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Everything posted by liquidhype
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(WIP) The Martian Rockets
liquidhype replied to MajorLeaugeRocketScience's topic in KSP1 Mod Development
ctn is already doing amazing work on the rover --> Link -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
Titan II-III will certainly be added if I do Titan IV. I just like Titan IV the most out of the Titans, which is why I want to do that one first. As for Atlas D and III, I believe Raidernick is busy with making all the early rockets, so he might do Atlas D (who knows). Atlas III I think would fall under rockets that Kartoffelkuchen would probably do down the line. I don't want to do Atlas II and III if Kartoffelkuchen wants to add them to his pack at some point. It's already a bit "backwards" of me having the Delta III in my pack, as Kartoffelkuchen will definitely add it to his pack at some point. I did not know he was planning on making it when I made mine, so I will most likely remove my D3 once his is released. - - - Updated - - - Doing the Europa program would be fairly quick work as the rockets are not too complicated. I'll probbly add them at some point, just to have them in the pack. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
After Soyuz is released I'll be open to new ideas again. I was thinking of doing Ariane 1-4 just to have them in the pack. I also really want to do Titan IV. But other than that, if you or anyone else has ideas for what would be cool to have in this mod, send any ideas (preferably with reference material) to me by PM -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
If I ever run out of ideas I'm counting on you to do some more "sparking" -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
I'll post a few pictures of it on the 1st page once I have all the parts in the game (like with Ariane 5). There is no point in spamming untextured pictures of it here, as it looks exactly like any other soyuz except for the fairing and some minor differences. - - - Updated - - - Oh ok, so people have already started doing RO for some of the launchers. Nice, makes my life a bit easier. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
Good to hear, and thank you for showing interest in the mod -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
Soyuz is progressing quite nicely. I'm doing minor work on Soyuz whilst I finish up Ariane 5. Once ATV and its solar panels are textured, as well as the HM-7B engine textures, I'll move on to doing some last minute config work (64% stock configs, Real Plume, ETC). Dragon01 offered to help speed up the process by taking on some of the config work, which was very much appreciated. - - - Updated - - - I'll start working on Realism Overhaul once the next update is live. I just want to have most of the launchers ready and released before I start working on RO. As the mod stands now, all launchers have sufficient deltaV and TWR to get into LEO and GTO in RSS. The end goal for this mod is, and always have been Realism Overhaul. -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
They are not exatcly 64% in the current update, but they have enough deltaV and TWR to get reasonable payloads into LKO and GTO. The next update will have stock configs that are exactly 64% compared to real life, which should make it alot easier to choose the correct lifter for whatever the payload is and its destination. -
(WIP) The Martian Rockets
liquidhype replied to MajorLeaugeRocketScience's topic in KSP1 Mod Development
The file size says it's 0kb, so I'm guessing there is nothing in the ZIP file. -
Yea I know, just glanced through his cfg and didn't really pay attention
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Did you name your part "model" in Unity? Having the line "mesh = model.mu" won't load your part if you named it something else. Also, ModuleReactionWheel is missing a closing bracket (it's been pushed down underneath "ElectricCharge"). If this doesn't work, try running it through Unity one more time. Sometimes Unity can act stupid
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
I could take the time to take a few screenshots, upload them to imgur and post them here, but if you've seen a Soyuz before it pretty much looks exactly the same, except for the fairing. But as soon as I get a few part into the game I will of course upload a few photos to the thread -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
Already in the works -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
Yes that is very much what I intend to do. I stated in a post a page or two back that I am currently focusing on just getting all the launchers modeled and released, and then I will quickly move on to making the mod work with RO, ETC, Real Plume and all other RO dependencies. -
All you need to know in order to get started is seriously right --> here Other than that, try to get familiar with Unity and Blender/3RD/Maya/etc, because you will be using these programs if you are wanting to do parts mods. Hope this helps you get started
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Geez, you work so incredibly fast You see something interesting, and 5 minutes later you've pretty much got it in the game.
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LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
I am testing them every single day in all sorts of different scenarios, and have not lost one yet, so fingers crossed -
LiquidHype's Real Scale Launch Vehicles (RETIRED)
liquidhype replied to liquidhype's topic in KSP1 Mod Development
I've never had any issues launching either of the Ariane 6 versions with FAR, without FAR or in RSS. They always seem to fly fine. I did however give every single launcher better avionics for the next update. I've tested them all out, and so far you can pretty much just pitch over 5 degrees at 40m/s and press the "hold prograde" button and they will fly themselves into orbit. -
There is only a need for people who have experience with modeling, texturing, Unity, part/game balance, FAR integration and those kinds of things. If you know how to do any of those things, I'm sure there are plenty of things you can help out with.
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This is taken directly from the first page of the OP: "anyone can help with this mod. there will not be any 'managers' or 'teams' officially, but a community to make this as good as it can be!"
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How do I use PREFAB_PARTICLE to set the smoke plume?
liquidhype replied to Tweeker's topic in KSP1 Mod Development
Is this the config for a model that you made yourself, or one of the models from squad? In any case, the model need to have an empty gameobject called "smokePoint" attached to it if you want the smoke to emit from a point other than the thrustTransform. If not, change "transformName = smokePoint" to "transformName = thrustTransform".