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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. Hey, I could really need some guidance here, could anybody help me? This is really driving me nuts. :/ I don't think it's plugin related issue, since it's working fine for other parts.. I just don't get why firespitter doesn't seem to be able to find the texture root folder, as it says "current texture:" and nothing more, although i've specified it correctly in the cfg.
  2. Uploaded a small update for Atlas pack Hey guys, I've just uploaded a small fix for some issues with Atlas V. Nothing new, just some small adjustments. Be warned though that I will not work on the Atlas V any further, since my friend @EJ_SA has been working on a new, much better Atlas for the upcoming ULA pack. It might be very possible however that some parts of it will get a revamp, simply because I will start working on the older Atlases, and there's a big part communality in between those (Payload fairings for example). You can get the update here: http://spacedock.info/mod/632/Atlas Pack @hipy I wasn't able to reproduce your issue, but maybe it's fixed now with this update. Otherwise, it might require some training to get an Atlas V 411 properly into orbit, it likes to rotate and move away from prograde vector while the SRB is burning. @Delta_8930 Have you seen the Osiris-Rex launch? Horizontal movement is super-normal for that one, it's just ridicolous! I originally wanted to release the updated version of my SpaceX pack the same time as this, but I am still working on the legs right now, so please be patient, although it shouldn't take too long any more.
  3. That hurts, it really does, to see you go. Thank you so much for all of your work, and I hope you'll have a great time, whatever you'll do next!
  4. Yes, it does. @HysterricsOK, I'll try to get in touch with him. @Wildcat111 thats a very strange issue I havent heard of before. Maybe you could try a reinstall first, and then send me a log, maybe i find something. @Wardstone111 Neat idea, will see what I can do!
  5. Hey guys, I have talked to Raendy, and we agreed that I will take care and support him with the texturing and game configuration of this wonderful model. We further agreed that this will be released in the SpaceX pack which I am working on here: All updates regarding this Dragon will be published in the linked thread above, thanks!
  6. Centaur? It'S super low thrust. ~10% of thrust of F9 S2. The second stage is really that overpowered because it needs to overcome more gravity losses due to being released lower into the atmosphere to make S1 recovery even possible. Even a DEC Centaur would cause problems, and payload mass fraction wouldn't be too god if the payload weighs 5t and the Centaur 20t. So great idea for geostationary things, really bad idea for low orbit sats/spacecraft. Also keep in mind how difficult it would be to manage a rocket with multiple propellants at one pad.. doable, but not really an option for SpaceX.
  7. I...I don't know what to say. I think I need to go outside. https://twitter.com/SciGuySpace/status/771352111657385984 Mod on hold for now, sorry. But I just can't right now..
  8. It's the Center pusher, introduced on the Falcon 9 Full Thrust, making stage seperation more reliable by supporting the other three you can see on the outside of the interstage.
  9. Yes, I did. I also finally changed the inside of the interstage to white as the real one as you can see. I would love to release this all already, but the firespitter problem is really annoying and I want it to be working properly for the release. :/ (See here)
  10. Thank you very much for these! I will include them in the next update! BTW @DECQ
  11. Thanks! Also I've changed the burned texture a little bit, I made the area covered by the legs white like on the real one, looks much better too!
  12. Hey, I'm using @Snjo FStextureSwitch2 module for my SpaceX pack, and it's great and works great. Now, I got the problem, that when I have a part with multiple meshes (say the landing gear, which has for one the leg itself, the 5 different pistons and the anchor) firespitter will not switch the textures at all. When I right click the leg, it says "Current Texture: ", as if it wouldn't even find the texture root folder. I am 100% sure that the folder is correctly specified in the module. Here's how it looks like: MODULE { moduleID = 0 name = FStextureSwitch2 textureRootFolder = Launchers Pack/Rockets/SpaceX/KK_F9FT_landingLeg textureNames = KK_landingLeg;KK_landingLeg_black;KK_landingLeg_used objectNames = landingLeg_Mount;landingLeg_piston1;landingLeg_piston2;landingLeg_piston3;landingLeg_piston4;landingLeg_piston5;landingLeg_rotationMount textureDisplayNames = White;Black;Used nextButtonText = Next Paint switchableInFlight = true } So the only thing I see is the default texture, I can't switch to other textures, since it doesn't even seem to find the texture folder, even though it's correctly in the module. Could I have some guidance here?
