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6677

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Everything posted by 6677

  1. I get an error with your craft because apparently there is no tri-coupler part, funny, its a vanilla install downloaded from the store that I'm using, time to dig out the version 15 tri-coupler (anyone else having this issue that has only just bought kerbal could also obtain it from the demo version)
  2. This was done to death from the day we got landing gear, nothing new. Got a kerbal alive to the mun for you though
  3. Have you actually tried it, its the most backwards thing ever but most bugs like this end up being something weird like that
  4. I've not downloaded the file but in Wings3d (my modeller of choice) if you set the visibility of the node_collider to false while editing, when you export to either .obj or .dae it creates an entry for the node_collider but doesn't put the geometry in it hence the no mesh error. Just an fyi, mesh is the actual geometry not a texture issue. Took me ages to work out what was going on when I hit that error.
  5. If you posted the actual error someone might. Anyway, I don't have the necessary hard disk space to install Unity (I'm not kidding, I have an ancient 80gb drive with about half a gb free, a replacement is on its way though). Is it possible to add ladders and airlocks the old collada and obj files or do they have to be .mu? If they must be .mu files then I guess I'll have to wait a while
  6. Or you can update it yourself, it is a wiki, anyone can edit it
  7. Not a bug with KSP, just means to mod hasn\'t been updated to use the new config layout of version 16. As the game is in alpha still the standards on how things work will be constantly changing often breaking compatibility with some things.
  8. Usually a short break before working on the patches and next updates, there are a few bugs so a 0.16.1 might make sense as coming next.
  9. no idea what problem your on about, the bigtrak has a low CoG, sure you haven\'t just got SAS turned on...
  10. Collision meshes. Unity only supports convex collision meshes (imaging taking an object, any object, and then sticking it inside a balloon, the balloon wont stretch into any holes on the object, in this case our cargo bay). There is a workaround in unity which is to use 3 or 4 convex collision meshes and attach them together but KSP doesnt support this yet. A workaround could well be a multiple part cargo bay though (ie, adaptor plates front and rear, floor plate, side plates and then the doors on the roof being landing gear).
  11. It would but it would also be quite big, cargo bay mods haven\'t gone too well so far either, no doubt there will eventually be a vanilla implementation though.
  12. Not very specific on whether you want to make parts or plugins. Tips thought: Parts, learn to use the forum search as there are litterally loads of tutorials here already Plugins, Learn how to program in C# first, you\'ll need it.
  13. I\'ve done plenty of powered landings from kerbin orbit. Not back from the mun though. Heres an interesting (but possible) flight that can be done. Stock parts. Default command pod stacked straight onto 4 liquid fuel tanks and the non gimballing engine. No decouplers or parachutes or anything. With some economical fuel usage it is possible to single stage into orbit, have enough fuel to deorbit and still have the fuel to make a decellerating burn just above the surface of kerbin for a landing (I broke the engine and lower fuel tank though). SOmeone on youtube with same craft did it without breaking anything. I think that kinda proves powered landings are possible. From the mun might be hard but not impossible.
  14. quite possibly. CHickenplucker can of course play with the mass and see for himself. Chickenplucker: Feel free to use that if you want.
  15. Here you go. Included the original sources (its only actually 1 line of cart.cs that was changed) and the dll itself. https://dl.dropbox.com/u/6524693/Cart_Command_Pod.zip I figured instead of overwriting the existing cart plugin a user may have a plugin that sits along side would be better. Instead of using Module = Cart change Cart to CommandCart in the .cfg and that cart will become a selectable command pod while still functioning as a cart. Screens of cfg edit applied to bigtrak (cfg attached to post rather than dropboxed):
  16. Just give me 5 minutes and I\'ll find where I left the sources and recompile them for you
  17. Well, bigtak uses the cart plugin so thats more a carts feature, but I\'m a step ahead. The cart plug-in is open source. There is a line somewhere that reads something like 'Class Cart : Part' Changed to 'Class Cart : CommandPod' and sure enough the carts become command pods while still working as actual carts.
  18. Looks pretty awesome, but someone should do a pelican all the same
  19. Time to get my thinking cap on. I am incredibly tempted to try and carry it by air...
  20. I use wings3d personally. Just make sure that the node_collider object isn\'t hidden when you export to .dae
  21. I was discussing this with a friend recently, our theoretical landing would present its own difficulties but we think would be the best. Launch a spaceplane with droptanks to get it to 'mars', land it normally (it may require an unusual amount of wings to create lift) using high atmosphere engines, take off, somehow get back to kerbin possibly decoupling the extra wings for the mars lift.
  22. Too bad its not stock, then it would be precisely 42 times cooler. My current spaceplane testbed has an abort feature of sorts anyway, I experimented with powered cockpit removal but I now prefer my current method, I have the non stackable plane cockpit (the one that looks like it belongs on the front of a fighter), behind it is my ASAS module then a decoupler. I put 2 wing hardpoints ontop of each other on top of the cockpit (the ones that aren\'t decouplers) and put the usual parachute ontop of those. There was also a landing gear wheel underneath the ASAS and 2 AV-R8\'s on the cockpit itself. Hit space, the decoupler blows, the parachute deploys. Because of its height above the point it is decoupled from the parachute pulls the cockpit upwards over the body of the plane. i tested it at 50ms^-1 on the runway and the cockpit survived fine, tried it at 150ms^-1 on the runway again and once again the cockpit survived (but the asas module still attached didn\'t), 200ms^-1 on the runway I couldn\'t hit but at a height approximately 10 metres off the ground it survived ejection from about 220ms^-1. I think the winglets help keep the cockpit gliding for a little bit even with the parachute dragging it. Only tests I\'ve done that it failed was an upside down ejection from approx 50meters and an ejection at 500m from a 10000m dive, upside down was obvious, it just flicked into the ground, the dive god knows what happened, more research needed.
  23. Currently it is cosmetic only, looks cool though.
  24. Has anyone tried any other .net/mono languages to make parts. I tried in VB.net but I\'m no code ninja and it didnt seem to like the fact that inheritance is declared as a line inside the class not part of the class declaration. Anyone had any more success?
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