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vector253

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    Rocketeer
  1. You need The robotic arm pack http://kerbalspaceprogram.com/robotic-arms-pack/ or you can go into craft file and remove the arm Id also suggest that you edit the oms config to add a probe and switch control to it during circularization, this really helps if you're using mechjeb.
  2. If you go into the SRB config and change the solid fuel count to 8000 it gives you booster separation at 2:01 minutes, which is about perfect
  3. That looks like the unity node from the ISS mod pack started by bobcat and a few others The pack is still under the in devolopment area but its a great pack Hope that helps
  4. Yes that is the CSS, but this is from my .20 games save. Everything works in .21 for the most part, just shuttle flight is a nightmare
  5. Finished my ISS, and i docked a couple of shuttles for fun. Thanks to everyone who worked on this, its an amazing mod if this is to big im sorry, ill change it if need be
  6. The first shuttle was a modified nasa shuttle, but the v2 was modeled by my brother and used a set of 3 view pictures to get the shape. I'm prolly going to start a new one with a clean slate tonight, how should I have blender set up and how should I divide the shuttle up? The reason it's in so many parts now is because I can't get the collisions meshes right if its one part
  7. Alright ill get some side views and learn how to use blender and model. It's prolly going to be a while before I get anything useful, and while I'm at it'll ill go ahead and make some custom textures. It'll be a while tho
  8. Actually if you used the v2 download it's the one my brother made, on my computer there was a second texture for the inside of the cargo bay. The first one was a modified nasa model. I don't know why the normals are like that though its always worked fine on both our computers, ill go thought it some more and spend some more time on it. This mod is starting to frustait me though. every time I think I'm making progress it turns out I've accomplished nothing...
  9. Here is the new .dae files and the master blender file credit for textures goes to the 2010 orbiter hiress textures. ill hopefulley get some fully custom made for kerbal textures in the future http://www./download/72exssi8dxe3br4/shuttle_V2_download.zip feel free to play around with them and change what you want i just realized the textures and animations aren't working so ill try and figure that out
  10. Idk how soon he will be able to get to it i know he has many other projects.but ill make it compatable with the buran arm, and I'm hoping to have at least the nose, forward rcs, and cabin working in ksp tonight. Also there isn't going to be an iva
  11. All in good time, like I said my main goal is to get a working shuttle. What good is a docking port on a shuttle that can't fly haha And he said we would make one when I finish the shuttle so it'll end up having one. One think I kinda want to do but I'm not sure how to go about it would be to add the folding antena that is in the cargo bay and have that antena work with remote tech
  12. The initial model was based off of one of the nasa model I highly modified them because it was unsuitable for ksp as it was, I should have gave credit but I was about 5 in the morning and I had been up for 2 days, sorry and you're right credit should be to nasa. Also the current textures are from the 2010 orbiter high-res textures download but there were modified a bit to remove the name of the shuttle and add window color. Hope that clears everything up
  13. I will look into it, but currently my main goal is getting it working. Once it's done you should be able to put whatever you want into the cargo bay
  14. They will be fused in unity, for them to be able to gimbal they have to be a different part slaved to the thrustTransform empty and then attached to the mount in the unity hierarchy, or that's how I had them working before anyway. I can physically attach them to the part though if that is what's needed for the COM to work I just don't know how to vector them that way
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