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Everything posted by Kartoffelkuchen
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Aaaah my eyes! My eyes! It's so beautiful!!! Details, details, details everywhere! Take all my rep! Oh wait. I can't give you reputation, I gave you too much! Sorry! ;(
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I'll ask Dragon what he has to say about this current situation.
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Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
You probably won't hear from Dragon01 personally, he doesn't want to come back, due to his relation with the forum moderators. DECQ can show some images here later. -
Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
Hi guys, some news from Dragon01 about his configuring: - The Shuttle is now FAR compatible - He's working on getting it Deadly Reentry compatibel - The Shuttle will get new FX - The handling of the shuttle on orbit is still a bit problematic, because of those offsetted engines Also, DECQ does a great job, splitting up the parts, getting non-working parts to work, improving textures etc. Give him some rep! He will maybe give you some more precise information on what he is exactly doing later. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I'm glad you like it! Yes, I saw this thing on some drawings already, I don't really know what it does, maybe it supports the Fairings structure, but I'll also do them. -
Haha, I had to think a moment before I saw the note "April Fools" on the bottom of the thread. I think it was ok, but whoever made that idea should have thought about the reaction of the Community a bit more, as you can see now. :S Something like "in 1.0, you'll also be able to call the Kraken to sacrifice Kerbals you don't need" or so. The reaction would probably a bit more positive... But hey, everyone does mistakes!
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
OK guys, all problems solved, I've made a small mistake in the part.cfg . I've also reconfigured much, especially the Centaur. I've drcreased the thrust from 100kn for the RL-10 A4-2 to 60ln. This allows some more realistic mission profiles. The Centaur (SEC) can burn up to 6min, 10s, an orbital insertion of an Atlas V 551 with 19t max payload takes now about 6min 45s, you don't have to shutdown or restart the engine. You have to pitch up pretty much when you launch heavy payloads to prevent from falling back to Kerbin, but ULA does the same with its Centaur. I can confirm, for an efficient Orbital insertion of heavy payllads you'll also get a DEC engine Centaur, whose job it is to launch heavy payloads efficiently to LKO. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Ok, I'll forward this to him. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
No, I'm sorry. You won't get it without his config overhaul. And since it is still not finished from my side, there's still a bit to do, you won't get it anyway. And while I'm working on parts, Dragon is working on configs, so it would take exactly the same time anyway. What's not good with his config? -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
No, I don't know it yet, but I'll ask him. BTW: Just look at the parts. Whoopsi. There seems to be a small.. complication here, hehe:blush: I have to figure out what's going on there. -
Haha this idea is really great! "Throw in lesser-experienced Kerbals as a sacrifice" - I had to think at Danny's 50k Sub special there, where he smashed 50 Kerbals into Mun's surface, in slow motion! If I'd really use it - I don't know, I'm not playing Career that much currently, but it would be an amusing addition to the Career Mode. So Yes, please do this .
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Cool, I'll try it out! Oh, and if you want to offset the Center of Mass, you can use the following parameter in the part.cfg: CoMoffset = 0.0, 0.0, 0.0 where the 2nd 0.0 is the height. For a hard to turn rocket you could enter CoMoffset = 0.0, -5.0, 0.0 or so. Maybe that helps you in the future.
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Hi _Augustus_. It's nice to see that you are so enthusiastic, and wanting to take over mods, wanting to improve them and get them playable for the Community again. But please, think a moment about this: You've maintained now a couple of mods by others, and you gave up on all of them now. Why? You can't even make mods at all, you can't texture, you can't model, you can't write a plugin, so I ask you why you take a mod over like Bargain Rocket Parts or this one now. This one worked, and you just added a bunch of configs from Bahamutos old thread here, and "sell" it now as your brand-new maintained modpack. I have to agree with the others, you just want your name in the mod. Listen dude, why don't you just take over one mod and care for it in a proper way? Adding models, which you've made yourselves, or whatever you can all do to improve or refurbish mods. You can see now how the community reacts, and it's worth a minute of thinking how this should continue. Hopefully not like this. So, get into modding yourselves, make your own mod, but stop taking over mods you can't be able to maintain anyway. This is my opinion, and I think others share my opinion. I don't want to be rude, but really, think about it.
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You can easily rescale the Centaur without needing to remake the textures. Just pick the whole mesh(es) and rescale them to 1.33333333 (...), this way the 1.875m Centaur matches almost perfectly up with the stock 2.5m tanks. I don't see the sense in making a Centaur for 400 and for 500 version. It's just unnecessary work. But otherwise, it looks pretty good!
