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Everything posted by SnowWhite
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[WIP] KERBINSK (Soviet Architecture for Kerbal Konstructs)
SnowWhite replied to SnowWhite's topic in KSP1 Mod Development
1-335- 12 replies
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[WIP] KERBINSK (Soviet Architecture for Kerbal Konstructs)
SnowWhite replied to SnowWhite's topic in KSP1 Mod Development
I was busy for the whole month, so progress is very small. N-1 Launchpad in my opinion needs to be fully reworked because of bad geometry. 121-60-25 is done, next is N1's pad.- 12 replies
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[WIP] KERBINSK (Soviet Architecture for Kerbal Konstructs)
SnowWhite replied to SnowWhite's topic in KSP1 Mod Development
I'll take a look at this.- 12 replies
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[WIP] KERBINSK (Soviet Architecture for Kerbal Konstructs)
SnowWhite replied to SnowWhite's topic in KSP1 Mod Development
Glad to see you guys! They are all different! WIP: Panel House project 121-60-25- 12 replies
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Soviet Typical Architecture Work in Progress Panel House Project 1-335: Panel House Project 121-60-25: Panel House Project 1605:
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@MajorLeaugeRocketScience I know very well about LOK and Zond, and all these thing are already exist in Tantares. About issue: I'll test Omich-L beta today in 1.0.4. Also, don't multipost, please- use Edit button to add some new things to your message. @JPmAn Thank you for your work, link added to OP. About progress: We are working hard on the Omich-k and another pretty big update.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
SnowWhite replied to BahamutoD's topic in KSP1 Mod Development
Of course this turret has colliders! And Infernal Robotics is not suitable as this anti-aircraft gun, which needs to rotate smooth and quick. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
SnowWhite replied to BahamutoD's topic in KSP1 Mod Development
Hello everyone! Excuse me, if it's not suitable for this thread, but I think this is the only place where there might be people in the know. The problem is that the seats don't move with the turret. Is there way to make them move or not? -
Because Tiangong does not have pipes IRL. The second reason is SM will be look like just as Soyuz engine from tantares. It's alive! Our new Grand Plan is: Omich-K Omich-O Titan II Delta 2 Delta 4 (Possibly) Saturn I and other stuff Regarding to our new texturer, texture for Omich-K is ready! What do you think about this? Antenna added to Omich-K SM.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
SnowWhite replied to BahamutoD's topic in KSP1 Mod Development
Ok, I just thought that the problem is in BD-Armory magic. Next time I'll go to the modelling sub forum, sorry:( -
Very nice concepts give me a thoughts about manned spacecraft from "Omich" series. Thank you for this! Khm... Yes, I had not thought about this. I'll add special hatches for equipage thansfer. Much thanks for bugreport. Next update will be a little bit uncommon. But at first, tell me, what would be better: to have super-duper realistic textures or BD-armory alike textures for turrets?
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
SnowWhite replied to BahamutoD's topic in KSP1 Mod Development
Hello everyone! I have no idea where to ask about this, so let me leave it here: part with fire animation does not appear to the game (But debug panel tells me the animated turret is loaded). The turret appears in the game only when I remove animation component. Could someone help me with this? -
ASET Props Pack. v1.5 (for the modders who create IVA)
SnowWhite replied to alexustas's topic in KSP1 Mod Development
That's awesome! Thank you very much for this! -
You may make them if you want. Also, thanks for feedback, I'll add the adaptor in the next update. That's not too late, but this plugin is dead. I'll try myself with this mod. Ok, I'll try to add this in the next version. (With some things for Niemand's RtK:kiss:) It is conceived from the first, just like on the real space station where only few modules have hatch. Then use orbital ships with hatches to get outside. Some news: I am terrible designer. I tried to make the original spaceship, but get a bad clone of "Soyuz". So tell me, what kind of orbiter design you want to see? The main requirements: two-seated and 1.25 docking node.
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Good news, everyone! I guess, I've found a ÑÂandidature for texturer. It gives me a hope to have good textures. SXT is already have good one. New textures will be as much stokalike as I could make. Promise! I have exactly the same situation! I've added your mod to OP. Redstone... Yeah, that was our masterpiece, in that time I and he successfully understood how to make good UV-maps/textures. We could have so much else to do if gods gave us a little bit more time. I hope new texturer is able to make textures for Titan, but it's too early to talk about this. Also, SpcAnn in his last message said that there is chances to return, but he don't know when.
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"Voilà" Thank you for feedback! As for me, I don't want to change anything. But in Omich Beta-2 I'll make .png texture files so you would be able to vary textures just as you want. Ok? Hah! Nice to see someone who haven't forgotten my mod. I am really-really bad in photoshop so I decided to make some practice and only then try to make cool things (Such as Titan, Verniers for Atlas, Delta-II and etc.). I'm glad to hear this. Loss of free time because of work problems, I guess.
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Say "Welcome back!" to OMSK! Because of lack of the texturer I've decided to make textures by myself. And here is my first experience as the texturer and designer. I present you Omich-L (Laboratory). It's a part of "Omich" space complex which will include also 3-crewed vechicle and supply vechicle. Omich-L beta Feel free to speak your mind, bugreports and suggestions are welcome. Low-graphic screens.
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Why? Alexustas has already made a guide about activating animations by buttons. In Russian: http://kerbal space.ru///forum/mody/topic-394-page-99.html#post75741 Free Translation. At first we need to make a "Chief switch" which can do lot's of useful things. PROP { name = InternalLightSwitch - Prop name MODULE { name = JSIActionGroupSwitch - this thing makes a button from prop animationName = SwitchLightAnim - pressing animation switchTransform = SwitchPUSHcollider - collider to which we must press actionName = intlight - special Action which manage the light in IVA internalLightName = FloodLight - light source needsElectricCharge = true - ê-hardcore, the light turn off when the electricity ends } } So we made a "Chief switch" Also, it would be useful to know all Action Names: actionName: - gear - brakes - lights - rcs - sas - abort - stage - custom01..custom10 - intlight - dummy - means that the button just play animationwithout consequences - plugin. Now we know how to make buttons and ready to go deeper. As you remembered, we have "Chief switch", but we need this button to activate intlight action group, not only turn on and off itself. There are a spicial mechanism called in RPM. It's a variable-event which is created by user. So, when we add this line to the config of our switch: , we create the variable with the name "TurnInternalLights" which stores the state of the switch and all the props in IVA "see" it. And when we click the switch this state becomes "true". Ok, right now we should tell our lamps to watch for "Chief switch" by using variable "TurnInternalLights". For this we just open lamp config and copipaste to this our old-good line: "TurnInternalLights". Also important that we don't need to have "SwitchTransform=..." in config no more. Just because. Lamp config: PROP { name = InternalLightBox01 MODULE { name = JSIActionGroupSwitch animationName = IntLightBoxAnim perPodPersistenceName = TurnInternalLights actionName = dummy } } For all this we need a RPM plugin. It's also available in stock KSP but only for standard things such a RCS, Staging and Action Groups.
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