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ultrasquid

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Everything posted by ultrasquid

  1. Looks like you\'re planting a flower garden up there. I wonder how big of a habitation module we can stuff in a Cuttlefish and land it successfully.
  2. We probably should divert this side discussion to another thread, though, and let NovaSilisko continue producing his awesome parts.
  3. First you need the KSP SDK for Mac HASH Animation Master, Maya, Lightwave, Cinema 4D, and Carrara are among many 3D modeling programs available for Mac OS X at a wide range of price points. Blender is a free, open-source 3D modeling application that is very full-featured, but the interface is very un Mac or even Windows-like. You will need something that has a Collada (*.DAE) model format export function. Pixelmator is a good low-cost alternative to Photoshop for the Mac, if you don\'t need CMYK editing mode. You can download it from the App Store for $30. If you need a free image editor, you can get GIMP to work on a Mac, but it too is a bit awkward. You will also need a text editor. The TextEdit.app that comes with Mac OS X is perfectly adequate, but you may want something else if you intend to do a lot of coding.
  4. Perhaps a revision of the flying saucer and signal flare parts? I know you said he lights based on plugins are better, and for lights they are, but the flares serve a very different purpose. There are an awful lot of orphanware parts in the depths of the forum, like the orange sphere fuel tank and the BFE, among others. It would be nice for those to have a continued life and be brought into balance given their volume and weight.
  5. A couple things I notice about your map: 1. all bodies of water are at 0 elevation. Even in alpine valleys with no outlet, there is no standing water at higher elevations. 2. The scanning beam does not record any ocean floor detail. #1 Is a design problem for the Squad development team to deal with should they chose to modify the map of Kerbin for final release, but I wonder if #2 could be handled with an adjustment to this plugin.
  6. It works, just hold W and you\'ll walk forever (I\'ll post a video over the weekend) Suggestions: -Ability to set rotation speeds -Parts that stay loose and are affected by gravity (if you attach a beam to a rotation node, it should naturally turn until it falls due to torque) I\'ve got to wonder how deadshot462 did that. I built a walker with a similar crank-leg configuration and the rotor servos go out of sync almost immediately.
  7. It may be that your copy of MuMechLib.dll needs to be updated.
  8. Have you considered using a 6 section fairing? that might allow sufficient ramp width and hinge bulk that the 8 section configuration is not
  9. Seeing as you\'ve mastered the inflatable structure animation, what do you think of including a passive communication reflector in the next Probodobodyne volume?: http://en.wikipedia.org/wiki/Balloon_satellite
  10. There\'s one here in BACE v2 and a variety of such nodes in the KOSMOS pack
  11. If somebody comes up with a 'stratolite' type LTAV platform, that might work for this kind of application. Otherwise We\'ll have to figure out how to increase the functional range of the scanning beam. While we\'re at it, the possibility of increasing the width of the scanning beam should be investigated.
  12. http://kerbalspaceprogram.com/forum/index.php?topic=10128.msg151045#msg151045
  13. Though it doesn\'t work like you want, somewhere around here is a 'Funbags' module that looks like the inflatable you suggest. It actually functions as a weak parachute, intended to augment/stabilize landing thrusters. I\'ll put up a link once I find its thread. It\'s part of Technical Ben\'s Retro Command Pod landing Rockets.
  14. It could use the specularity cranked up a notch or two, to give that glossy sheen to the fresh lava flows
  15. I think it\'s more that it is optimized to operate at an altitude of 4000m or lower, which is inherently unsafe orbit height in atmosphere. You might try attaching one to a plane and fly a level spiral or switchback search pattern and see what happens.If this app were rewritten in Java, we Mac users could run it without much issue.
  16. Attempting to make an Io-like texture for it. Try layering in a scan of a cheese pizza into your texture map. The mixture of white, yellow, red, and brown looks surprisingly similar to the surface of Io.Something a little bit like this:
  17. The zip file won\'t open for me either, and I\'m on a Mac.
  18. Sorry to see the cargo pod is absent in the new version. I really liked that one. I hope it feels better soon.
  19. I think it\'s meant to combine features of Mars and Europa, for which this is just about the right amount of ice.
  20. I like this docking claw idea and would like to see it developed further along something like sgtblazer\'s concept
  21. Still needs some more tweaking in color, and I might make the ice caps larger. It needs some bright colorful patches, from volcanic flows rich in cadmium and sulfur and copper and cobalt. Just my opinion, mind you.
  22. The Kerbol system you made for Celestia works quite nicely once I figured out how to install it (something that is NOT very intuitive). Once you finish up the Space Engine version, I look forward to your update to that one too.
  23. You just need any text editor to work on a part.cfg file (being sure to save it in plain text format, but with the .cfg extension), but having the SDK will probably help you a lot.
  24. That\'s been happening to me too. I wondered what was going on. I was using the included Odin-Ares-I craft file rocket with a .5m MechJeb ASAS stuck on top
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