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Tweeker

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Everything posted by Tweeker

  1. I have been working on a mod, and by far the most difficult part is working with the models and textures. I had an idea, could somebody make an engine model tool that would allow some one to make an engine model online? In my mind is see it like this: you would select engine diameter, pick one of 5 or 6 bases {the upper part of the engine} pick one of 5 or 6 combustor/cores pick one of 5 or 6 nozzles. stretch or squash the engine model. I don't know if you could tie the texture generation to this. but well, that's the idea. I know it's beyond my current talents.
  2. Yes that is exactly what I was looking for. BTW great looking ship - - - Updated - - - I'll keep these things in mind. I am basing my ideas on moving from o2/rp-1 to f2/o2/rp-1
  3. I'm not looking for a definitive answer, only an general idea of the weight range for the Apollo-type design, 3 stage, with orbiter and lander, 2-3 crew. Not a microlight external command seat design or a giant 50 ton direct lander. Just some middle of the road designs that people are really flying. What is the combined weight of the 2nd/3rd stage of these designs at LKO or second stage ignition?
  4. I'm working on a mod, and I'm trying to balance the new 2.5m engine. I've been flying it with a mk1 command pod and I kept getting to orbit with about 700 m/s Dv. So I keep adjusting the engine stats downward. Then I realized a mk1 command pod to orbit is probably not a realistic payload. So my question is, what is a realistic (kerbal) weight for something like an Apollo style 2nd and 3rd stage?
  5. I tried, it goes from being able to see the outline of the texture under the "checkerboard" to all checkerboard. I don't have a lot of time on the weekends, I'll try to look at it again Sunday. To be clear, what I am doing is de-selecting the "eyeball" next to the alpha chanel.
  6. Thanks, I'll check it out, so far the big obstacle seems to be 3d modeling. Which is why I went the route I did, get the basics of the mod out, and working, and the polish.
  7. I just checked, and the mod has reached 10 downloads. It's a small mile stone, but that is pretty much the whole theme of this mod, baby steps. So please forgive me for this, But.... WOOT!!! 10 DOWNLOADS !!!!! Yeah Baby !!!
  8. I am working on a mod, and because I am not so great with the modeling programs yet I'm making parts by editing the config files. One of my engines auto generates fairings as soon as you picked the part. I had this problem yesterday, but I was able to fix it. How ever I forgot what did to fix the problem...... Thanks in advance for any help.
  9. I tried removing the layer, it goes from gray checkerboard to white. The only thing I found that makes a difference is threshold alpha, if I set this to 0 I can see bits of the texture, it seems like I need to go lower but there is no negative setting.
  10. Hi all, Quick question, Is there a way to force a part to heat in the .cfg? For instance if you wanted to make the LV-N heat on it's own due to some kind of wear? Or just to heat at a faster than the "heatProdution = xxx" specifies?
  11. in general they are more efficient and powerful than bi-fuel rockets. Of course this comes with costs: You have to be careful to balance your fuel, vs stock where you just add tanks as you please. The engines and tanks are both more expensive than stock The engines tend to over heat, (and in the future will be life limited} I haven't looked at integrating the fuel into ISRU situations yet.
  12. OK, I got that working, opened and repainted a stock fuel tank. (small steps) Now I need to re-paint a stock engine, the problem I'm having is the texture appears mainly as a grey checker board. I'm trying to re-paint the LV-T30, Model0001.
  13. Added a download link, oops.... I still haven't thought about the license, to be honest. I just stuck wit the default on curse.
  14. A simple mod I threw together, for a Tri-Propellant engine. Tri-Propellant on Curse All rights reserved Changelog: .001aa initial release .001ab added readme & adjusted engine stats .005 added a 2.5m engine and fuel tank, and new textures .010a, added a 3rd engine, switchable between 2 different modes High thrust, low isp. Low thrust, high isp As the title would suggest this is an extremely early WIP. Feed back is greatly appreciated. Things to come: A green flame effect, This might take a while. any help would be appreciated. A .0625 engine if there is demand. Possibly having the engine degrade to simulate the corrosive nature of Florine.
  15. I got finally got the mod made, It is super simple, 2 modded stock parts and a new resource. add 1 tank of the new fuel and the new engine to a rocket with a FL-T800 and give it a shot! Feedback welcome !!!
  16. I just put a super basic version of my mod up on curse about 2 minutes ago, It is a stab at a Tri-propellant engine. It is still awaiting approval on curse, in the meantime I'm going outside. ...
  17. ok, I updated to Gimp 2.8, re-installed the plug-in and got texture into gimp. Thanks for the help with that, small steps Now I'm having trouble getting the image back out to KSP. I did a simple change, drawing a big red X across the texture for a FL-T400 fuel tank, but when I exported it the texture showed up in-game as all white. When I export back to a .dds it does it need to be encoded a certain way?
  18. Does anyone have a green flame effect? I find I am in need of one and don't want to re-invent the wheel. Thanks in advance.
  19. I'm currently trying to re-paint some existing models, specifically a fuel tank. You would think it would be super easy to re-paint an existing .dds, but I am having zero luck getting it into GIMP. I've downloaded GIMG 2.6 and installed the dds.exe plug in, but it fails each time I start GIMP. Anyone have any experience getting this to work?
  20. Thanks for the well wishes. I think I have the mod roughed out. I've reconfigured existing parts to make 3 new engines and 2 new fuel tanks, added a new propellant resource. Only 2 of the engines are tri-propellant, the other is a gap-filler intended to fill what I see as a gap in the stock thrust range. I'm considering pushing out the mod as just .cfg files for now, as it seems like it will take me quite a while to learn to even re-paint existing models, let alone build new ones.....
  21. I just did a 6Th flight to Eve, Finally got some Science. Apparently there is no Science for just a flyby.....
  22. I'm not having much luck getting Ubiozur up and running, all I get is a button in the VAB that does nothing........ Is there a way to manually merge to parts in the .cfg file or turn a .craft into a .cfg
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