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Everything posted by Kartoffelkuchen
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German Space Alliance - A Community Mod Project
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Development
@DarthVader: No. But the Fairing scale should be the same as Lazteks Fairings, so you could use my Falcon Fairings instead of Lazteks. -
What is German Space Alliance? German Space Alliance is a common project from Modders of the German Kerbal Space Program Community. Our aim was to join forces and to create a Mod for the Englisch Community as thanks that you also share your mods with us! Of course this mod wouldn`t exist without the German Community, but our thanks is for you dear Community! Now, here are some images of our work! (I don`t think I have to say that these aren`t final versions right? ) And these guys made this awesome stuff: Thomas P. Kerman (aka Kerbonaut Thomas) -(K)Ariane 5 Fr3akyHDx (aka Fr3akyHDx) - (K)Ariane 5 Jebediah Kerman (aka Kartoffelkuchen) - Falcon 9 runner78 (No account here) - Plugins & Station parts Quazar501 (No account here) - Qojus-S Aurora (No account here) - Helped out here and there... & Plugin DirMa (No account here) - Helped out here and there... Argo Industries (No account here) - Helped out here and there... - Managed by Fr3akyHDx, Thomas P. Kerman and Kartoffelkuchen - And, a Trailer for the upcoming release by Fr3akyHDx:
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KOrion Capsule -- First Mesh Developed for Mod Work
Kartoffelkuchen replied to Avindair's topic in KSP1 Mod Development
Is there any chance to download this Capsule? I really want it..;/ -
[INFO] KSP floatCurves and you - the magic of tangents.
Kartoffelkuchen replied to Taverius's topic in KSP1 Mod Development
Awesome tutorial, thank you, thats important stuff! -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Updated the download, it is working now. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Aand the new version is there! -
About that problem: You don't have to export your part in a .fbx file, it is enough if you put the .blend file in your Unity scene, Unity will convert the file to fbx on its own. If there are any Unity Import Problems, make sure you save the blend file in OBJECTMODE in Blender, not in EDITMODE, otheewise Unity won't apply your blend correctly.
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Hi, I know there are some possibilities to get custom sounds working ingame. The problem is: I don't know how. I tried it already with putting the sound file in the KSP/Sounds directory or KSP/GameData/Squad/Sounds, but that didn't helped. And it would be great if it would work without a plugin or module manager or whatever.. Has anybody got an idea?
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[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
### Falcon 1 Update ### I have finished the most parts of the Falcon 1 Launch Vehicel, I will probably add some small details to the 2nd Stage and to the Fairings, but the most stuff is done. Falcon 1 comes with emessive textures for the engines, 4096 Pixel resolution and (hopefully, if I will get it working) its own FX (Flames, smoke and such) Hope you will give me some Feedback on this... -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Images are just cut-off from Unity, maybe some quality is lost. Ingame textures have 4096x4096 resolution. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Good idea MeCripp! This engine will replace the old Merlin Engine from the Falcon 1 Launch Vehicle. The textures of the new engine are just placeholders, they will be adapted and will give the engine a more "used" look. I`m also thinking of adding the reflection plugin to the rockets, to give them a more realistic look. I will start with remaking the Falcon 1, afterwards I will continue with Delta II. -
[1.7.2] KK Launchers - Delta, Atlas Pack
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I resumed developing this mod, currently I have some other, a bit more important projects to work on, but as far as I can I will rework my published and unpublished stuff. Await some new things in the next weeks... I will provide a download link for an old version of launchers pack in the next days. -
SAS looks OK, but it would be better if you make the colours fit with the ARM parts!
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To get the Part Tools Package load up into Unity you just have to copy The PartTools folder from the Zip in the Assets folder in your Unity Project folder. Yes, 0.23 Part Tools are completely ok!
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Hey thats a cool command pod! Maybe you could add a normal map with some details such as some "plates" and something like that?
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A Modding Community Divided.
Kartoffelkuchen replied to TheAlmightyOS's topic in KSP1 Mods Discussions
"As you can see on the post count I am sort of new here. I saw the SpacePort all but twice. Did not own the game back then, just looking and wishing and dreaming.But then I did finally get KSP and immediately started looking for mods so I could build the spaceplane I had in my head. What I found was utter chaos. Squad had changed their modding site to Curse, mod authors resisted this change even going as far as creating their own hosting site, Kerbal Stuff. But for most, the KSP Forum was their showcase and the cloud was their host. No easy way to browse, search or even check for updates. Not being new to this sort of thing (I work with developers, after all) I decided I wanted to help. I found many that thought like I did, trying to make tools and meta-repositories that could bring order to chaos. But there are so many, which was the problem in the first place. Too many options. I had my own idea, a dev tool for modders that would package their mod in a standardized way and send it to all current hosting locations. That went over so well that no one posted to that thread. So did my idea of picking a single host point. The mod authors complained so badly for a "don't care" option that one of the Moderators had to add it to the poll. I have been over this so many times in my head, thinking of a standardized way to get mod from author to user without trying to force the authors to do anything out of their normal process. And then I think back to the "I don't care" attitude and get just a tad pissedAll of the Mod Authors here. You. I am angry at you. YOU ARE GEN 1. You are the masters. You are the originals that all KSP modders will emulate years from now. Your actions now will have a drastic impact on the KSP mod community of the future! And right now you are doing NOTHING* to put this community together. Everyone has got their own way of doing things and they don't care about what others do. BUT YOU SHOULD CARE! When KSP goes 1.00.0 is THIS how you want YOUR modding community to work?! Just a bunch of announcements on a forum pointing to github or dropbox or mediafire or [putyourhosthere]? Right now the Add-on Releases and Projects Showcase has 1100+ threads. Do you think the forum could handle 2000 more and still be the slightest bit useful? How would someone find your mod? How would someone even browse though all that if they are just looking at what you guys have to offer? Especially those of you that do not update often cause there is no need to. Your mod would be all the way back on page 40-something. Is this what you want? No? THEN TALK ABOUT IT!No one wants to tell you guys what to do. You guys do an awesome job making mods. But you all need to come together as the leaders of this community and have a nice long chat about the direction you all want to take moving into the future. You don't have to pick a single hosting site or even package your mods a specific way. Just start a dialog! Now if you excuse me, I need to don my flame retardant suit before the flameware starts.*there are a few exceptions. You know who you are. Thank you'" Ahh...somebody who directly said what I think about! Thanks -
I think that if you take an existing model and you rescale it via the config file the nodes become adapted automatically. About fx: You can't rescale fx I think, you probably have to create a new, smaller one, but I'm not completely sure To find the fx you want you can easily try every engine ingame, and with the engine ewith the fx you want you can easily copy the fx name and Paste it in your cfg.
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Version 1.0 is released --> http://forum.kerbalspaceprogram.com/threads/86218-SpaceX-Falcon1-Pre-Release-16-07-2014-V-1-0
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SpaceX Falcon1 [Pre-Release 16.07.2014 | V.1.0]
Kartoffelkuchen replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Naargh, Curse. Added MediaFire link -
I present you: SpaceX Falcon 1 It was lying on my Laptop already a bit longer, I just had to remodel and retexture some parts again. Anyway, here it is. It comes in a KSP adapted, 64% Version of real life size. That means, that it is even smaller than the 1.25m Parts. You can put just a 0.625m probe or whatever in the Fairing, everything else is to big for it. It is able to lift about 0.5t, a bit less, in a Kerbin Orbit. Features: -Replica of SpaceX` Falcon 1 Planned features: - Real Solar System adapted version - Stockalike version with more stockish textures This work is also licensed: Please report any issues or bugs, thanks! Download from MedieFire