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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. No Problem. The throttle is locked because the real RS-27 engines cannot throttle at all, in fact not many engines, at least first stage engines, can do this I think. I want to give it a bit of realism, even it is the Stock version. I'll forward the situation with the FX to Dragon01. And the AJ-62 boosters are now in the game, I need to do Booster decouplers now, making the different Fairing versions (currently there are just 400 Large Fairing and 500 Medium Fairing done, but I can reuse models and textures, I just have to scale them in their height), the Nosecone for the HLV - Version of the Atlas V and some additional stuff like Centaur DEC and maybe even the Atlas Launch Tower, though I can't say if you'll really get one.
  2. Wow wait. I'm not mixing Atlas V and III. How do you came on this idea? Or did you make a mistake and it is cleared now? I can't really read it out from your post, sorry.
  3. Looks cool! But I would remove the pipe on the side, since it should be stockalike, you should also be able to use some parts in your own creations, and with that pipe it wouldn't look good when it is attached to an Stock Fuel Tank. Maybe make it as its own part.
  4. Oh yes, there also will be the Centaur DEC, I currently just have the Centaur SEC with the non-extendable RL-10 A4-2 engine. BTW, the 500 parts are ingame and working!
  5. Whoa, I'm so happy about all this positive Feedback! Atlas V is now ingame and (almost) properly working, it is even balanced, I thought I'd have to experiment with the configs and stats a bit more, but it looked like that I got everything as it should be on the first try, yay! Here images, and also renders of the new Centaur: I'll be now working on the 5m Fairing parts and adapters, and on the SRB's.
  6. I don't want to promote, it should just be a note for you[sampa] (NOTE: Sorry, not Sampa, sp1989, why did I say Sampa!?), but in Launchers Pack you can get a Delta II replica, currently 6000 and 7000 series, and I'm currently testing the Atlas V ingame. Check the last pages of the thread for images. Anyway, your stuff looks really good SnowWhite, and I'm looking forward to the Stockalike Titan!
  7. Nah damn. But hey, you have to start at some point, don't you? ^^
  8. Yeah, reading helps. He wrote that his game crashes or "seems to die" during loading, with ATM installed. OK, so MDBenson, how many gigabite RAM do you have? And you are using 0.90 32-bit right? Maybe you should try the DDS-Loader, and/or the open-gl trick. First I'd recommend DDS Loader (and Converter), this should spare some RAM already.
  9. First, thanks for your kind words! Yes of course, I won't just rescale it, don't worry. With "Using the DII 1st Stage Tank on DIII" I meant that the model can be reused, but has to be modified heavily. Also, I will be able to reuse parts of the textures, which makes the whole process shorter and easier to manage. NOTE FOR USERS WHO USE VERSION 3.1: MeCripp reported that he had some game crashes when using this pack. If you also encounter this problem (with this pack installed of course), you have two options to solve this problem: Option 1 Go to "GameData/Launchers Pack/Rockets/Delta II/DPAF" Open the "advancedDPAFassembly" part config with an editor of your choice The cfg starts with //PART. Now you have to remove the two // before the PART Save the config file Make the same with the "lowerDPAFassembly " and "upperDPAFassembly" Option 2 Go to "GameData/Launchers Pack/Rockets/Delta II/DPAF" Remove the following files: advancedDPAFassembly.cfg advanceDPAFassembly.png advancedDPAFassembly.mu lowerDPAFassembly.cfg lowerDPAFassembly.mu lowerDPAFassembly.png upperDPAFassembly.cfg upperDPAFassembly.mu upperDPAFassembly.png This also spares a tiny bit of memory If you are not encountering this issue, perfect!
  10. @samcar304: Yes, the 5xx version will also be done, I just started out with the 4xx version. You'll get everything for a complete Atlas V pack. @MeCripp: I have made two // before the "PART" definition, to make sure that the Game doesn't load those parts, because I've had some crazy issues with it, where the Kraken comes to visit you etc. So I disabled them first, and also, I think that the quality of those was a bit too small. :| But if you want to give them a try, delete the two // on top of the part.cfg of the DPAF's and you should be fine. @MDBenson:No, Delta III is next, we can reuse many of the existing parts for it (Verniers, RS-27A, 1st stage fuel tank), which makes it easier to make. After Delta III is done, I'll go over to Delta IV, DIII and DIV will be probably released together, so once Atlas V is out it could take some time until the next update comes, but that's still in the stars right now. And thanks for your compliment, although not all textures are by me, Fr3aKyHDx helped me out with the engine textures and I took over some of his textures for CCB, although they are heavily modified by me.
  11. OK, we changed our update plan a bit: Atlas V will come in the next update, then Delta III and IV, and finally the early Delta's. Here are some Atlas V teasers: Common Core Booster is finished, but the other parts still need some work. The Fairing and Centaur textures are only mockups, to see how it will look like when everything comes together. I hope you'll like it.