  13. Well, right, but I want those aweet on-top views of it, like we have from OCISLY, if you can get me these I'm happy.
  14. Real scale, so 3.66m dia @StevieC Yeah ok, I meant the old one in this case. New one will be done once we see it in action.
  15. Of course it's OCISLY since it has already caught so many stages! I won't make a texture for JRTI since it's not in use any more or right now. And there are differences between the two too, and doing one ship right is already hard enough.
  16. haha yeah that really is a serious problem! I'm unfortunately not really able to solve that, since it's an issue with the thing how colliders interact. I may have found a solution though by adding a grid of small, bumpy colliders, which are arranged in a way that when the landed stage slides over the landing platform they "trap" the landing legs in the grid. This could be applied to ASDS and LZ-1. I have to test this out and especially see what's the impact on game Performance though.
  17. Turns out it wasn't really much of a problem getting them to work! They look so much better than the old ones! Now on to the used texture for it and a new texture for our favourite drone ship.
  18. @Treble Sketch OK, great you found the reason why that issue happened. I will see what I can do there since it's not directly an issue related to my mod but rather to Real Fuels. Now, progress! That's what I'd call a landing leg! Fully textured and also animated. I am not 100% happy with it, but like 99%. There are some tiny inaccuracies in it and two or three shading glitches, but it's the best I could do. I will see which hacky solution I will find now to get it to work in KSP.
  19. OK folks, sorry for my late reply. @Treble Sketch I'm really sorry, but I just tested it on my KSP 1.1.3 install (using 64bit exe) and Kestrel loaded up just fine. Maybe there's another mod making trouble? :/ @TheGuyNamedAlan Why? Because I pretty much forgot to change the title and change it on Spacedock. Done now. @AlphaKerman The Delta II is done and will be published really soon in the Official United Launch Alliance pack, as well as Delta IV. Delta III is going to come sliiightly later as I didn't have time to work on that one really, but promised, it will come. It's really almost nothing to do for me, only cutting 40% of the top of Delta II's XELTT, adding the 4m section of the Delta III core, repainting the Delta IV 4m Interstage and changing the model slightly as well as the texture of Delta IV 4m DCSS a little bit to make it a Delta III DCSS. @Larste You might want to check out the RO configs provided in the OP. I am not sure if RO does have custom configs for this pack. @Wardstone111 I actually haven't really tested the Falcon's with FAR. Are they performing well? But yeah, you need OSF for Stock since stock doesn't support (... no idea why they don't do this) these kind of "real" fairings in order to make them protect the payload, but when using FAR, you don't really need OSF (ok actually you need it to be installed since fairings are using OSF's custom decouple module) since FAR does model part occlusion properly.
  20. Now that I am pretty much done with my work for the ULA mod, I started getting back to some other stuff. My plan for the next update of this mod is to rework Falcon 9 (or large parts of it) due to inaccuracies in my models when comparing them to the F9 Full Thrust, I made my F9 FT before that particular version has been introduced. As a first step, I am remodelling the landing gear, here are two images of them: They are probably the most complex and difficult part I ever had to model, but by now I am fairly happy with it, however it's not done yet. I still need to make the leg mounts at the bottom of and the piston on the inside of the leg, but I thought I could share this anyway so you guys now I am still working on this mod.
  21. Kartoffelkuchen, here to help! Drop me a PM if you want me to help you, am on holiday for the next 10 days but then I could help you.
  22. Noiice @Tristonwilson12! I hope to see a rocket launch one day in person too! Here's a Sketchfab of Delta IV Heavy https://sketchfab.com/models/005c366be88a4866af89e6f82281819a We are getting there guys.. Edit: What happened to the forum embed function? Imgur albums don't show any more, Sketchfab things don't do.. ?
  23. I just posted how to do a thrust Curve above? ^-^
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