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Everything posted by GBLAKEM1999
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Realistic Solar System Crafts - MEGATHREAD
GBLAKEM1999 replied to Captain_Party's topic in KSP1 The Spacecraft Exchange
I like the second and third stage engines where do they come from? -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
Awesome thanks I'll meas around with that when I can -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
Yeah I would say 3-5 seconds sounds right. Also does anyone know if you can make the port less magnetic or make the field smaller? -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
What if we made a static docking port and then a robotic part because the. People would be free to use whatever ports they want. Ps not really sure if that would solve the problem -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
Yeah I wish that we could make it that realistic but I thought that having a docking port part that's thin and the shape be one part and actually model that. Then have the base with all that stuff be a second. Then have the actuators just be an animation and not actually have a mesh. Do you think that system would work because then you just translate the port to and from the base, ksp doesn't have to have them truly touching -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
a link to what? -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
im really just thinking of having one part that can extend and dock and then retract. maybe later allow you to control it on different axis and all that good stuff but first just a simple port. also have the guides work so you can just dock in three positions that would be nice to have but im not truly sure how hard that would be -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
Yes one for translation is there a reason you would need more -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
I was planning on using this http://forum.kerbalspaceprogram.com/threads/81568-Tutorial-How-to-make-robotic-parts-for-the-Infernal-Robotics-plugin -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
well you see im not really knowlegable about modding at first I wanted it super complicated but now im thinking more like a normal docking port that looks like the nasa one and has a buffer that extends, connects and then retracts and seals -
Better realistic docking node system
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mods Discussions
I can do the modelling and feel like I can get the animation to work but the programming for me seems to be the hard part -
Just going to make this really short. I think a throttle lock key would be great. Something that prevents shift, ctrl, z, or x from doing anything with the throttle so that you don't accidently mess something up because I tend to do that a lot.
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Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mod Development
awesome thanks. I'm having issues with the collision mesh right now but as soon as that's worked out I'll message you -
Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mod Development
Ok thanks for telling me that! How much work is it to make a part like you're doing by adding it to a pack because that could also work. The arm on it is just really small and skinny and making it in the ways i know through IR just wont do it justice. -
Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mod Development
Ok thanks I'm trying to figure out all the animation stuff and am going to go from there.Plus update: http://imgur.com/V3KSFDJ new model for the exoliner! I completely screwed it up the first time by one making them all one part, and two I messed up the unpressurized cargo and the support module covering. Still adding detail. Also if anybody wants to help I am more than happy to send you the model file -
Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mod Development
yeah all of these are really nice its just that I need a custom one that is for this and all one part, like romfarer's. I wish we could get what im thinking of out of a pack like those but I don't know it's just not the same... -
Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Mod Development
Thanks for the idea I messaged him about trying to make a special arm for this! Hopefully he can help! -
Lockheed Martin's new CRS-2 attempt (help needed)
GBLAKEM1999 posted a topic in KSP1 Mod Development
Hey everyone! This came out on 13/03/15. It's called Jupiter and Exoliner. Jupiter is a space tug and Exoliner is an ATV-like cargo vessel. One thing that's really cool though is that Jupiter has a robotic arm on it that you can see in the picture so that it can transfer it's cargo, since it can stay in orbit and wait for another Exoliner to rendezvous and basically redo another mission with only one space tug. I'm in the process of modelling it on blender (although I'm making a few minor differences so it will be more playable in the game). Which brings up another topic of that I need someone to help me with this project in the form of texturing and I will probably need help with config files as I am not the greatest at it yet. So if anyone wants to help with that or even if you have tips and tricks that will help us get it out for everyone to use quicker. But the one thing that I cannot do at all without help is getting a functional robotic arm because that is a pretty crucial part of the whole thing, and if I cant get it then we will have to deal with a big, bulky arm made from infernal robotics (not dissing on it because it's a great mod, but I've never been able to make very good arms". I messaged Romfarer about it because I love his in his pack, but I am doubtful that he will be able to help due to how much they are working on I'm sure. So yeah... ill leave some pics of what I have and what I am using as reference below this, and I am open to any suggestions anybody has, and anything people have to say about this. I'm looking forward to this being a group effort because I don't believe I can pull it off by just looking at YouTube videos. Thanks! My model so far: http://imgur.com/gRn7cnF Diagram: http://imgur.com/dKNCYPY General pics I'm using as reference: http://imgur.com/oEL7R3c http://imgur.com/RIyIALn http://imgur.com/5i4tjmu Like I said it's not to scale 100% and by the way I haven't started on the arm because I don't want to get it done and then something prevent me from making it work. Edit: Ok, so I get the model done and go to export it to unity. I get it in and the mesh wont generate. So I think that "oh its pretty complicated and it'll be easier to just make multiple parts anyway so I get the most basic part that can be by itself (the unpressurized module) which is literally three boxes and it says it can't do that... Any ideas? If someone could help that would be awesome. -
Launch umbilicals
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Suggestions & Development Discussion
that's a pretty cool tower! and yes definitely for use as eva cables! -
hey not arguing with anyone but if you hit caps lock then you go into sensitive mode and they wont fire as hard(this also has the same effect on reaction wheels) so it's extremely helpful while on final approach for docking or if you want to play without sas so you don't waste a whole lot of monoprop from over correcting. however I would like to see a thrust limiter on rcs ports just like the have on engines to take out torque from translation.
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Launch umbilicals
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Suggestions & Development Discussion
yeah I actually use the launch clamp mod but im taking about the actual tube like umbilical not a clamp with umbilical. thanks though -
Hey! One thing I like watching during rocket launches is the fuel and electrical umbilical cords shoot off as the rocket flies past the tower. I guess some people don't ever notice this but I think it's something cool to look at upon the second or third replay of the rocket just taking off. I don't know, but I think its pretty amazing to have a rocket off the ground and there's still things attached to it until the very last second.
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Smoke blowout upon launch
GBLAKEM1999 replied to GBLAKEM1999's topic in KSP1 Suggestions & Development Discussion
Wow that's perfect I'll have to check it out! Thanks!