Jump to content

Rjtaml

Members
  • Posts

    88
  • Joined

  • Last visited

Posts posted by Rjtaml

  1. Have you ever wondered if you can use the SLS and or Orion to get to the Mun or beyond? Well, now you CAN! Because with my NEW SLS and Orion, you can achieve your greatest dreams! Climb aboard the luxurious interior of the Orion capsule. Experience the true G-Force of liftoff. Feel- this isn't a ride..

    But, in all seriousness, you really should.

    (In case you don't know, Orion and SLS are two new rocket and capsule designs currently being developed by NASA, and the flight test for Orion has already commenced.)

    Okay.

    This is my FIRST replica of something, so please give me feedback so I can hopefully work on better stuff.

    Javascript is disabled. View full album

    DOWNLOAD

  2. Hi there, I used to play KSP all the time but I have forgotten most of what I learned, and I have only recently got back into it. For some reason, when I download this mod, only the Ranger parts show up in my VAB and hangar. What is the correct and proper way to move the files into my KSP folders so that I may use the Endurance and Landers as well? I use a mac if that changes anything.

    Thanks, I absolutely love using the Ranger and Interstellar was easily one of the best movies I have ever seen. Also, another question, is there a hot-key enabled to toggle the lift engine? It seems a bit hard for me to right click and disengage engines one by one, especially when trying to land somewhere...it leads to very bad things :( RIP kerbals :'(

    To install the mod move the Gamedata folder from the .zip file (or whatever you have) into the KSP folder. To move in the ships, take out the ships file from the .zip and put it in your KSP directory.

    And about the "hotkey", just assign the action groups in the settings to different keys, and put the "toggle engine" in the VAB to one of them.

    If you need further help, please look at these two articles from the wiki: http://wiki.kerbalspaceprogram.com/wiki/Mods http://wiki.kerbalspaceprogram.com/wiki/Action_groups

  3. I believe all KSO textures are 32-bit.

    It also looks like you may be experiencing the same thing Freeman did in this post:

    http://forum.kerbalspaceprogram.com/threads/68429-0-90-Kerbin-Shuttle-Orbiter-System-v4-10?p=1238470#post1238470

    I have been attempting to do that, but there are several problems, first, when I disable the layer mask for the blank texture as it says, it just displays the blank texture, not the Ascension like it's supposed to. Second, the move tool won't even allow me to move the text anymore for some reason. Third, instead of the text layer being black, it went gray.

  4. hoojiwanna was kind enough to make me a 1.875m part .config for the MPR-45 RLA Monopropellent engine. Download is over at the RLA thread.

    I was there... Very dissapointing. My location was just a few miles from the pad. Could see the entire rocket just sitting on the pad, ready to go.

    http://i.imgur.com/vB87g9Il.jpg

    I was at Tampa running from the fair to watch the launch, it sucked that it didn't go off. Oh well, its scheduled for tomorrow at least.

  5. And you saved the new textures as .tga files as well?

    Also, if you have ATM installed you can try going into the texture cache for the KSO and deleting the cached kerbin_orbiter texture... other wise I dont know whats going on...

    It worked! The Liberty finally got in! But, for some reason, there's a strange line in the heatshield.

    l34tN8y.jpg

  6. Remove 'kerbin_orbiter'. The game is seeing that and loading the default texture and then not bothering with the rest. If you want to be able to swap between textures then you can go here:

    http://forum.kerbalspaceprogram.com/threads/68429?p=1261755&viewfull=1#post1261755

    and download the texture switch patches for the orbiters and then add in each of the textures you want.

    Still does NOT work, I did however get an image of it in the VAB.

    DODJxuq.jpg

  7. send me a screenshot of the config file, syntax is very important.

    I can't quite take a screenshot as the cfg is too big, but I copied and pasted it into one big code thing.

    PART
    {
    // Kerbal Space Program - Part Config
    // Generated By KSP_Config Create (Script)

    // --- general parameters ---
    name = KSO_Cabin Liberty
    module = Part
    author = helldiver

    // --- asset parameters ---

    MODEL
    {
    model = KSO/Parts/commandkso
    texture = kerbin orbiter, KSO/Parts/altnames/ksoliberty
    }

    scale = 1
    rescaleFactor = 1

    // --- attach parameters ---
    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

    attachRules = 1,0,1,1,0

    // --- node definitions ---
    // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z, Node Size


    node_stack_top = 0, 1.452106, -0.214849, 0, 1, 0, 1

    node_stack_bottom = 0, -1.457823, 0, 0, -1, 0, 2
    node_stack_avio = 0, 1.306785, 0.22087, 0, 1, 0, 1
    node_stack_gear = 0.0, 0.5445755, 1.108044, 0, 0, 1, 1


    // Tank mount
    node_stack_mount = 0, -1.4578, 1.2412, 0, 0, 1, 1

    // --- editor parameters ---
    TechRequired = heavierRocketry
    entryCost = 9500
    cost = 4500
    category = Pods
    subcategory = 0
    title = KSO Cockpit, Liberty
    manufacturer = VEG Design Group
    description = Built by a consortium of Kerbin's finest contractors, the Kerbin Shuttle Orbiter is a paradigm in spacecraft design. The KSO is unique in that its flight model together with its redundant flight management system solved a lot of the problems inherent in Kerbal shuttle launches. The KSO features a 1.5 meter cargo bay, polykarbonate composite construction, and a state of the art thermal protection system.
    The KSO's cockpit features the latest in glass cockpit multi-function displays, fly-by-wire control system linked to its state of the art flight management computer. The KSO's cabin has both a mission deck and crew deck with all amenities needed for extended orbital missions and accommodations for up to six kerbonauts.

