any mods object to stickying this?
  6. Woah that\'s fantastic. Quite brilliant of you Nova. Thank you for that! There should be lots of ice falling off the rocket during launch too . Seems like Kerbal quality material.
  7. This topic has been moved to How To.... [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=13389.0[/iurl]
  8. Well done! (oh so extremely late and belated) I have no idea how I missed this thread for so long. Hats off to you, and the best wishes of luck in the future for your work.
  9. It depends sometimes what happens after a release. I think they spend a week or two brainstorming and taking a break, and then they go into the next development cycle. You\'d have to ask someone who\'s actually part of the development cycle though to be exact.
  10. You\'ll need Blender, or any 3d modeling program, as well as knowledge of how to use it (Google is your best friend). You also need the aforementioned tutorial on cart modeling. If you are interested in developing plugins yourself at all, you might want to consider Visual C# Express or Monodevelop (IDE programs). Both require knowledge of programming, which is all available through Google. Also, the part you make needs textures (reading into development will mention this). Any image editing program will do. I personally recommend Paint.net, Inkscape, and GIMP. All of those are free. If you have Photoshop that\'s great too. That really should be all the programs you need for making a part of any kind.
  11. Hi there! Welcome to the forums If you want to fix those parts that are buried beneath the ground, just grab your command pod and pull it up like any other part. The rest of the ship will follow with it.
  12. A person who has access to high resolution images of cookies.
  13. Woah really? Could you post a picture please; I can\'t quite seem to figure it out. I would love to see this. I have had issues with cones since day 1.
  14. I usually use project from view to the insides of the rocket engines (and also, the outside). I find I can easily get the burned texture on the inside of the nozzle with that. Smart unwrap is actually a really useful one, mainly because it does a good job with proportions when I use it. The trick is, you have to adjust a lot of settings and seams to get it, but once you do, the result can be really nice.
  15. I do texture, although it isn\'t particularly spectacular. UV mapping has always been the biggest Blender challenge for me. I suppose I can put together okay looking texture images, it\'s just the UV maps that always throw me. Yup, that\'s planned. The model already has textured in doors, so placement will be easy. Also, the new knife tool in Blender 2.63 should help a lot.
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