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rabidninjawombat

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Everything posted by rabidninjawombat

  1. Check out RoverDudes USI Survavblity pack.. it adds airbags just like your talking about. (also adds floats) http://forum.kerbalspaceprogram.com/threads/84359
  2. Completed Parts: (models done, need textures) Probe Core Fuel Supply Battery/Coms Resupply Planned Parts: (still in the works) Engine module - Mono & Liquid fueled Landing legs. After the modeling of the Legs and engine, ill move on to texturing, so i can get out a alpha dev built ASAP Open to any suggestions on additional parts that would fit.
  3. Working on the last couple pieces for modeling, before starting on textures. ProbeCore Module: Still need to smooth out and even out animations, but this gives you an idea. Was having sooo much trouble animated the little petals (the ones not on a direct X or Y axis Till i figured out how to use Local Transform orientation (as opposed to global, noob moment!) Should have two options. One with an integrated docking port (the one here) for resupply missions to space stations and such. And a basic one without docking port, but extra batteries for landers and satellites. Resupply Module: Just a basic Life support module designed to go with the integrated docking port probe core, for use in station resupply missions.
  4. If your unsure of what to use. Look here : http://choosealicense.com/ or https://creativecommons.org/choose/
  5. Download looks good. though in the first post you dont need to post the whole text of license, Just a simple Licensed under CC-BY-SA-NC (or whatever license you select )
  6. LOL im with you on that Gaalidas. total gibberish. But on topic : Thanks! If it works like the OP reads, then im assuming it adjusts power output based on distance from Kerbol. Which is awesome for my current realism playthrough.
  7. Little busy on my own project at the moment =) but check out http://www.blender.org/ Blender is awesome, and best of all Free! (plus there are tons of tutorials avalible online.)
  8. Good start sir! Congrats on your first mod! Keep it up! A few things, one you'll need a license in your OP =) (as well as including regolith's license as well) Using the solar collector is an interesting idea, An Idea: since your already using regolith for the conversion module, you could setup the resource using regolith as well, giving it a bit more challenging to harvest instead of being avalible everywhere there is sunlight. some info on the regolith API is here if you need a resource: https://dl.dropboxusercontent.com/u/19908938/CopyofRegolithAPI.pdf
  9. Move and replace is fine. Its on the same version of Regolith/CRP that Karbonite is on, so thats the only thing you are overwriting. In all reality you dont need the REgolith /CRP folder if you are already using Karbonite (Just the WombatConversions Folder) But its distributed with the mod for those who arnt using Karbonite, and just wanna use EPL.
  10. Yup thats how it works.. on that note,does anyone have a complete list of supported resources? (and their numbers =) )
  11. Awesome stuff... I <3 the minmus theme. Had it on a loop for a couple hours on my last KSP session
  12. Ill be finished (on my current career mode game) once i have a self sustaining colony on every body in the Kerbol system (using MKS/TAC LS) Minus Jool of course. So far ive only got a large facility on the Mun, a mining colony / orbiting shipyards at Minmus and a small starting one at Duna.
  13. Nice work! good for added realism. Though 93kg seems a bit heavy for a kerbal
  14. An oldy but a goody! i like that one. (though it needs to be updated since we have a budget now
  15. Nice idea so far! new and different structural parts are always nice.
  16. Ive modeled them in blender as size 1 (or 1.25m size in KSP) though throwing in a tweakscale config wont be hard to make them an size. vertically they should be half size (or .75m) I know based on their realworld size 1.25m is a bit big, but hey.. artistic license
  17. Finished (i think) modeling the Battery/Coms part of the system. Still learning blender (just picked it up a week ago, and haven't had much time to fool around with it this week. Animated gif of the antenna deployment. Animations a little jumpy, not the smooth deployment i wanted. Would adding more keyframes help this? (im assuming) Updated Model (EDIT: just noticed a couple things are out of alignment, will fix those ) Working on the Probe core section now, and the propulsion system. Follow by texturing (im dreading that lol )
  18. Thats why i keep it up to date Cause i know some folks perfer the old way. Nope, no changes on the MKS resource chain. And i double checked it with the latest version of Karbonite/Regolith and its all good.
  19. Just downloaded the latest MKS yesterday, but haven't had a chance to test it yet, there shouldn't be any issues though, as the regolith Converter modules havent changed any. If you run across any free to post in my thread. (though remember if your using MKS, you dont necessarily need the regolith patch, as MKS has its own method/resource chain for rocket parts)
  20. EDIT: oops noticed the reduced texture download..... stupid me Also before a Mod comes in and tells ya, you'll need to put a license for the download in the OP
  21. Im with Olympic! I love this that little thing. nice job Enceos! Im gonna blatently copy it for my savegame (or at least make something similar, Thanks for the inspiration!)
  22. Ya, if you have blizzys toolbar an icon for the EL build aid in the VAB will show up. and you can click it to minimize it.
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