Ferrdo_Kerman
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not good candidate http://kerbalspaceprogram.com/forum/index.php?topic=3581.msg41299#msg41299
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less success model of SHOE - munar modification all what is left Munar orbit not enough breaking power falling down kerbalite home sweet home
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np, the thing is that i was actually using newest one 2.60 ... and have problem with importing ... i pasted a link there and there is plugin working for 2.49 a want to try it with 2.60 only one problem comes to my mind now - 2.60 uses python 3.x and 2.49 use 2.6.x it should be possible but need to try i\'m using blender for some time and also have some skills and done some project in python and in my opinion is very good i\'ll be finally modeling this weekend
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i was able to import default DAE with http://teraapi.com/collada4blender/index.htm and blander 2.49 with python 2.6.2
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well for starter, there is no blender 2.9 release http://www.blender.org/download/get-blender/ blender 2.6 is using collada 1.4.1 - they said you would need some updates in code so i thing KSP could not load 1.4.1 collada FTR i thing the point of saving something in selected format is that i could load (import) it in other .. isn\'t it ? and it does not depend on which software DAE was exported .... but version on format used is important and KSP is using 1.4.0 - all parts are saved in version 1.4.0 that i can see, cose i actually look into 'xml' DAE therefore i thing we need to use even older blender 2.49, which is using 1.4.0 i/e collada and it cannot be imported cose it cannot find texture, which is on absolute path .... i don\'t want to post any user info of default parts
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does anyone tryed version 2.60 for import ? collada 1.4.1 ? which version do you use ?
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im trying to make a blenter part, i have no problem with modeling, but dont know haw to export/import dae ... sure there is a exporter/importer, but when i tryied to import existing part, it would not import - say error while texture loading ... so i start looking for solution, and i find there was absolute path in dae file so i tried to change that ... but no success i didnt try to export and try in game yet ... but soon any advice would help
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sure you will be faster, much faster close to Kearth, than Mun, that is why you can find good spot and timing to initiate burn only problem is ..... line up with Mun orbit, sooner, better, best way - when you leave atmosphere and start making you own orbit
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here is my discovery apollo plan to reach moon The three different Apollo flight modes. Credit: NASA A diagram of the lunar-orbit rendezvous used on Apollo by John Houbolt. Credit: NASA this si actualy one of my thoughs, as you will just miss Mun .... then you can change direction of rotation and another nice founds - as you can see (by tide in/out s) orbit od moon is not circular
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this could be easy, if you can see actual orbit of Mun on your 'MFD' sou you could have same orbit as Mun after launch
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Bill Kerman's Twin Engine Flyer
Ferrdo_Kerman replied to Velo's topic in KSP1 The Spacecraft Exchange
sorry i was talking about default RCS good for deorbit http://kerbalspaceprogram.com/forum/index.php?topic=3581.msg39499#msg39499 -
here is SHOAE, advanced explorer, with some RCS on [li]added some chutes, just test them out[/li] [li]first liquid tank changed for 2 RCS fuel[/li] [li]added 2x4 RCS(up and bottom of upper stages)[/li] [li]added strut for better stability[/li] this was my firt try and i\'ll share my results: i didn\'t get so high as before(maybe another try could be better) but high enough for my test all i had left was CP, chute and RCS so i start .... breaking and breaking and breaking and breaking until ... and i still had 1full and 1/4 of second RCS fuel another successfull mission so RCS is GOOD enogh to deorbit from HKO
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Bill Kerman's Twin Engine Flyer
Ferrdo_Kerman replied to Velo's topic in KSP1 The Spacecraft Exchange
IMO they are absolutely needed, since it is very hard to get your nose up, in such design (mass centre very low (back)) orbiting - thay are needed for manuevering and realy gr8 for orbit adjustments .... can be used for deorbiting also, very useful -
thanks for pointing that out ... o thought you cannot change order in stage