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Everything posted by Kartoffelkuchen
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That's pretty cool! You can even use it for spacecrafts! [IMG]http://cdn.rsvlts.com/wp-content/uploads/2014/07/%E2%80%9CDragon-starting-its-journey-home.%E2%80%9D-Swanny-This-image-of-the-SpaceX-Dragon-was-taken-from-the-International-Space-Station-just-after-it-was-released-by-the-robotic-arm-on-May-18-2014.--630x630.jpg[/IMG]
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
It's Merlin 1D. There's not even a Raptor model out yet, though you can make some assumptions how it could look like, but there would be too much guessing for now. Though once some hard information on it gets too the public, I'll make one of course! @Major: Of course it's a great idea to put a maybe 2000kN engine to a rocket propulsed by a 200kN engine! :D @DarthVader: No, no other progress yet. I am first making the engines this time, then everything else. ;) Though I've already finished modelling and UV mapping, on to texturing now. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yes exactly, that's my plan. I've also modelled these on M1C already, but I didn't get them to work yet. But when I figured it out, I will make them move in the correct way. Here's a thread I made, asking for help on the module which makes such "animation" work: http://forum.kerbalspaceprogram.com/forums/14-Modelling-and-Texturing-Discussion Thanks! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Well, as you probably realized - no. There occured some smaller bugs, and one or two changes requested, and that took more time than I planned. While they've tested the rocket, I've already started with the next big step in SpaceX's history: Plus, I'll also need to fix up the other rockets, which could also take one-three days again...1.0.5 broke some things, unfortunately -
Hey, I have an issue with the CONSTRAINLOOKFX module. I created a very basic engine, and two actuators, which should move when the engine gimbals. I've setted it all up, but the actuators don't move to look at each other. I would be glad if someone could have a look at it guys! Download .zip file, including blend file, .mu and .cfg: http://www./download/2t2ng1bnm7800c4/SE1.zip Thanks for any help!
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Wow, this is an awesome idea! I'll definitely have an eye on it!
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This was already changed in 1.0.5, not in the silent update. To fix not-working payload fairings, interstages or whatever parts which used non-convex colliders, you remove the mesh collider component from the model, add an empty gameobject and add a cube or another basic collider to it. With those basic colliders, you cover your object. I've used 20 smaller colliders, cutted out from my original mesh, and arranged them correctly to cover my fairing. It is a bit annoying, but it works, and in 1.1 we would have to change this anyway.
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Sehr, sehr geil...supergeil! Thank you really much for the update!
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Hahaha! I love the modding community for its crazy ideas!
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Well, you only really need non-convex colliders for hollow parts. KSP 1.1 will not support non-convex colls anyway, so we can already upgrade our colliders. Now, if you have hollow parts, there's a rather simple way if going around this: You simply use basic meshes, apply a convex collider on those, and put them so that your model is covered with those. I've placed up to 14 basic colliders on one of my Payload Fairings, and there's no performance loss, since those basic ones only need very few memory. Also, parts which used non convex colliders before wil no longer glithch through other parts or "flow" through the ground. I hope this helps you!
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Yeehaa, party hard over in Darmstadt! Yes, that is the model from the NASA website. I don't know, but I'd rather appreciate a stockalike pack instead of 1:1 replica. You know, something like the latest official Squad mod (telescope parts I believe) ; adding a new probecore for Philae and Rosetta...just some unique parts whuch fit well to the Stock game.
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Thank you so much time Max for the time you worked on improving the game, leading to the most awesome game I've ever played. Thank you. A big welcome to our new developer Dr_Turkey!
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Nice triston and Mike! But triston, the leg depolyment animation looks rather strange, check this video: Also Philae's "body" looks a bit too tall. Also, Mike, that's the model from the NASA 3D resources right? Awesome to see a mod which finally adds Rosetta and Philae!
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yes, I've already seen this in the FASA thread, but thanks anyway again! I knew this would come in 1.1, but I didn't expect that they'd implement this already in 1.0.5. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Both issues already fixed. The second was because it seems like Squad changed something with the colliders, I have to figure out what exactly, but it broke some of my colliders. Update soon... -
THAT would be the best ^^^^^ Or just stop complaining...remember: The mod developers do this in their spare time, and they don't do it for money even! So just be happy with the new version and wait until the mods get updated.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I don't know if this works with 1.0.5, there areprobably some issues with the parts temperatures (?). The new version will support 1.0.5. I really didn't think they would release it *so* fast O, o -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Once again: liquidhype has to deal with some real life problems, and will be away for a while. He'll reopen his thread once he is back, which could take a bit. Thanks -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yeah, c'mon guys, reading can't be that hard, and it was already mentioned several times that this plugin is required. -
If you want to make part addons, you should learn a 3D modelling software, like Blender. Try to get used to how it works, and start with some basic models, which you then can improve. To get your parts in to the game you'll need Unity then. There are sone good tutorials for making part mods and how to set them up available here.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Oh yes sorry, I've cleared it now. -KK -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Ah yes, there's one more SpaceX related thing for this release... Falcon Heavy Payload about 40t to LKO (using Fuel crossfeed) Test versions are being uploaded now