    // --- standard part parameters ---
    mass = 3.25
    dragModelType = default
    maximum_drag = 0.15
    minimum_drag = 0.15
    angularDrag = 2
    crashTolerance = 5
    breakingForce = 45
    breakingTorque = 80
    maxTemp = 2900
    fuelCrossFeed = True
    dragCoeff = 0.1
    deflectionLiftCoeff = 1.85

    // --- Custom parameters ---


    //stagingIcon = COMMAND_POD
    vesselType = Ship

    CrewCapacity = 6

    INTERNAL
    {
    name = internalkso
    }

    MODULE
    {
    name = RasterPropMonitorComputer
    }
    MODULE
    {
    name = ModuleCommand
    minimumCrew = 1
    }




    MODULE
    {
    name = ModuleAnimateGeneric
    animationName = Take001
    startEventGUIName = Extend Ladder
    endEventGUIName = Retract Ladder
    toggleActionName = Toggle Extendable Ladder
    }

    // MODULE
    // {
    // name = FSanimateGeneric
    // animationLayer = 3
    // animationName = cmdlights
    // startEventGUIName = Turn on cabin lights
    // endEventGUIName = Turn on cabin lights
    // toggleActionName = Toggle cabin lights
    // }
    MODULE
    {
    name = ModuleRCS
    thrusterTransformName = RCSthruster
    thrusterPower = 0.5
    resourceName = MonoPropellant
    atmosphereCurve
    {
    key = 0 260
    key = 1 100
    }
    }


    MODULE
    {
    name = ModuleSAS
    }

    MODULE
    {
    name = ModuleReactionWheel

    PitchTorque = 10.545
    YawTorque = 12
    RollTorque = 10.545

    RESOURCE
    {
    name = ElectricCharge
    rate = 1.05
    }
    }

    MODULE
    {
    name = ModuleScienceExperiment
    experimentID = crewReport
    experimentActionName = Crew Report
    resetActionName = Discard Crew Report
    reviewActionName = Review Report
    useStaging = False
    useActionGroups = True
    hideUIwhenUnavailable = True
    rerunnable = True
    xmitDataScalar = 1.0
    }

    MODULE
    {
    name = ModuleScienceContainer
    reviewActionName = Review Stored Data
    storeActionName = Store Experiments
    evaOnlyStorage = True
    storageRange = 2.0
    }

  8. You need a piece of image editing software like Photoship, GIMP or Paint.NET then you need to go to the post just below the OP in this topic and download the alternate names package for either the standard KSO or the Super 25. Included with those packages is a blank shuttle texture that you can name yourself.

    You can follow this post:

    http://forum.kerbalspaceprogram.com/threads/68429-0-90-Kerbin-Shuttle-Orbiter-System-v4-10?p=1191571#post1191571

    for a tutorial on how to do it.

    So I followed the post, but when I saw the KSO Orbiter (I named Liberty), it was just the default Resolute texture. Idk why, it has everything right yet it does that.

    EDIT: Nope, that didn't work. Idk why, i have it set up the way it's supposed to be set up, but it won't change to the Liberty texture. The Liberty Texture is fine, its just the CFG file that's having an issue.

  9. Hey, I don't have any screenshots (as, you know, i'm too lazy to take one) but for some reason the capsules are all bigger then the normal (which they're supposed to be, right?), but the Rockomax Parts stay the same, and almost anything else except for the ARM parts aren't sized up. Anyone else experiencing this issue?

  10. Yes, I agree we do need IVAs, just perhaps they should come late? Get everything in game and balanced first, then pimp up the IVAs.

    The colonisation modules are never seen detaching in the movie so we've compromised and made the boxes/crates that fit into the back of the modules on the ring (visible in some stills from the movie) detachable. Or rather, they will be eventually. For now they'll be science experiments.

    My "idea" is that you should just use the old MK3 Iva for the moment until the Ranger IVA is done, and then add the Lander (still with MK3 IVA), and then finish the Lander's IVA and BOOM! :D Amazing pack!

  11. So has this idea died, because i am not ready to quit. We used to be buzzing with activity and now we are a dull barren wasteland on the forums. Lets go guys, lets get back at it and make this movie a success. Sorry for freaking out but we need some motivation.

    Of course the idea hasn't died, its just people are still working on scripts, as I am. The second scene (that i keep trying to friend Vagani on Steam about) is hopefully what I'll be making, just be patient. :)

  12. Here, to pump up the thread I worked a tad more on the theme of the movie. Since last time (when it was private hehe) I changed almost everything, from the composition to the melodies and chords themselves. It sounds much better and is closer to my picture of Admunsen (because I made it after Admunsen which is the main character, so here it is)

    SoundCloud link! (It's private, please don't share it too much around :) ) https://soundcloud.com/refractordj/admunsens-theme-wip-arctic-project/s-MVO8T

    (Link is temporary, I'll delete it in a few weeks or when I'll have a better version to share, to claim back some space on my SoundCloud account)

    WOW! That's amazing. When this gets done I would be willing to donate :D

×
×
  • Create New...