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And you are using the MODEL node in the part.cfg correctly? For example: You have one mod folder called "Kartoffelkuchen" in your GameData folder. In the "Kartoffelkuchen" folder you have another folder called Parts with two model files in it, one is called "A" and the other "B". You also have to different part configs, one called "A" and one "B". And you also have one texture, let's call it "Orange". All those things are in one folder. In Unity, the texture for both models also has to get applied to the models, meaning that model A needs to have the Orange texture and also Model B needs to have the orange texture. In your A.cfg then you enter this: MODEL { model = Kartoffelkuchen/Parts/A } and for B.cfg MODEL { model = Kartoffelkuchen/Parts/B } Then everything should work.
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Hi, I wouldn't go for 1.875m Centaur. I'd increase CCB diameter, not Centaur one. This makes 2.5m Payloads on top of the Centaur looking somehow better when the Centaur has 2.5m diameter, also it would get problematic if you want to launch a 2.5m payload, because the fairings could get too small. Just my opinion, do it as you wish. For Centaur images: http://upload.wikimedia.org/wikipedia/commons/b/be/Centaur_upper_stage_of_Atlas_V_rocket.jpg http://upload.wikimedia.org/wikipedia/commons/4/48/Centaur_upper_stage_lifted_up_to_put_on_the_first_stage_of_the_Atlas_V.jpg http://www.collectspace.com/images/news-022412e.jpg http://www.nasa.gov/images/content/711136main_2012-10-09-8-1600_946-710.jpg http://www.nasaspaceflight.com/wp-content/uploads/2012/02/Z413.jpg http://www.nasaspaceflight.com/wp-content/uploads/2012/06/Z312.jpg http://www.americaspace.com/wp-content/uploads/2013/02/centaur.jpg http://www.spacedaily.com/images-lg/new-horizons-centaur-stage-lg.jpg http://historicspacecraft.com/Diagrams/U/Centaur_D-3_NH_MSL.jpg http://selenianboondocks.com/wp-content/uploads/2009/06/DualLaunch.PNG And there are plenty of good drawings out there.
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You are not pleased with your effort? You didn't really say this maccollo, did you!? Those textures are absolutely fantastic! If you are not pleased with them, I want to see with what textures you are pleased! +REP EDIT: Damn, I need to spread some rep to some other guys before I can give you rep again! Sorry;.;
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Component Space Shuttle - dev thread [IMG heavy!]
Kartoffelkuchen replied to a topic in KSP1 Mod Development
Dragon continues working on the CSS and his other mods, he will just not be on the forums any more. He's working together with DECQ to get the current shuttle improved (and working), while we are waiting for Jozvins complete shuttle remake, which takes much time. To get you informed, I'll post the Downloads and Changelogs here which I receive from Dragon01. Don't ask why he got banned,nobody knows, and it's forbidden anyway to discuss staff decisions. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Cool, now we have already 2 configs for RSS/RO. And Dragon01 is about to finish his one soon. Then we have 3, hihi! We'll see which one will be the best, and submit them then to the RO guys, I'd say. I've just send the Atlas V over to Dragon for testing... -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Fantastic saabstory88! I will test it out. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Yep. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Hm, I can't say it yet bjbeardse. When I'm finished with all the parts I will send it over to Dragon01, to do descriptions and the configs for engine ignitor and smokescreen. If it doesn't take too long, and he likes everything, we could end up with a release around next week, but it's really optimistic. But it shouldn't take too long anymore. @DarthVader: These are only craft files, I do not recommend to make these rockets subassemblies. The root part on every rocket is the Avionics Module, and on every rocket something is on the Avionics Module, PAF or Turntable. You can remove the PAF on top of the Avionics Module, and also the Turntable, but you'd have to rebuild it when you want to use it. Also, you can't make long descriptions. These are all reasons why I'm just publishing the rockets as Ships. Boosters: I know that the TWR drops after seperation, but there's not really a good balanced alternative. And the rockets can lift their maximal payload capacity into an LKO, so it doesn't matter anyway. Delta K: It has low thrust indeed, but it's already higher than the Thrust of the real one (it has 20kN thrust or so). And it makes possible to get into orbit without throttling the engine down, or cutti g it off. And why can't EELTT attach Castor boosters decouplers to it??? It can! They are used in 6000 series. There was no "Delta Heavy" in the 6000 series, the Delta 7000 only has the Heavy version with GEM-46's. -
Thanks guys, I will tty it out!
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Hi guys, I have no idea where to put this question, so I just post it here. How can I extract models and textures from KSP with 3D Ripper DX to Blender? I know it is possible, but I am just getting error messages. I have Windows 7 64bit with 12GB RAM. The error message in detail is "Unable to write to C:\Program Files (x86)\3DRipperDX\proxy.ini". Anything I'm doing wrong? The settings are standard, except for the Output directory and the capture keys. I would be very happy if somebody could help me there!