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Kartoffelkuchen

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Everything posted by Kartoffelkuchen

  1. I would simply split the orion capsule up. Just make the top thing a single part and you'll be fine.
  2. You don't need a plugin for that, simply animate it in your 3D editor, and export it into the game. Check the Modding Compilation sources for a more detailed tutorial:). So, back to topic, are you going to also do a complete Delta II, when you make that Delta K? Or a stock alike one like your other parts? It's actually quiete funny, we didn't have a Delta II since KSP startet I think, now we gonna have two then..
  3. Dude, that looks like a load of work went into that. But it's really...not nice to see a bunch of frames per second. I know, recording KSP can be really hard, especially with not so good hardware, I know what I'm talking about, but a solution to avoid stuttering videos would be to use TimeControl or so, reduce the time to at least 1/4, record the wanted scene and speed up everything later. I do so, and it works well. Otherwise, why did the rocket lifted-off at T-3 seconds? But it looks nice, I will keep watching this^^
  4. That's a nice idea. I wonder if we could make this on a DMP Server, and that we use kOS. So, for example, every mission controler has his own small kOS command module. Some guys are launch control, the other control speed, velocity etc with kOS. I hope you could follow me.
  5. Looks great! Btw, the poly count doesn't matter for the game, just saying;)
  6. Huh..what did my camera caught here? This is maybe better... I found this on my PC, it needed some polishing, but now it doesn't look too bad I think... I've got the missing Delta II parts done (Turntable, 3rd Stage (both variants) and the other related parts), only the different payload fairings needs to be done. Otherwise, it is coming along very nicely. When YANFRET is texturing all that, I'll be moving on to Delta III/IV, and I hope we can release at least the Delta II before christmas, and maybe we already have 0.90 update then..
  7. Thanks DartVader! So, we had tweaked our plan a bit, the next update will only contain the Delta II family, we will release Delta III and IV later, because when we'll release the II earlier, you guys can play with it while we finish III and IV . Delta IV really needs some polishing... Anyway, here are 4 pictures of the Delta K upper stages. I'll have to tweak the length of the engine a bit, but that will be easily made in Unity. The (amazing) Textures you can see here are made by the fantastic YANFRET! Also a big thanks to Dragon01, for his support he offered while developing those things. We hope you'll like it!
  8. Nice, we could make a great Antonov with it! However, I suggest moving this in add-on development, because it's not finished yet.
  9. Hahaha awesome man! I will try it out, as soon as KerbalStuff is back again:|
  10. Hah Horman! I had e x a c t l y the same idea! Would be great to have this as a plugin! I'm trying to code me something with kOS, but that's not the same.
  11. Basically, you just need to know how to model, how to set up parts in Unity and how you get them working in the game. This process doesn't change really, so that's all you need to know for the beginning.
  12. Say _Augustus_, is it a good idea to overtake mods if you haven't got any idea of modding? Anyway, Rubber Duckey did a great job on this!
  13. Alright thank you guys! I found out that you can simply print your current velocity with this code: PRINT (SHIP:VELOCITY:SURFACE:Z + SHIP:VELOCITY:SURFACE:Y +SHIP:VELOCITY:SURFACE:X).
  14. Hi, does anybody know how I can print the radar altitude? Not the "normal altitude". And also, does anybody know how to get the actual velocity (Surface/Orbit) without that it shows off the velocity in the three dimensions? Just as the velocity marker in the navball?
  15. My god...thats fantastic!:0.0: Yeah, have fun with your new hardware...
  16. I think you can delete the parts which you don't need.
  17. Hi, great thing that shuttle! But I have a bug report: The RS-25 engine has no textures, it's plain white. And also, it says RX-25 engine in the editor, but that's just a spelling mistake:P
  18. No, I don't think that you can do it via the part.cfg . But you can turn the part 180º in Unity, so that it faces downward. Otherwise, you'll have to live with rotating the part.
  19. No modelling program is really easy, but I'm using Blender, and when you know how it works, then it will get much easier. Also, you will need the free Unity 3D Game Engine, to export your part into files KSP can read correctly. At last, you have to make the part config, but it's self-explaining anyway, so really, you just have to learn modelling and a bit of Unity stuff, that's it. But it's a big learning process, and you will need quiet an amount of time until you get something working as you want.
  20. Great addition! Now ylu even can play Gravity..you don't have too attach an ugly ladder, now the kerbals can grab a nice handrail while trying to board a ship which is reentering into the atmosphere... Anyway, Nebula...sounds bit like Ebola, that confused me a bit...
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