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liquidhype

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Everything posted by liquidhype

  1. Update: - Delta III launch vehicle added - Minor fixes and adjustments for the other launchers Enjoy
  2. Sweet I've been watching you model these parts for a little while now, and I'm so happy I finally get to take them out for a joy-ride ^^ Well done RoverDude, another great one
  3. To be honest, I'm not sure what is causing the problem. My guess is actually the newest version of FAR. I did alot of testing with it in my install, which always has FAR installed, and the Delta flew just fine before I installed FAR v. 0.15.5. My imediate though was "damn you drag-cubes", but the thing is, it flies perfectly fine in the stock atmo. I think it is the voxel-model aero from the new version of FAR that is screwing things up. I might have to redo the colliders because of how voxel-model aero works. Problem with using the entire fairing as a collider is that it causes all sorts of problems with what's inside of it when decoupling the fairings.
  4. The configs are all done, both for stock and RSS. It is FAR I'm having minor issue with. Will release the Delta III once all bugs are squashed
  5. Minor status update: Delta III is almost ready for release. Having slight issues with it, aerodynamically speaking. I blame drag cubes!
  6. 3.75m is a perfect size for a capsule, as the stock game currently does not have any 3.75 capsules. The point of modding is to make something that the stock game currently does not offer, and I think this capsule hits the nail straight on the head in regards to that
  7. Oh why thank you Triston! And here I was thinking it was a hot air-balloon
  8. I do enjoy the mini-shuttle-look you're going for Mike Be sure to add normal maps to those textures though as they will definitely come out flat if not.
  9. Nice Triston! Maybe you and Major can collaborate on adding mods to that list?
  10. Sure, you can put a recommended mods list together. People can add to it later on. I'm sure people will have all kinds of ideas as to which mods will compliment this mod.
  11. Hopefully the professionalism will last more than 1 day this time I have faith in you people!
  12. Let's try to use this thread for actual serious discussion about the mod. Anything else can be said between people using PMs. Thank you!
  13. Then you would be completely wrong - - - Updated - - - This was my idea from the get go. Triston was interested in this as well so we ended up teaming up. I gave him the go-ahead to open this thread, that is the only reason his name is in the OP. Other than that, this is a joint venture between me, Trison and the other actual modelers.
  14. That is by no means up to you to decide. Once we have the modern day KSC up and running we can talk about adding downloads. Everything else like the SpaceX stuff, White Sands, Baikonour and so on are just bonuses. The mod is named "The Real KSC", not "random unfinished launchsites"
  15. As far as I know, the only 100% complete "complexes" are Chris' ones, some of Mikes shuttle stuff and the Atlas pad from Kartoffekuchen. I'm unsure if Kartoffelkuchen is done texturing the pad or what not. But we don't have nearly enough to release anything. The name of this mod is the real KSC, and so far we don't have a real KSC. Once the entire KSC is done, and we have a couple other launchpads/sites scattered around the place, we can go ahead and add a download for the mod.
  16. We don't cater to individual requests All of Mike's shuttle stuff is placed and done, atleast on my end. There will still not be any download link provided until we have atleast 15 or so launchpads/site up and running.
  17. Why are people talking about SpaceX models when I've already got them pretty much done? I just need to texture them once I get back from work. Focus on your own models
  18. The one major issue with that model is that it has a tri-count of over 130.000 and face-count over 200.000 That is way overkill for KSP. It is the same issue with all the models from NASAs page. But hey, it's a nice reference
  19. You would be correct Having straight up conversations are best had either via PM, Skype or Steam. This thread should be mainly for updates, questions, contributions and so on for the mod itself.
  20. As with these rockets real world counterparts you need to pay attention to how heavy your payloads are. The rockets in this pack have specific payload capacities, so if your payload is 4 tonnes over-weight, the upper stages will most likely struggle with getting them into orbit as the deltaV and TWR will decrease dramatically. Also, if your payloads are within the lifters limit and you are still struggeling with getting them into orbit, try for a much steeper launch profile. Sometimes it can be wise to aim for 45 degree prograde at 30-35km altitude with low-powered upper stages
  21. Unless it is a complete model, or a 100% textured model, there is absolutely no need for pictures. Looking at 6 rectangles slapped together looking somewhat like a launchpad is not impressive and does not need to take up thread space. If anyone wants to make a "progress" album on imgur and post a link to it every so often, thats fine. But don't post pictures of your models when they are untextured and only 5% done. Also, let's keep all posts related to this mod and not about school, hurricanes, bananas or other penguin-related nonsence.
  22. And when they are all done, then we might give people a test release. As I've said a million times before, there will be no release of any kind until we have something to actually show.
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