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Everything posted by SpaceLaunchSystem
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Recommendations for Late-Game Tech-Tree Mods
SpaceLaunchSystem replied to thylordroot's topic in KSP1 Mods Discussions
I think your best option would be Interstellar. It has some extremely high tech tree items (like the Alcubierre Drive) -
How to get into modding?
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 Mods Discussions
Well, I want to make parts. -
Hey everyone, I want to know how to get into modding. I know this will sound bad, but I have no experience in coding. I have just started using Blender, but I would prefer using SketchUp and importing it into Blender. I am also confused about texturing/mapping in blender. Anyone think they can help? PM me with a good tutorial.
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KSP and mac dock
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 Technical Support (PC, modded installs)
I'll try a fresh stock install. -
I'm talking about the dock on a mac (as in the thing with the application icons.) Whenever I open KSP (which i've reinstalled; it didn't do this before) The dock hides itself. I don't think my mods are really that important. But, here they are AerojetKerbodyneAnimatedDecouplers Firespitter Klockheed_Martian Klockheed_Martian_Special Modulefixer.dll ModuleManager.2.5.1.dll NASAmission RealChute SDHI SmokeScreen Squad TweakScale Virgin Kalactic my log can be found here.
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When I revert a flight (like the title says) KSP just goes black and I can't do anything but force quit. For reference, here's everything in my GameData folder: 000_ToolbarActiveTextureManagement AerojetKerbodyne AnimatedDecouplers ASET BoulderCo CrossFeedEnabler Firespitter HabitatPack JSI Klockheed_Martian_Special KSPX Lionhead_Aerospace_Inc LV-N Switchable.cfg MechJeb2 MechJeb2 Embedded by Dennis6492 Modulefixer.dll ModuleManager.2.5.1.dll NASAmission NearFuturePropulsion NearFutureSolar NearFutureSpacecraft0_3_0 OPT ProceduralFairings RasterPropMonitor_README.TXT RealChute SDHI SmokeScreen Squad toolbar-settings.dat TweakScale VesselView Virgin Kalactic Here's my player.log: https://www.dropbox.com/s/zgv0mh9ml96yb86/Player.log?dl=0
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[0.25] Stock YF-23 WITH DOWNLOAD!!!
SpaceLaunchSystem replied to i like turtles's topic in KSP1 The Spacecraft Exchange
Going to replace those jets with TURBOJETS! -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
SpaceLaunchSystem replied to K.Yeon's topic in KSP1 Mod Releases
Where's the download? I can only find one for the test parts and prebuilt craft. -
Ok. Thanks!
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So basically i'm wondering about ranks (you know, the little words that display under your username.) Right now, mine is "Spacecraft Engineer" i'm wondering if it is possible to change what it says. It's probably possible, because I've seen users with ranks that probably aren't built in to the forums (i.e. HypeTrain Driver, Spherical Scientist, etc.) I want to know if it is possible to edit mine, and if so, how to do it.
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Official Orion Launch Thread - 12-4-14
SpaceLaunchSystem replied to Tux's topic in Science & Spaceflight
I agree. Neither China nor the ESA have a spacecraft called orion. If they did, it would be highly unlikely that it would ALSO launch dec. 4th. -
yeah. why?
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So i'm trying out Blender to make my first mod. I want to make a Solid Rocket Booster Pack. On the wiki it says that I have to export it as a COLLADA file (.dae). When I export it as a dae and try to open it, Preview says "It may be damaged or use a file format that Preview doesn’t recognize." I know Preview can open COLLADAs because I have done it before. Can anyone help? P.S. I'm on a mac P.P.S Here's the error message:
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Here's the new thread I have a basic idea of modeling. I was looking at this tutorial on the wiki, and it says I have to UV unwrap and texture the model. I will probably sound like a noob, but how do you do that? I am extremely confused. Please Help!Here's the part i am confused about: Step 5 - Unwrapping Your Asset This step varies from program to program. Refer to your program's documentation to make sure. Essentially, this part binds the faces of your model to a specific spot in your texture file. There really isn't much to be said about this; experience is what makes good unwraps. Once you have distributed the faces around the UV plan, make sure to make a render/snapshot of the UV position, saving the resulting image in a PNG file that has a format in powers of two (128x128 or 256x256 is ideal, 512x512 for high-detail meshes. 1024x1024 is beginning to be a bit large.) EDIT: I figured it out! Now I need help with the blender COLLADA (.dae) export.
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Making a mod with SketchUp?
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 Mods Discussions
Ok. I'll try blender. -
I've always wanted to make a mod. The only problem: No experience. I've looked at the wiki tutorials but the 3-d modeler I have is Sketchup. I was wondering if anyone could give me a tutorial on modding with sketchUp.
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You know you overbuilt your rocket when...
SpaceLaunchSystem replied to Deadpangod3's topic in KSP1 Discussion
What engine were you using?! -
The KARPA falcon challenge
SpaceLaunchSystem replied to SpaceLaunchSystem's topic in KSP1 Challenges & Mission ideas
I forgot to mention, but it doesn't have to be colored black like the real thing (that is impossible to accomplish without mods). It can be white like all the parts are.