  12. OK guys, This Thread will be used for further updates, at least until Jozvin's new CSS Model is ready. I'll be posting updates and changelogs from Dragon01 here, and ask a Mod to embed it also in the first post. I hope this is ok for everyone. DECQ will now work on the current CSS model to improve it. His version will be used until Jozvin's new CSS model is ready for a release.
  13. Hi guys, I'm happy to say that Version 3.1 was relased! Here's the changelog: NEW >Added GEM-46 SRM's >Added 8foot Payload Fairing >Added 10foot Payload Fairing >Added 10foot Composite Payload Fairing >Added 10foot Composite Long Payload Fairing >Castor 4A >SRM's >RS-27 engine >Castor Booster Decouplers >New Turntable Model >New Model's for Star 48B and Star 37FM >New 3rd Stage Decoupler Model >Added mission logos for EELTT >SmokeScreen is now required for proper FX, FX is by HotRockets >New Sounds from KWRocketry >Engine Ignitor Support FIXES >Booster Decouplers attach now properly, no rotation needed anymore >Adapted Guidance/Avionics module Model, to fit with the new Turntable >Removed missing faces on the bottom of the Interstage Decoupler >All thrustTransform are now pointing in the right direction, this allows asymmetrical booster variations like on Delta 69xx >All gimballing engines have now a gimbal animation You can find the downloads on the first page! Thanks to Dragon01 for supporting the development and helping me out with Configs and all that things, you are fantastic!
  14. No, it's not compatible yet. We'll offer an RSS/RO Module Manager file soon (not with the next release!), but until then it's not compatible, sorry. The new update is coming along nicely, I just have to make configs for the rescaled version, and a Manual, and then we can release it! We (Dragon01 and me) are targeting a release for Monday, which will include: -Delta 6000 (RS-27 engine, 10 Fairing, Castor 4A SRM's) - DPAF'S (Dual Payload Attach Fittings, which allows to lift two satellites up in one launch) - GEM-46 SRM's (For the Delta 7x2x Heavy) - New models for Star 48B and Star 37FM - New Turntable model - New 3rd Stage decoupler model - Adapted Avionics Model - Fixed EELTT colliders, now you can attach boosters which you don't have to angle in the right position before launching) - Fixed Booster Decouplers, now they attach in a proper way, due to a cfg mistake - All thrustTransform's are now pointed correctly, they were all pointing straight down, due to some issues I had when I was testing them with angled transforms. The angled ttansforms now allow asymmetrical attachments of the Boosters, like on Delta 6000, 5 Ground lit and 4 air lit motors. - New Part descriptions - Smokescreen is now required for proper FX (FX is from Hotrockets) - Engine Ignitor support - New Sounds from KWRocketry Thanks to Dragon01 for his help and support, I don't know what I'd do here without him. If I am running into no issues then you'll have the update on monday guys. A note on Atlas V: Fr3aKyHDx, who should texture it, hasn't got time for it anymore. That means that the Atlas is now on the backburner, until we find a person who can help us texturing, because I can't texture it alone.
  15. We're not allowed to know that. So better don't ask. It seemes like his ban is now reversed, but as far as I know he won't return for the first time, but he will still support this (and the other mods he took care of), and upload Updates to a Website he's currently working on. Anyway, looks good DECQ, but Jozvin is currently working on remaking the shuttle model.
  16. Is this compabible with 0.90? I tried it yesterday, but there weren't any coulds..
  17. I think there's somewhere a Module Manager config for it, you'll have to look for it in the CSS Thread. Usually the Mod developers don't care for RSS/RO Problems with their mods, as long as they don't make the mod for RSS.
  18. RELEASE THREAD Hi, while working on the new Delta II stuff for Launchers Pack, I decided to make a Launchers Pack - Offspin Pack. This will add Propulsion Parts from ATK for KSP, and since I would have to make many of those parts anyway for Launchers Pack, I decided to make this as its own little mod. Launchers Pack will use many of this stuff, since the old boosters for Atlas/Delta's were almost all made by ATK. Here are some renders of what you can expect: Star 3 Star 3A Star 13B Star 17A WARNING: This is in development! Things may change! I'll be adding things slowly, because exactly like Launchers Pack, this is a long-term project. I hope you can use something from this pack in missions or so, Download Links will be added as soon as I have textures done and everything working.
  19. Hey, not bad Google, not bad But it sounds better if you say: "Es ist deine Schuld, wenn wir dann in Schwierigkeiten geraten!" Or "Dann ist es deine Schuld, wenn wir in Schwierigkeiten geraten!" And now, better lock this thread mods, before it will get out of control too much
  20. Hey, how can I show off those Arrows? And how can I set a target to a coordinate position; like 15ºN and 4ºW ?
  21. Don't worry, I can say that there's still something going on with the shuttle. It just takes it time to get it properly through Unity.
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