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Posts posted by CardBoardBoxProcessor
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After using a smaller prototype version KOSMOS decided to make the RD-0146 a bit bigger and upgrade it fully Now has more reliable and entertaining looking plumping and is 80% bigger than before.
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Here is the hotfix. to use the Node you must select it and hit the W key once for it to work.
Download: http://dl.dropbox.com/u/1417259/Parts/0.15%20Node%20Hotfix.rar
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before 0.15 it was not too much. I think what has happened is they changed fuel form one unit to another. like tons to Kgs or something of the sort.
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I don\'t think I added code. I just used lander legs. How exactly would I go about adding code?
you would add code via coding your own module
as for how. add
animationName = <your animation name here> to the CFG
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did you add code for the module to support the animations? or are you just using lander leg to try and play them?
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This is going to be epic! Keep up the good work
I like this
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Thanks to NovaS I was able to get Heating effects on the lander engine. Other engines soon to come. But several engines will be remodeled slightly with new advances in game tech and my skills. AKA I will re UV map them and reduce polys on some engines as their maps don\'t lend well to making heat maps and they just sort of need some redos as i have a better understanding of hwo they work now
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It is indeed. i assumed it was but was not sure. seems to need to get it closer to over heating to make it show.I think it\'s the parts heat. You can find that out by stock parts ;P
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ah! than is all I needed was trying the one for the landing gear lol.You can specify the animation name in the cfg, ThermalAnim = blah
It doesn;t seem to get as red as it does in Unity. Does it have to be a certain length or does it go by engine heat?
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So nova. I made an emissive animation in unity. not quite sure how to export it. Typically I imported animations in the file already but emissives have to be done in unity so I am a little confused. Also, can you tell me the emissive animation default name?
I think I just need the default animation name for it to work.
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but 0.15 supports animations now so....
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Those are fantastic, especially the VTOL landing tanks !
An idea: The LK lander had 'nesting engines', basically 4 small solid rockets on each leg pointing upwards. These would fire for a few seconds when the lander touched down to push the lander into the ground making it more stable. I\'m not sure how easy it bwould e to replicate these, but they might be fun.
easily done with new part flipping and rendevous engines
as for the vtol engines they are just a series of LK parts it is module to do this with. Testing balancing of craft on runway is critical first lol.
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You are not to sleep until you release these updated parts.
It is commanded.
You will obey.
why IS that 0_O
also, in testing the lnger leg needs to be beefed up a bit. it is too small and thus collides are too small
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Well I have just about all the major pieces for LK made so I suppose I will give a little better pictures.
Basically it will be a bunch of items you use to land with It is modular so you can make anything from Typical lander to power packs to land with horizontally. I have a few more parts I want to make but will be taking a break to explore 0.15\'s added features
Possible future items. Slanted fuel blocks. internal engine. Battery, Small solar panel made for it. What do you think? what else should be made?
Minmus Almaz Base
Standard Lander Configuration.
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how odd lol. I guess I will recommend this to people having issues.Sure, but I\'m pretty sure it is, I pulled all of your files out and KSP loaded just fine, I think I\'m gonna go through each different little Kosmos division to see what triggers it.
UPDATE 1: Took out the VA and Truss parts, along with the UUI docker nodes and it loads just fine.
UPD 2: Put the VA back in, still worked.
anyway... my days work.
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cna you post it soemwhere a dev will see and see what they say and tell you if ti is my mod or not?
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sweet do you have pictures?N1? I\'m working on it. With proper engine module...
did you ever use my panels? you never got back to me on that.
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1.edit
2.why not its nessery for the L3
I don\'t understand this at all. what are you trying to convey?
in other news it seems you can rename textures. so low rest pack is possible
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n0 n0 n0 n0
n0 n0 n0 n0 n0 n0t n0w!
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kosmos is roughly 500 MB. I suppose if the game loaded the whole thing into ram it would be not so good.
I think perhaps mu fiels are good as it would not be loading mesh files and .dae files. just one. we will see. I am assuming it will be a good performance increaser.
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yeah i will defiantly be doing low res pack. it is just with everything updatng so much currently it is sort of... well. low on the pole. plus people can easily make their own lower res pack lol. I will attempt to make one when SSPP comes along. need to get panels updated and hopefully nodes being done.
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how can kosmos fill up 4 gb of memory if it is only a few hundred mb pack....
as for low res pack. we will see. as we move into unity a low res pack becomes increasingly more hard to do easily
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Blok D is smaller than KVTK. those are 1.5m wide lol amazingly nice departure stage.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
in KSP1 Mod Releases
Posted
true. never did release the hotfix for that. opps. will try and remember tomorrow.
also, what is that giant lander?