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mumo

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    Bottle Rocketeer
  1. KSP2 ver. 0.1.1.0.21572 OS Windows 11 Cpu I5 12600K 32gb ram GPU AMD 6650 XT 8gb ram expected: landing gear deployed and working till broken by an hard collision or big failure observed: landing gear, all deployable models, is assembled correctly in building but in some condition (i don't understand what) it can be spawned in reverse position also after moving on the lane. Than, the reverse leg looks like a part that have lose it's rig on the model for some reason during normal operation. Steps: mount landing gear normally on the plane model, take off, retract landing gear, wait, and redeploy landing gear, one or more can be reversed. comment: Is like a little desync that cause instability and a little bump effect on the landing gear springs i think but this broke the leg of the landing gear and it came out in reverse position after redeploy or immediately on the road during the take of of my plane model. i say that cause sometimes i've received the "collision warning" in really safe condition (level flight at 110 m/s without sas operational and without input on the moving surfaces. Mods:Joint reinforcement and custom flag mods on warp mod loader( but i've try without and the problem persist) Great Work on a lot of other things! Go on for the best Kerbal ever! reversed landing gear https://imgur.com/a4ITzg7
  2. yes, but i think is an easy thing to fix, wayting for a patch.
  3. KSP2 ver. 0.1.0.0.20892 OS Windows 11 Cpu I5 12600K 32gb ram GPU AMD 6650 XT 8gb ram expected: Ladder rendered observed: Ladder not rendered changing camera angle, close range situation Steps: look at the ladder model on your ship, closed views cause render of the ladder disapperars. comment: seems like sort of camera culling, cause on different angle i see one or two ladder rendered (4 on my ship/pod), the ladder ar on extended position, see last pic. Mods:Joint reinforcement and custom flag mods on warp mod loader https://imgur.com/MIJtGUt https://imgur.com/FWn58Za https://imgur.com/1uhA0l3 https://imgur.com/y9MXGF5 https://imgur.com/uv0IW58 Last pic->ladder is "extended" and still here, but not rendered
  4. KSP2 ver. 0.1.0.0.20892 OS Windows 11 Cpu I5 12600K 32gb ram GPU AMD 6650 XT 8gb ram expected: GUI switch off on f12 key press observed: GUI stay on screen in vab building also if i press f12 key steps: press f12 on take off or standby on lane or platform to open the AeroGUI and turn back to VAB without press again f12 to switch GUI off. mods:Joint reinforcement and custom flag mods on warp mod loader https://imgur.com/WvXNpdO
  5. KSP2 ver. 0.1.0.0.20892 OS Windows 11 Cpu I5 12600K 32gb ram GPU AMD 6650 XT 8gb ram expected: no sun light through the mountains models observed: a complete full sun and sunflares through mountains models Steps: just put a ccmmand ship on a landing lane and point in game clock to UT 1:12:00 to UT 1:14:00 no fix Joint reinforcement and custom flag mods on warp mod loader https://imgur.com/2StRDku
  6. Concept of the main vector to lift this "monster-modules" started,all in C.A.K.E. style:cool: Updated the main album in the first page with the new images. The vector will be a 4m at fuel tank level and engine, with an appropriate propulsion to reach not less than Kerbin low orbit (about 100Km). The top is a 5m bay with integrated decouplers and space for 2 "C.A.K.E. modules", a "nose cone" created to match a mk2 pod (till i do a new one) with all the necessary tech and fuel. Bye.
  7. The actual design it's at concept level, after the first sketch,now, i'm on a rework of the single model,the actual models are only the "base model",without animation or details. Just yesterday i've understand how to create the model in Unity. I've also understand how to unwrap the uv map with blender, but i 've some trouble when i put the texture on Unity. May be my first release come out without texture,till i understand how to do or till one angel create the texture for me... Seriously, i think i ha to create a dedicate launcher bay or vector for this stations modules,i don't know what will be the final diameter...sure very big... Seriously, the mod will be relased,but:cool: there are the holidays in the middle......bye!!!
  8. Ty Sir, you are an "historical player" of KSP. You see things that humans cannot image... I hope to be at the height.
  9. Man you are deep inside kerbal,i'm just a good models creator, help me please! Can we have a joint venture? For me you can keep the direction of the project...may be the "C.A.K.E." an "Umbra Space Industries" affiliate? I love your mods. Great work. About my project, i'm working (brainstorm phase only) on the "kind of launcher problem"...what must be the right aspect...and somethings like this. I think the solution is rework the actual model to have a "Transformers-look" function, like telescopic movement of the sides (walls and floors). The "inflatable" way is more simple but used. Try to be original. Today i don't know the "Unity Engine" limits. Another alternative is just a big(very big) cargo bay to tranfer all the parts in the right orbit,on the nose of a powerfull rocket......i like this solution,today i try to create the engine(in C.A.K.E. style)! Bye
  10. I have a special interest about the missions of space tourism, would be perfect for my mod. Keep in touch please.Good work!
  11. Waiting the reference model,this is today's update of the C.A.K.E. MSM: Waiting for comments and suggestions.
  12. An angel can provide me a model of a 2.5 m tank to use as a reference?
  13. Communications out: All the models are alpha-oriented...first rework after all the modules are completed. For example different top and down for all the modules or specific upgrade like animated robotic hands or the solar panels of the Power Plant module.
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