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Everything posted by Kartoffelkuchen
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I think it is 2-10t, 2t in the core variant with no boosters, then the number is rising with boosters to about 4 to 6 tons, where 6 tons to LKO be probably reached with two of the big 1.25m SRB's and I think about 10t with the heavy version which has 2 first stages around the core (like Delta IV). Though I haven't tested everything out yet, I am still fine-configuring everything.
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What should have happened to this? I am working on it, at least mostly, though I am more concentrated on Launchers Pack Delta IV and Falcon 9, and right now I am mostly talking with Dragon01 about how this Aura project could continue, what could be added and what should be changed. So nothing important right now for you.
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Magical command module - The Tin Cone
Kartoffelkuchen replied to kingtutn's topic in KSP1 Mod Releases
Looks funny! Maybe you want to smooth out the edges, or is that as you want it? If not, when you are using Blender, go to the tools tab, and hit the "Smooth" button under shaders. Then, go to the modifiers tab right, and add an Edge Split modifier. That makes it looking nice and smooth. -
Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
No, just that he won't return to here, but that's not new. But he has not much time this month (and the next one too), so don't expect much to happen here. -
Chaka Monkey - Closed Development Thread
Kartoffelkuchen replied to YANFRET's topic in KSP1 Mod Development
Looks really beautiful! -
Grey KSP textures
Kartoffelkuchen replied to touzenesmy's topic in KSP1 Modelling and Texturing Discussion
Download paint.net, it has a built in dds import/export plugin, open up the texture and copy the bits of it you want. -
Why won't anything attach to the bottom of this?
Kartoffelkuchen replied to Galane's topic in KSP1 Mod Development
Yeah, that changed in 1.0. Now nodes which should be attached together must point at eachother. -
Why won't anything attach to the bottom of this?
Kartoffelkuchen replied to Galane's topic in KSP1 Mod Development
You want to make your top node pointing upwards and the bottom node pointing downward, currently your bottom node is pointing upward, so nothing can attach to the bottom. You want to change the bottom node to this: node_stack_bottom = 0.0, -0.3654699, 0.0, 0.0, -1.0, 0.0, 2 -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Both interesting and good suggstions, I will try that. I also just came up with the idea of making the fairings animated, meaning that everything is simply one animated part. When the animation starts, the two fairing sides just flow away, that should make the use of the modulecargobay possible, maybe. Will try that out, though it is really a shame we need to solve the problem like that. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Have not heard of that, though it would be great if he'd get something stable out! -
Thanks all! Too muddy/dirty? What do other people say about the textures? I am actually really pleased with them, but however, if you don't like them, I can of course change it. No Reddragon, there's no way to make realistic fairings without a plugin. @awsumindyman: Yeah, could do that too, but I think I will just use the stock fairings for now.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thanks Nathan! :] Bad news everyone: This pack won't be updated until a possibility for proper Fairings is around . I am sorry to say this, but without proper Fairings we won't be able to even start out rebalancing the rockets, so no 1.0 support. If anyone wants to make a plugin allowing real fairings, I and many others would be very grateful! I will still work on the models and textures though, the release/patch just delays for an unknown amount of time. -
Dragon01 is still working on this, but due to the fact that he hasn't got much time right now, the updates will appear very slowly. The historical mods he maintains will not be updated until a working solution for the Fairings has been made , right now, he can't even really start reconfiguring things, without proper Fairings this is really hard. The same goes for Buran due to seperated cargobay doors, but I have an idea of how he can solve that. The community ISS mod needs actually people who remake stuff for it, if there aren't any, that project is pointless. HOME3 needs a heavy rebalancement, which it will get, also it will support stock ISRU system once he reached that step. Falcon II just needs a new thrust curve, and Soviet Engines will get a rebalancement too. So far the news from Dragon, and don't rush him, I know how much work it is to update old parts to the new aero and physics. :/
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Some help with fairing separation?
Kartoffelkuchen replied to SpaceLaunchSystem's topic in KSP1 Mod Development
For fairing seperation, I always include a thrustTransform object in unity which sits a bit above the center of mass in game. Give it high thrust and llow fuel, and the fairing seperated properly. At least that was the case in 0.90. :S -
Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
RO itself isn't updated for 1.0, so there's also no RO version for 1.0 in development... -
I haven't found a working link right now, I think I am still using the 0.23 part tools, and have no issues, and also, I didn't saw any new version of it...so, I just uploaded it on Mediafire for you: http://www./download/mw19cthcq82ly8x/KSP+Parttools.zip If it is not okay for the mods, please just remove the link.
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Don't use Unity 5, KSP doesn't supports that version, it is been made in Unity 4. Download a Unity 4 Version, I am using version 4.2.2f1. To make a collision mesh in Unity, just select your mesh in Unity, and on the right you will see an "Add Component" Button, click that, go to Physics and add a mesh collider, in the mesh collider component you want to tick the "convex" thing, so that the part can collide with others. Then, you just need to export it using the KSP Parttools.
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As I said, it is currently not planned. I have also revised the look of the tank, it looks now like this, I think I have found a pretty good "middle-thing" between the new and "tidied" NASA ARM Pack parts, and the normal, "dirty" stock parts, but have a look at it: I think it is pretty good as it is, on this level I will also texture the other parts.
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PartModule "ModuleCargoBay"
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Modelling and Texturing Discussion
Aha, ok that makes totally sense, thank you very much, have some rep! For the lookupRadius, I would guess now that after I read through your guess, that the Radius' origin starts not from the Center of Mass, but from the position from the gameobject the mesh is attached too. On a negative side, this makes fairings which seperate into two equal parts impossible without a plugin. -
Thanks! I haven't planned to make capsules, I thought you could just place the Stock capsule on top of it. Also, since this is my first real "stockalike" project, and texturing is not one of my best skills, I would like to ask you what you think of this: This is the KaeroJet KJ-18 Solid Rocket Booster, it has a diameter of 0.625m and a thrust of 100kN, it burns for about 40 seconds. You can see the SRB in action in the main imgur album: Those are about the colours I would want for the Medium Fuel Tank, it is still very undetailed, just to collect first impressions: What do you guys think? What needs to be changed/improved? Tell me!
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Thanks Marcelo Silveira, I will also link it in the first post. Yeah, as I said, the biggest problem is how the fairing will or should work, the other things such as nodes are easier of course. Thank you anyway!