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MAFman

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Everything posted by MAFman

  1. I'm trying to write a patch that changes Minmus to be kind of a standin for Charon, and moves the Mun to an inclined, slightly eccentric, more distant orbit around Kerbin. My game doesn't want to load my patches though. I also want to shrink and copy Ike to imitate Phobos and Deimos. Could someone help me with those configs?
  2. I'm not exactly new here; I spent about a year with the demo just because I wanted to keep myself busy. I am a total noob, though, and can't get anything into orbit without MechJeb lol. Any advice?
  3. I would like to make a "lite" version of this where if you go out of range, say you cross the horizon with respect to ground control, you can still control your vessel, but you cannot transmit Science or, say, activate SAS because (I guess) Mission Control would have to send the "point here" command. May I do that, and how would I go about that? I am familiar with C#.
  4. This thread's getting pretty full. Skype chat works fine. My handle is mafman97
  5. Nope, I was dead serious. - - - Updated - - - Ok, where do we start? I shared a "project brief" with you on Drive.
  6. Hmmm...maybe! My original idea was basically a real-scale ripoff of KSP because I didn't have it at the time and couldn't afford it. But yeah, that would be a cool idea! I can rewrite the project draft and share it with you on Google Drive. Wanna use Unity, or a different platform? I took a course on XNA but I don't remember much. I'm more familiar with Unity - but x64 is SO BUGGY...
  7. I've realized that this was a dumb idea way too out of scope for my capabilities. Can this thread be deleted or archived?
  8. THAT would be a goal worthy of at least one cookie! - - - Updated - - - Thanks. I think I'll do that with a mapping satellite constellation on each location listed in succession, then I'll set up mining bases as transfer windows appear.
  9. I decided I want to jump on the modding bandwagon with a really simple parts pack. I was inspired by the BoxSat mod to create a fully modular minitureized satellite bus system that fits into a cube 1 meter on each side. I'm really a n00b with modeling/texturing/config'ing, so I'm looking for whoever wants to work with me. I want to base the models off the IRL cubesat initiative - http://www.nasa.gov/mission_pages/cubesats/overview - - - Updated - - - Update: for the standard 1U CubeSat bus, I want to include solar cells integrated into the structure. I know how to do this in the config (at least I understand the documentation) but I don't understand the Unity aspect of it, i.e. how the RaycastTransform works. Will I need several RaycastTransforms for several separate cells mounted on the edges of the cube? - - - Updated - - - Update 2.0: I also want to have four attach nodes. Two are on the exterior faces of the top and bottom, and two are on the interior top and bottom of the cube. The exterior nodes are to connect multiple Cubesat buses together, and the interior ones are to install scientific hardware and what not on the inside.
  10. Hey guys, I've been playing ksp for a little while, mostly modded, & I decided to kick myself into uninstalling mechjeb and flying things myself. Trouble is, I've run out of things to do in the game. Any ideas? I'm running a sandbox game by the way.
  11. Got it to finally import! It won't attach to anything though, and it's sideways...
  12. YES!!! This is one of the biggest things missing from the game IMO!
  13. I would like to see burned-up parts darken, char, and shrivel like they do IRL. Metal would vaporize under that kind of heat - like it totally doesn't ingame. Fuel tanks should still explode though; you ARE still heating a combustible mixture far above its flash point.
  14. I've found that no matter how fast I reenter, my craft never experiences issues with heat - a little unrealistic, if you ask me. I wish the difficulty slider went to something like 1000% for heat. Heatshields are way too OP - coming back from the Mun at 3 km/s only burns like 5 ablator units. Also, reentry should cause the texture on the heatshield to darken as if it's burning - hint hint devs?
  15. I use Blender because it's free and I'm used to it. - - - Updated - - - For the multispectral camera, I am envisioning a glass-like enclosure with electronics visible inside. The glass would be kind of beer-bottle-brown (supposedly to prevent damage to the "cameras").
  16. A lot of those links are for the Alpha phase of the game, so they are no longer relevant.
  17. I want to turn the SCANSat parts into something that fits inside a CubeSat frame. The frame is a cube 50 cm on each side. How would I go about making the animated antennae? I want to model them after real-life instruments such as http://www.oneonta.edu/faculty/baumanpr/geosat2/RS%20Landsat/FIGURE%207.JPG for the multispectral camera http://3.bp.blogspot.com/-sK6s4AGy1ZY/UdDL8JTYBWI/AAAAAAAAFkI/ZapKr8wHEAg/s975/radar+altitude+antennas.jpg for the RADAR altimeter, and http://eospso.gsfc.nasa.gov/sites/default/files/sat/NISAR.png for the SAR antenna All parts should be foldable into a 10 cm by 50 cm by 50 cm rectangular prism, and should include corresponding animations.
  18. Can I extend this to work with the (broken) DTS-M1 blinking-lights animation? If so, can you give me some tips on how to do so? - - - Updated - - - Just wanted to let you know that I got a heck of a kick out of the quote at the bottom of your post - "In the beginning, Earth was without Form(), and void.". I'm learning C#, so that was FUNNY right there
  19. That link is broken. Could you update the thread?
  20. I don't have a Unity setup...I don't even have Unity on my laptop. Is that the problem? - - - Updated - - - cubeSatFrame.cfg My config: //cubesat frame //general parameters name = cubesatFrame module = Part author = Matt //asset parameters mesh = cubesatFrame.dae scale = 1.0 texture = model.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0 //node definitions node_stack_top = 0.0, 0.1, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.1, 0.0, 0.0, 1.0, 0.0 node_stack_right = 0.1, 0.0, 0.0, 0.0, 0.0, 0.0 node_stack_left = 0.0, 0.1, 0.0, 0.0, 0.0, 0.0 //editor parameters title = CubeSat Bus manufacturer = Bob Kerman and Co. Microengineering and Dry Cleaning, LLC description = This microsatellite bus was originally a minifridge that had a broken condenser, which made it useless for storing snacks. Bob, being really unhappy at the loss of his snacks, took a hacksaw and drill to it in frustration. This is what resulted - Bill really likes how it can store his electronics projects! techRequired = unmannedTech entryCost = 50 cost = 20 category = 2 subcategory = 0 //attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1, 0, 1, 0, 0 //standard part parameters mass = 0.05 dragModelType = default maximum_drag = 0.1 minimum_drag = 0.05 angular_drag = 1 crashTolerance = 25 maxTemp = 1000 fuelCrossFeed = false breaking_force = 1000000 breaking_torque = 1000000
  21. So, I'm trying to create my first parts pack - I saw the BoxSat mod, and I was inspired by it to create a more complete microsatellite-building pack. Trouble is, I'm having issues trying to import my models from Blender into KSP - the KSP.log says it loaded, but it isn't showing up. What should I be doing?
  22. Does Urlum rotate? If so, did you fix how it is supposed to rotate along its now tilted axis?
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