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Scarsz

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Everything posted by Scarsz

  1. I've been working on getting FusTek parts in RO. Got all the parts sized and massed correctly (based on the closest reallife ISS modules). Just need to fix one part and get descriptions finished.
  2. Thanks very much, works great! Any idea on how to play a sound?
  3. Sorry for the noob questions, I'm still learning c#. How would I make the for loop wait 1 second before looping again? And how can I get it to play my sound file just before the loop? 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  4. I did see a thread in the plugin dev forum where a few people tried it out. The furthest it got was replacing thr helmet with a sphere. It seems possible but complicated. I'm currently working on my first plugin, but when thats done I may take up where the thread left off... I expect replacing the model would be simple(ish) but that rigs and animations will prove very hard.
  5. Yeah you need to add a mesh collider to your visual mesh and sellect your collider
  6. Just upload the .blend to a websitr like Dropbox or mediafire and pm me the the link.
  7. If your still not happy with the texture I could make you one tomorrow.
  8. Great looking part! A good atart is to have a UV map with gaps between the islands(if your lazy like me use the smart unwrap and set the gap to 0.03). Then bake an Ambient Occlusion map, here is a tutorial: http://vimeo.com/70983975. This should give you a good base to start on. What you do next depends if your going for stock or realistic texturing. Hope this helps
  9. The problem your having is with you thrustTransform. If you don't have one: 1)make an empty in unity and change its name to thrustTransform 2)make it a child of the engine model 3)rotate it so the blue arrow is facing down 4)move its inside you engine bell hope this helps
  10. Sorry, I got side tracked. Antares and Cygnus are complete! I remodled the AJ26-62. Dragon01 is creating RO configs for this mod so I decided I will at least complete prometheus and Pegaus. I got an exam gap so I should be able to complete all the modeling in a few weeks. But I really don't think I have time for Minotaur.
  11. Thanks for your help but... The scale is 1. I exported it from blender with 100 times scale due to the way .fbx works but I've dont that with all my parts. Other parts, stock and my own are working. I'm a bit confused. Edit: I fixed the first problem, the parts show up fine now, I think it was to do with the names of the meshes. However when I click deploy nothing happens
  12. Looking good! I started modeling the CECE. I love the nozzle, but It does mean the high poly is very high poly! If anyone has any plan views or technical drawings of this engine it would be much appreciated. You don't have to use it if you don't want.
  13. I modeled the Cygnus solar panels a while ago and decided to get them in game. Here is the models hierarchy The part ingame (middle white solar panel,the texture is very bright, not an issue with the game). However when clicked on the part doesn't appear in the editor. PART { // --- general parameters --- name = Cygnus Solar2 module = Part author = NovaSilisko // --- asset parameters --- mesh = model.mu rescaleFactor = 1.2 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_attach = 0.0, 0.0, 0.0, 1.0, 0.0, 0.0 // --- editor parameters --- TechRequired = advElectrics entryCost = 4100 cost = 380 category = Utility subcategory = 0 title = Cygnus Solar 3 Panel manufacturer = Titan Sciences description = The OX-4 is similar in design to the SP series solar panels, but without the heavy casing. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 0,1,0,0,1 // --- standard part parameters --- mass = 0.0175 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 8 maxTemp = 3200 MODULE { name = ModuleDeployableSolarPanel pivotName = pivot animationName = deploy sunTracking = false resourceName = ElectricCharge raycastTransformName = sunCatcher chargeRate = 2 powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } } } The CFG is from the stock game so I am assuming I've gone wrong with the hierarchy or setting up the animations. Any help is greatly appreciated
  14. AlmightyR, if you wqnt/need any help modeling or texturing I am happy to help. That is quite a long list and to make all of them on your own is quite a lot as engines are some of the most complicated models for ksp.
  15. I found data for the cygnus Pm and and Sm masses when I was making my own RO configs. I can dig it up for you tomorrow. I didnt find any info on RCS though, but its a safe assumption to say that the rcs is hydrazine and the IHI-BT is a hypergolic bipropellant.
  16. I did start my own RO configs but they weren't MM files, if you want me to send you them just ask. Sorry for the spaces . This mod has been on the backburner for a while, I was missing playing ksp for fun rather than moving attachment nodes. But I will be back soon and ill finish all I can.
  17. I'm more than happy to do some testing for you. I can also set up some Realism Overhaul MMs so when FAR and DRE are ready. Is Joint Reinforcement still necessary for a stable craft?
  18. Effects are nice! One thing I found is this, the effect on this engine is very small.
  19. Thanks! I missed that glitch with the Castor30XL, must have messed up the thrustTransform. I've only tested it on .24.2 but I expect it will work fine in .25. I also buffed the thrust from 1.6 to 16kn. If that proves too powerful I may bring it back to something like 8. I've added these changes to the download.
  20. I have updated some models and added RCS thrusters. Any feedback is appreciated.
  21. YES! I would 100% support this mod. There are no mods that do this to my knowlage. What you are proposing seems relitivly simple, but it all depends on your experience. "experience developper" I am assuming you mean that you have used C# before or have coded for a game before. If that is what you mean that this shouldn't be really that complicated. If i could add my 2 cents I would quite like a fps style control system. mouse controls yaw and pitch with Q and E controling roll and WASD and Shift/ctrl controling translation.
  22. The mod has now been released and has a Addon-Release Thread (the download has not been updated on this thread). I fixed the fairings and decouplers which had glitches due to strange collision meshes. I am also remodelling the Cygnus PM parts. Any feedback is welcomed!
  23. Black Arrow I made this a while ago but gave up on it. It needs some more detail, the upper stage engines and better textures. Hope someone can use this. http://www./download/40t3w5uubh2uns9/BlackArrow.rar
  24. Titan Sciences This mod adds existing or planned craft from Orbital Sciences Corp. Right now in V1 there are only Antares and Cygnus but Prometheus, Pegasus and other craft are in development. The mod currently adds 15 parts. While this mod has no dependencys, Lionheads circular solar pannels are recommend for the enhanced Cygnus. http://forum.kerbalspaceprogram.com/...s-Pack-updated If you find any balancing problems or glitchs please post here so I can get them fixed as soon as possible. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. I V1-Release: adds Antares launcher and Cygnus normal, enhanced and crew V1.1 : Updated Models for cygnus and adds RCS thrusters V1.2 : Fixed Castor 30xl not producing thrust and buffed the Cygnus engine. Pictures Dev Thread Got any ideas for future craft or want to follow the development and test betas? http://forum.kerbalspaceprogram.com/threads/85531-WIP-BETA-DOWNLOAD-Titan-Sciences-An-Orbital-Sciences-Corp-Mod Download: http://www./download/d98rma40umoal63/Titan+Sciences+V1.2.rar Dropbox Mirror: https://www.dropbox.com/s/4vf4w9g7mc7qlat/Titan%20Sciences%20V1.2.rar?dl=0
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