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Everything posted by Kartoffelkuchen
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hey, we, or Dragon01 is working on adapting the Pack for Version 1.0, but it will take a long amount of time, probably. Mainly, because we will need to find a workaround for the Fairings, I thought we could use the ModuleCargoBay - Partmodule for preventing the parts inside the fairing to be calculated by the physics, but that's probably not going to work. We will see, probably we will need a plugin for that. Anyway, I am continueing my work on Delta IV, mainly on the bottom of CBC, it is very hard to do. Also, Dragon01 said that there wouldn't be a Falcon 9 V.1.0 out here, I know LazTeks SpaceX Pack, but there's no Falcon 9 1.0 anymore, so...yeah: The Merlin 1C engines you can see there are not more than placeholders, I will remake them, those will be also used for the Falcon 1 later, when I will remake that one. I hope you like it guys! -
RO - Saab's Misc. RO Parts - Progress
Kartoffelkuchen replied to saabstory88's topic in KSP1 Mod Development
Haha ok great, I will let you know how I am progressing! Though I can't say when I will have the tanks ready, I've got some other projects currently going on too... -
RO - Saab's Misc. RO Parts - Progress
Kartoffelkuchen replied to saabstory88's topic in KSP1 Mod Development
Looks good so far! I've got a suggestion, or side note: I could make the Atlas I -III main tanks, I will do those anyway for launchers pack, so you could use them here too. Are you interested? -
Yes, I also thought of some SRB's, currently I have only one, the KEM-40 "Roar" Solid Rocket Booster: Here's an image of the second stage, the "Whizzy" Liquid Engine Cluster now has integrated RCS thrusters and tanks, allowing for full 3 axis-orientation control in Space, that makes the engine much more interesting. Also, I have added some detail to the inside of the Payload Fairing, which would look awful if it would get textured, it would look so curved when textured. Probably: And finally, here is a list of the versions I have currently planned, only with one SRB, but more to follow, as you suggested sp1989. Eventually, I will also add a 3rd stage kick motor, or even two, to have a choice, with different specs, like one has high thrust short burn time and the other low thrust and high burn time, to launch probes further away.. I will see. All images are also available in the first pages imgur album, I hope you will like it!
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Wow, I didn't expected that this would "impact" like this! Thanks for all your positive feedback! @Leszek: I haven't really thought about the colors yet, haha @sp1989: I want to make them more detailed as Stock parts, but not too detailed as Launchers Pack, so the part detail level will be somewhere in the middle of those two. So yes, I will make it stockalike, at least a bit, for example those characteristic black/white stripes on the engine mounts, and as for the tanks, I thought a combination of white and grey could look good. The models you can see above will probably get a remake or at least an overhaul, to make them visually mire interesting.
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The goal of this mod is to add a modular, RAM-friendly, good looking, cheap and reliable launch vehicle, which can carry satellites and crew to LKO, GTO or KEO. It is heavily in development, I am working on the models right now, and I am planning to add SRB's to increase launch vehicle performance. The overall diameter of the rocket is 1.875m, the diameter of the two engines is 1.25m to make it usable with Stock tanks and such, the diameter of the fairings is 2.5m and the complete launch vehicle is 24.3m long. As for the stats, the first stages "Sway" Liquid Engine will probably have a thrust between the LV-T45 and the Rockomax "Skipper" Liquid Fuel Engine, so about 400kN probably, but I am not sure about the upper stage currently, I guess I will give it about 100kN thrust, but it is still some time until I will have to worry about game stats. I hope you will like it so far, and if you have questions, requests or things you don't like on the model, feel free to post it!
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Hello, I have some questions of how to use the ModuleCargoBay - PartModule for a Fairing I created. The Fairing is only one piece, so I don't need the Fairing module itself at all, I hope. So I have just copied the ModuleCargoBay Module from the Stock Size 2 Fairing and inserted it into my part cfg. However, it is, of course, as everytime if you just copy stuff from other configs, not working, or not correctly. And I have no idea what those things mean, so I just opened a thread here. MODULE { name = ModuleCargoBay DeployModuleIndex = 0 closedPosition = 0 lookupRadius = 2.5 // nodeOuterAftID = bottom // nodeInnerAftID = top } What do I use DeployModuleIndex, closedPosition and lookupRadius for? I believe the lookupRadius is how big the area which should be phisically covered by the Fairing is, but if I turn it up, it should, at last if I think now correctly, also cover the tank under it, which is not what I want to happen. Could somebody help me there?
