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About nothke

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    Rocket Scientist

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  1. Hey Kerbonauts! I haven't been active for years, so it's nice to come back and say hi! TODAY IS 60 YEARS OF SPACEFLIGHT!! Isn't that amazing?! ..and to celebrate it, I am organizing a game jam this weekend, so, game devs ahoy! ..And not just experienced game devs, if you have never made a game, maybe this is the time to make your first!! You will find all info and submission instructions on the link: https://itch.io/jam/sputnikjam Use the hashtag #SputnikJam to tweet about it
  2. I won't, but the textures are licenced under by-nc-sa 4.0, you can rerelease them if you wish..
  3. Ah sure, TBH I couldn't find how to upload a new mod on Curse xD I remember when I did last time I needed like half an hour to dig up the right button.. (at least a year ago) But everything changed now, it's even worse! I don't get it... So, yeah, I won't even try next time.. It's on kerbalstuff =) https://kerbalstuff.com/mod/1228/2015%20SLS%20CDR%20textures
  4. Nope, EVERYTHING is stock, just repainted. LINK =) EDIT: Ninja'd =)
  5. NASA just showed the awesome new SLS paint job! (flickr) (also see video below) Couldn't wait and had to try it out in KSP =) It is a repaint of stock parts. Once you install them, the originals will be overwritten.. BUT, the pack contains a backup in case you want to revert to the originals, so no worries Textures of these parts are changed: Big Kickback SRB, added the cool stripes 3.75 Cluster engine, deblackened it, added some umbilical ports 3.75 big tank, scraped off some paint from the tanks.. 3.75 medium tank 3 to 2 adapter Notes: It does not contain any craft files Couldn't play
  6. What was exactly the reason why they painted this small piece? It seems kind of pointless.. (unless there is a good reason)
  7. I love the booster stripes! =) Aaaaaand... Almost done.. Mission control: Damn.. We shed too much weight by taking of that paint... (No Kerbal was harmed)
  8. Vertex normals! This is one of the most common issues when cutting round objects with round objects and you have to output evil triangles xD But the evilest thing here is the automatic vertex normal smoothing by modeling programs.. It is of course very helpful, but at this it simply fails. My method is to manually specify the normals (I am using 3ds max EditNormals, I am not sure if whatever you are using has that option). Here is an example that I encountered: In this particular example, the hull is cut in halves to be able to remove the inner pieces and to help obtain proper normal values,
  9. Minding all the how-the-rocket-works obviousness about LES n stuff that the producers might not know.. I am not even sure Soyuz could be able to hold on it's fairings supported by his tiny hands (also considering that the binding bottom has been ripped off) It would be cool if the spacecraft just fell apart the moment after the scene we see in the trailer xD But considering mini Antmanâ„¢ punches people instead of stinging them... Pure film pressure physics Edit: Except... I've got it! He actually picked up the fairing ONLY, WITH LES! and the astronauts plummeted into explosion thanks to
  10. PLZ revive kerbin city ;(

  11. Hay guys! Sumghai contacted me a few days ago to tell me about the UV changes and the licence problem. As I am working on my own game right now, I thought I could make a little break and work on some HD texturing =) It took me a bit longer than I thought.. As is usual xD Unfortunately, at the time when I already got Kombobulus and Konsequence ported to the new texture system, Sumghai pointed me to Bitterkoekje’s post, and I’ve seen that he already redone them =( Damn, should’ve checked the forum, would’ve spared me some ~4 hours =( With redoing the old textures, I a
  12. Hi there! I have repacked the mod to be functional with Magic Smoke Industries Infernal Robotics - 0.19.3 and KSP 0.9. Also, I have added a CC BY-SA 4.0 license to it: This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. - You are permitted to use, copy, redistribute contents of this mod as-is - You may remix your own derivatives of the mod, models or textures, and release them under your own name - You must credit Nothke, when publishing your derivatives. - Note that this mod does NOT contain, and the licence does NOT cover requirement plugins (be
  13. Just to say I got it to work in 0.25, it looks like I was just using an old version, probably Razchek's original. I was just confused with the original post xD. I downloaded FASA and used the ReflectionPlugin.dll bundled with it, and it works like charm. PS. Yay, 800th post =)
  14. So I tried the plugin in 0.25 with my old model from 0.23.5. In 0.23.5 it works perfectly, but in 0.25, the reflection works, but it seems to bypass bump and specular. The model uses a "Reflective/Bumped Specular" shader, and is tagged with it in the reflective module in .cfg (ShaderName = Reflective/Bumped Specular). And in 0.25 in both 32 and in 64bit is the same, no difference. Left = 0.23.5, Right = 0.25 Is this a known issue?
  15. You can only open the doors during EVA when you approach with a Kerbal, you cannot open the door from the ship. Many have commented on the limitation, but IMO it gives a nice touch to the parts, as the doors aren't powered, and shouldn't really be used as "cargo bays", look at it more like a "power box" just for storing rarely accessed utilities =) If you really want to, you can open up .cfg of the parts and set the parameter "availableInVessel" to true
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