Jump to content

Kartoffelkuchen

Members
  • Posts

    1,651
  • Joined

  • Last visited

Everything posted by Kartoffelkuchen

  1. Yes, this is what I would call a proper end-result. Sorry, I couldn't upload the Delta IV Heavy to Sketchfab, it was 0.2mb too big for a normal sketchfab upload. (Don't mind model issues, I rechecked the files and the issues you see on the upload is not existing in my files!)
  2. You're somehow right sp! So an idea from my side would be: Since Jozvins new model is almost finished, why doesn't Mike-NZ makes the configs? He did a great job updating the old configs, and I'm sure he could do the configs for Jozvin's model in a short time! What would You think guys (and mike)?
  3. Yes I know, but think how inefficient it would be if two people would work on the same thing without communicating eith eachother! I and the others really appreciate your work, I didn't want to doubt that.
  4. No, a cargo bay is defined by the 'MODULE CARGOBAY' partmodule. It cares for the parts inside it beeing shielded. The same goes for the stock procedural fairings.
  5. No need for a vote. You wanted to update the CSS to KSP 1.0, which you are doing well, but you are now also working on new models, while you knew that Jozvin has been working on a complete, much better version for a long time. And of course we want a complete new, better looking model instead of an old duct-taped model, even though your work is really appreciated. Let Jozvin do his job, and you care for the 1.0 integration. Problems solved. I don't want to be offense, I just don't want that work is done twice.
  6. Mike-NZ should simply concentrate on the old CSS shuttle, and only on the old shuttle to get it working stable in 1.0, without making new models and textures, the old ones are good enough, and release it as a KSP 1.0 release of the CSS mod. Jozvin will work on his model, and once Unity and config stuff is done, his new shuttle will be released as a complete new mod, no CSS, his own mod. He made it, no need for releasing it in the CSS thread. This way you both have clear things where you know what to do, and we won't get a doubled result.
  7. Don't know, but if you are looking for a launcher, I have the Atlas V in Launchers Pack (see signature), it's currently not working in 1.0 but I am almost finished configuring it.
  8. Ist das Forum wieder offline? Ich kann es nicht erreichen...
  9. As far as I know, when a mesh is 'convex', it can collide with other meshes which are 'convex' too. When one of those two meshes is not convex, it can't collide with other parts, and will simply go through them. So normally, you want a 'convex' collider for your KSP parts. But there are some exceptions: Parts which should store other parts, like Fairings, shouldn't be convex, because once they decouple their convex collider will destroy all the other parts in the fairing.
  10. Wow congrats YANFRET! Great work (From your and from the contributers side)! Will this pack still get updates? Like new rockets or parts, landers etc?
  11. Looks really good TheShadow1138, keep it up! A stockalike SLS would be also very cool, with the core beeing 5m and maybe also with a 3.75m Orion (at least bigger than 2.5m, another good size would be 3.125m maybe)?
  12. Some updates on the new rocket: This is a 2.5m Fuel Tank, designed for the new rocket, which will be called Esperance. You will also get a 2.5m to 3.75m Interstage Adapter, so you can place this on top of a SLS core stage. Should be looking pretty cool! Oh, and we have just passed 600 downloads!
  13. This looks cool! Though it looks a bit edged here and there, have you thought about smoothing your part? Or is it wanted?^^
  14. *Starts waving like crazy with his hand* Jup, I could definetely help there. I do make mods for KSP, and can therefore model in blender, texture in paint.net or GIMP2 and know how to set up and export parts in Unity. That job sounds quite easy, so if you are interested, leave a PM! I always wanted to have something like this, designing a spacecraft on your mobile while you are at school or at work!
  15. You can use the KerbalConstructs plugin, which allows you to place buildings and other things on planets (and even in Space, but I am not sure there).
  16. I will *maybe* have a look at the ISS, especially on the Unity side, later when I finished Delta IV modelling. No promises. Though the docking ports should be easy, but the truss and solar panels makes it interesting.
  17. Hi, I had an idea recently. Why couldn't the forum introduce a tag system for mods in add-on releases? So that when a mod author creates a new thread, and on the bottom, he can choose between different categories, where he would say that his mod fits in that categories. For example, Real Solar System would go into the 'Realism' Category, Tantares into the 'Stockalike' Category, Scatterer into the 'Game Beautifierer' (LOL) category etc. Then, when you go to Add-On Releases, you can tick on ore more categories, and then, you only see results for those categories. That would make it easier if you look for a special mod but don't know the name, or that you can see new mods faster and better because it wouldn't disappear in the whole mess of all the other mods. That happens quite often. I think that would be a really cool idea!
  18. Hello, could you guys please write in english? Thanks!
  19. I can't help you with the MM Config, but an advise from me for your new models in the future: When you are replicating real rocket parts, then use the same size as the real part you are modelling, and scale the part down for a stock KSP installation. This way, RO users mustn't struggle with the scale, and you have no problems and mustn't convert the real data to your smaller sized part when you are rechecking your part in your modelling app. It saves time and makes life a lot easier! And of course great that you got the parts working, they look very good to me!
  20. I am finishing Delta IVs CBC right now, and I am really pleased with it, I have to say. One note though: The bottom ("boattail") is not 100% realistic, I have made it an "easy", symmetric shape. If you watch more closely on an image of the real bottom, you can see that it is a really complicated, asymmetrical shape. I wasn't able to replicate that until now, so we will just be using the easier shape until I get something better, to speed the process up, Delta IV was in development now long enough! Also, there are some small issues with it, which you can only see if you watch very closely, this has something to do with a modelling mistake I made earlier, and I couldn't fix it without redoing the whole bottom, and really, I didn't want to do that. Oh and also, I am configuring the rockets for 1.0, and even with the fact that the Fairings are broken, the rockets fly better than expected!
  21. Well, I have no clue how kerbtown exactly works, but the basics are the same: You need a modelling application, I'd use Blender, it is the most common and you can find many tutorials for it here, a texturing program (I am using Paint.net, it's easy to understand and you can achieve good results with it, or GIMP), and Unity, the game engine KSP is based on. But you should learn how Blender works and how you achieve the best results first before you actually start making real models.
  22. That's a normals issue. When looking at your model in blender, you can see some darker faces. Others are more bright. When the faces are bright, you can see them from the outside, when they are dark, you can't. You can see this on the model image of the truss in blender further above. To fix that, you want to select all the dark faces, press space and type "Flip mormals" and click that. Then your selected face turns from dark to grey. You could also just select all faces and type "recalculate normals", but sometimes blender makes mistakes there, so better do it yourselves.
×
×
  • Create New...