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707-Engineering

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Everything posted by 707-Engineering

  1. same here, beware mincepie though, he might just reenact the invasion scenes
  2. ok another idea, plushy PARTS with velcro on top and bottom, voila build your faverorite ship replica.
  3. ARR Skunky the purple space pirate ! ! congrats
  4. NEW QUESTION: ASAS and DECOUPLER QUESTION, do you need two models? i get a model in vab and an outside model, the outside model being the normal ksp design.. what gives? Also i discovered the use of the smooth button !! urm edited some guilty bad spelling/phrasing..
  5. My problem is the collider it seems. my answer was to move it above the objet.. here is the result:
  6. thank you now all i need is to figure out how to implimet the dome in game, i cant attach it to anything..
  7. is there a way to clone an object and make it into the collider? each time i clone the object, i don\'t get a second object listed.. also i am building a sort of dome protection.. to work like side decoupler.. is there anything to know in particular?
  8. ooh, thats interesting for my future projects thank you !! and for the error, uv remapping corrected the error, i had tried to set up normals on both sides to no avail.. i might have just unwrapped in my fumbling..
  9. New trys new obstacles.. EDIT never mind, UV mapping error on my part !
  10. Actually, would that also solve the fact i can\'t move the ball torus in the VAB?
  11. Thanks for the quick respond! the actual problem is that the part touched the ground and blew so, i take it i have to see how the origin point works now! thank you for the detailled explanation, it helps .
  12. new problem.. i\'m still in tests, afterwards i\'ll end up making fun things !
  13. Grenouille 707 au rapport Je suis toulousain, et ce jeu est genial !!
  14. i feel stupid.. it now loads, with default mesh, and can\'t be attached but it loads, i can\'t believe i did this 5 times over the last 2 hours doing the same mistake.. thanks a great deal dude !! now to understand attachement nodes ....
  15. Ok, i\'ve looked at the tutorials,(blender) and.. well i cant seem to get it right, first off being the actual blender model, its a ball.. yup a ball i wanted to make into a command pod, it seemed to blend with one being \'sphere\' with a material and uv, and the other node_collider with a material and unwrapped uv. dunno if that\'s what doesn\'t work. Second is the Cfg file.. i basically copied the command pod cfg and changed it so that it went for the ball as mesh, and also i triffled with the node_stacks. It does not even load, tha game loader sticks on the part name and i\'m quite at a loss as to what i did wrong. never modded in my life. New Problem, the 'ball' goes through the ground and explodes now, what gives? and a passing question before i start looking for a tutorial, is it possible to merge and copie a model to make the node collider? thanks for your help and comprehention. New problem: i made an open dome for future use in a space station; problem: the texture mesh only shows the inside of he dome, the outside is invisible.. can you help?
  16. 8) Hubba Hubba.. wait, did you shrink the habitations or enlarge the booster? however kerbal this might seem, where does that booster come from?
  17. we have a runner up !! and yes there could be more ships to follow.. just not that many or quickly enough.. nice job so far !
  18. Thy three kerbonaughts climbed upon the majestic piece of junk vessel for their mission was certain, deploy thy 4 kerbalvision satellites around the mün, land on thy mün, and watch thy television... Slowly the giant rose, losing limb as altitude was obtained, and as thy orbit of celestial kerbin was managed, the kerbals awaited, for 3 days. As thy time came, the transition orbit was made, and reduced to a simple orbit.. 4 satellites where launched. As the ship tipped and trembled upon thy course, the brave kerbonaught smiled, while the others screamed their joy. the landing was soft, re-orbit came soon, charging and barging towards thy devine kerbin, to watch thy favourite progams on time. Alas, on this wonderous machine, no parachute had been put, management had cut costs, but at what cost? and with thy luck and strenght Jeb pulled on his stick, all levers down, the alarms screaming and the red lights blinking, to an almost safe landing. After mission report: 4 satellites on Mün orbit, one Mün landing, one safe return = 230 points.. Bill and Bob\'s mouth operation to repair their mouth muscles: priceless Edit: scratch that 230 .. oups?
  19. ok, the idea is to make a rocket with the most life support modules. Size does matter, we don\'t know how many kerbals there are, but we are 1% sure they are all going to die very soon, this calls for a massive evacuation. Challenge: make a rocket capable of carrying massive amounts of kerbals - all mods allowed - Stock have their own category - Kookie points (Kookie is a term i used before the great K dispute) for those that put the ship out of harms way on the Mün. - Kerbol orbits are not safe, their is a 0.1 % chance the ship will come back to the doomed kerbin.. and crash anyways. only screenies needed. i trust users not to modify properties. Original idea by Caesar15 Current runner ups; - gabyalufix (Holder of the kookie) - trbinsc (With the best kerbalistic design) - RedDwarfIV Current Losses to kerbol: -SteevyT Edit: Back !! and oh.. dead thread.. this isnt organised for a reason !! : kerbals aren\'t that organise, and they would be obviously .. chaotic in the event of a cataclysm..
  20. Ok First Attachment is the Ba 349 Natter, short range solid rocket interceptor ! the parachute is only cosmetic, to get the pilot IN. Second is my all purpose lifter/orbiter/Mün shot/lander/sat-launcher, The Reaper Launcher Third is the extent of the Reaper Launchers capacities; The Münar Observation base A01 .. one of Many to come !
  21. A very warm welcome to you sir! i wasnt actually looking for a space sim when i found this.. i was lurking the X3 forums when someone mentionned the name..
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