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Vashts

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Everything posted by Vashts

  1. My first successful mission to somewhere and back
  2. i lol every time i see one of these. its certainly a great solution to a problem.
  3. [noparse] [/noparse] is what you need. copy that into your post. also new MK2 space plane im working on.
  4. you still have combine all the parts in blender to one single body right? or does the plugin do that? or do you just import the ship, translate it, then send it to shapeways and pray?
  5. Light SSTO craft. perfect balance for training Hypersonic flight. no mods used, not FAR optimized. the rar includes 6 planes, the X-1A (not orbit capable) Falcon XSP, Falcon T, Falcon C, Falcon M, Falcon XME get the .craft files here
  6. Falcon Class Trainer Space planes. craft files
  7. were still expecting scramjets right? that will take ssto space planes to a new level.
  8. quick subtraction boolean to show the ports. this isnt blender, but the concept is the same. you would need to play with the geo a bit to make it cleaner, but there you go.
  9. they are not beefy enough. it would look like the landing gear for a smaller plane jury rigged on.
  10. this is brilliant. voted most clever use of telescopic antenna
  11. i like that we are getting more landing gear, selection is good, but im not really feeling the heavy main gear. go look at a C5 or an Antov 255, or even a 747. they have massive sets of main gear. we need heavy looking main gear for the MK3 set.
  12. i am sorry, but this is probably the worst program to use to make game models, as well as most other parametric solid modelers. your best bet is to use something capable of polygon/mesh. curves dont translate well to low poly game models, and would need cleanup afterwards. if you really intend to use NX for this, your best bet would be to learn a program like blender in tandem and use it as a go between, or just go with blender or equivalent. good luck regardless.
  13. semi light aircraft. dont pull back on the stick, let it lift itself off the runway. .craft download
  14. http://www.embedded.com/electronics-blogs/programmer-s-toolbox/4008319/1/Calculating-trajectories-for-Apollo-program an interesting and relevant read. if .90 has taught me anything its how to eyeball it. before you had upgrades you could just look at the map and let the dynamic system tell you everything. i can now achieve LKO without even opening the map.
  15. get out of the pilots seat. you're engineer, not a pilot. (please let me re-order my kerbals.)
  16. were you restricting the thrust on the engines? i had the same issue one one rocket and that looked to be the cause. also Tier 2 pad
  17. Hello Claw, https://drive.google.com/file/d/0B0xcPZ8Oms_sblVobXl2VlgzUzA/view?usp=sharing this is a copy of the save folder, the bug only occurs in that one craft. here you can find all the sub-assembly's i was using. i was in the process of reworking the large wing sub-assembly when the craft file became unresponsive. i had had a few other glitches where i would grab a part by mistake, drop it then hit undo, that caused a similar situation, however closing the game and reopening would fix it. at the time, i was making liberal use of the support cables (between wing panels) and using the new gizmos quite a bit. removing panels and adding them quite a bit too. thanks for the help.
  18. the game itself seems to work just fine until i load this craft i was working on. i think i corrupted the sub assy panel somehow. its not frozen, however i cannot actually select anything. https://drive.google.com/file/d/0B0xcPZ8Oms_sZmdoZlo2MEl4R1U/view?usp=sharing
  19. just wanted to say thanks. this thread helped get me on the right track.
  20. no, i figured it out i think. just deleted the old one and added a new one. i must have had it oriented wrong. thanks
  21. so ive tried resetting the decoupler a few different ways, but it will not fully decouple. its stuck on that engine and i don't know why cause ive not had this problem before.
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