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Bacon Labs - Stockalike Ariane & More - Dev Thread
Kartoffelkuchen replied to _Augustus_'s topic in KSP1 Mod Development
A blue side pipe thingy? Really? Does not look that great to me... :| But make it the way you think its best! -
Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
It will probably take some time, there are many, almost all values in the cfg which needs to be replaced or adaptrd, starting off with lift, drag, mass, max Temperature, thrust, heat production...and of course the nodes, which now must be pointing in exactly the right direction for attach. But I'm sure Dragon is or will start working on it soon to update it. -
1.0 is great, you all did great work there! I've got some bug reports though: The new Medium and Large Landing Gear wheels are not rotating, it's no problem to land or launch wigh them but it looks odd when they don't spin In the MK3 Cockpit IVA, on the middle console between the two front windows, the navball is rotated by 180º, meaning that the ground on it is pointing upward and the sky downwards, which is a little confusing The engines seems to glow all the time after ignition, even ehen fuel ran out, that's a little strange After downloading 1.0, I had no Medium Landing Gear, others were missing the smallest docking port, so some parts were not available in the editor. A game restart helped, that was a little strange After restarting PC, the settings for Joystick axis and the graphic settings for KSP window size and the fullscreen are resetted, meaning thatyou completely have to remap your Joystick after PC restart Windows 7, 64bit I hopre those bugs get fixed, and I am looking forward to 1.0.1
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Hey, first of all, it looks great so far! But also, I've found two bugs already: In the MK3 Cockpit IVA, on the middle between the windows, the navball is 180° rotated, meaning that the ground on it points upwards and the other way round The new big landing gears don't rotate at all, the wheels stand still when moving over the ground Version 1.0, Windows 7 64bit
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C'mon Squad! I can't wait any more! ;.;
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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 what's going on with Delta K; I will see if that still exists when I make the 1.0 release version CCB produces thrust until the liquid fuel is depleted, the same with the RS-27, the engines cannot throttle to 0%, the real RD-180 can throttle to about 50% if I remember correctly. But if you are really overshooting your orbit, you can still shutdown the engine by right click. -
Shouldn't you at least give credits to the original mod author from the Apollo Command Module? I know, the license of it says it is not required, but you should at least mention that the stuff is not from you. Don't say now you modified the configs and it would be totally your work now. I totally agree with the others, TheShadow could have just made his own thread, but he's so kind to work for you (sounds not that good, didn't know how to express it otherwise ). My advise now: Let this thread delete, or merge it together with *your* development thread, you can see that it is not ready for a release. Just look at all the posts and see what the peoples wrote, hopefully you will understand what I want to say ...
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Oh, I was a little surprised but I found some time today to finish CCB: # Fairings and DCSS is only a mock-up. -
1/10, newer saw you around, sorry:sealed:
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Sixty + seven
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Maybe, I don't want to promise anything, but I will at least have a look at those when everything else is finished. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yes, maybe it will be added too, I don't really know about that right now. I also had the idea of the Ares in my mind recently, we will see how we will continue after Delta's and Atlas. Great you like it! -
Sounds good, have a nice holiday, relax a bit to pick up producing fantastic models and textures again when you will be back.
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hey, I am working on the Delta IV right now, I don't want to play KSP, when a new update is about to get released I have no idea what to do in KSP, so I just continued with ULA's big thing. Currently, I am working on the RS-68 engine, it is not finished, there are still missing some important things, and some things aren't really looking as they should, but I think it is worth to show it already. I hope you will like it so far! -
Bacon Labs - Stockalike Ariane & More - Dev Thread
Kartoffelkuchen replied to _Augustus_'s topic in KSP1 Mod Development
It looks better, you are making progress, but sitll, stockalike.. ? Not really (in my eyes) . It is really hard to make textures look stockalike, I have already tried that and it is really hard, my results were terrible. But keep it up, you are getting better! Good question. -
This is about what Dragon01 told me about the further development of the mods he maintains, I am often in contact with him: There won't be any further content updates, but if required, for example for the 1.0 release soon, he will update this mod so that it works in the new KSP version. I personally don't know about the website he was working on for maintaining the mods, but you will get the mod update, I will post a link to the download here once there is one.