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Everything posted by Kartoffelkuchen
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Yeah, I saw that it was my Delta when I looked at how the objects were named, haha! Here's SLC-41: It's finished in terms of modelling & texturing, but I am still having issues with the game setup. I can't launch from this launchpad, though I have changed nothing, and the last time I used it it worked fine, really strange. And then, there's the "flame bucket" and a smaller tank setup, which is near the pad, both want to brake the game, always when I want to safe. I am a bit confused, I can't seem to find any obvious mistakes. I'll send everything over when I solved everything. Omelek is also finished now, except from the launchpad not working, just like the atlas launchpad. Will try to fix everything.
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Phoenix Industries Tiny Booster! (Based on the GEM-46)
Kartoffelkuchen replied to -ctn-'s topic in KSP1 Mod Development
You probably misspelled the running effect name, check your config. If you have 24 sides, you should rotate your collider by 12.5º on Z, to make the face the qttach point, not a rim between two faces. I had the same issue with my Delta II. -
Hm, strange, I can view them all. 2.5m, if you mean the SRB. Overall Launch Vehicle diameter is 3.75m. Well, not really, noonespecial is making the DCSS for the Delta IV, so... But it was a test, on how I would approach doing such a model, so let's say it was an indirect test for me. That was one of my thoghts, but I'll make a complete remake of the H1 for Launchers Pack anyway, I am using much less complex models here, for easier use with other rockets. But the H1 is actually already in the work, for SELV and for Launchers Pack.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
You must install Felbourn's Oldschool Fairing Plugin. The thread is linked in the OP, go to page 2 on hus thread and download the prerelease version and you'll be fine. -
Nice Mike! Why not just use FASA's Titan parts as LV, and just make the adapter which connects the shuttle to the rocket? Would mean less work... Also, you should apply an Edgesplit modifier to the models shown above, they look a bit "liquid" right now.
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Isn't that one also a part of the proposed "Dyna Soar" project?
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[1.0.x] Boeing X37- W.I.P
Kartoffelkuchen replied to Tristonwilson12's topic in KSP1 Mod Development
Ah alright then, I was just curious! -
[1.0.x] Boeing X37- W.I.P
Kartoffelkuchen replied to Tristonwilson12's topic in KSP1 Mod Development
Hm, what have you done for this so far, if I may ask? (I don't want to be rude, it's just a bit strange, that you basically forward everything to Mike-NZ... ) Or are you the configs man? -
Yeah, the plan is also to give the possibility of "upgrading" parts. OK, it's not really upgrading, but that you have, let's say on one node an engine producing 150kN of thrust with specific impulse of 280 and 305, and then, on a node a bit later, there's *almost* the same engine again, but it has better stats than the first engine, meaning for example increased thrust, let's say 165kN and a specific impulse of 295 and 320, or something like that. Best example is the Merlin engine series, with 1A being the main one, which then gets improved with following engines (1C,1D) (OK, this was simplyfied, M1D is basically a completely new engine), or RS-27 engine.
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Hello guys, I had an idea, and somehow it doesn't want to get out of my head. The idea is, that we create a career mode based on the space race, meaning that we have different projects, like Mercury, Gemini, Apollo, STS, etc. We basically "delete" all stock parts (of course only via a MM config ), and replace those with custom parts we created. Those parts are based on stock parts, but are welded together of many different parts. Meaning that we have a Mercury command pod, based on MK1 pod, but with tiny built in RCS pods, to be able to orient the capsule in space, for example. Then, there are stages. Like a Thor-based main stage, and you choose which upper stage you use, based on your mission requirements. So you have stages like Able, Agena etc, which you place on top of the core stage. Newer and more powerful stages can get unlocked via the Techtree. This makes things more challenging, you always have to keep an eye on your budget, which will be very limited, a mission failure could be the end of your game. Also, to make things even more harder, you won't have SAS modules any more for attitude control in space, only RCS thrusters. No RCS fuel, no chance to point your small Mercury capsule in the right way to fire your (ungimballed) retrorockets for reentry. I have no idea if this would be a good idea, but somehow I like the idea. So yeah, if you also like the idea, I will happily try to make something like this!
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Kartoffelkuchen replied to pingopete's topic in KSP1 Mod Development
This looks so great! -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
Kartoffelkuchen replied to liquidhype's topic in KSP1 Mod Development
That's really looking great, a huge jump ahead, if you compare Ariane now with the Vega! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I will make it too. I am waiting for noonespecial to finish his DCSS, which I'll be using for DIV and DIII. Once the required components are made (DCSS and RS-27 remake I am working on) I basically only have to shorten EELTT, add a 4m Fuel Tank on top of EELTT and finish the Interstage. That's all. GEM-46s with their decouplers are there, RS-27A is there, 4m Fairing will be there (I've already made that for Delta IV), DCSS will be there. So it's basically 1 and 1/2 parts to do, and that's not hard at all, when I have everything else it should take about 2 hours to get the tank and the interstage done. I'll have all ULA rockets than, and that's one of my goals here. ^^ -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I don't recall right now what diameter LazTek made his Dragon and Falcon 9. If he made it real scale, or scaled it down for KSP, it shouldn't be a problem and match up just fine. I will make it real scale (Falcon diameter of 3.66m), and provide a real scale config, for compatibility with packs like US Probes. Yes. The whole development process of Delta IV is a bit...slow (my fault), and YANFRET, who offered texturing it, has much to do in RL...so. I will try to speed things up now. It's been in development for almost 5 months now. No, liquidhype already made those/is working on these two launchers in his mod, so, no need for me to make these two too. Just wasted time I could work on Delta's. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thank you very much Darth! I will also post the link in the OP when the files are uploaded! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hm, interesting Bev. It would be interesting to know which parts show up, if almost all show up, or only some... I GOT UNITY WORKING AGAIN, YEESSS! -
Proposed 'Red Dragon' Mars Sample Return by 2022.
Kartoffelkuchen replied to Exoscientist's topic in Science & Spaceflight
Yeah, Dragon would need some modifications. BTW, why couldn't Dragon just slow down by using parachutes, and then do the last metres by using its SuperDracos? That would safe fuel and would reduce mass. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Version 5.3 released Changelog: Added Career Mode support Download from Kerbalstuff BTW, a note on Unity stuff: I've reinstalled Unity now for several times, and even resetted my laptop back to an earlier state, before new Windows updates were installed. And now, even after the reset, Unity does not want to load. Any help would be highly appreciated, I don't want to completely reset my laptop. --> http://answers.unity3d.com/questions/1067732/unity-422f1-stopped-working-windows-7.html