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Everything posted by Capt'n Skunky
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Solid Booster Retex doesn't stay on
Capt'n Skunky replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
That's what I've been doing all along. I figured the folder name, the name attribute and the texture file name all had to be unique. Is that not what I have in my parts? I've even given the DAE a unique name and changed it in config file. Still no workie! Even with a new ship from scratch. Skunky -
Solid Booster Retex doesn't stay on
Capt'n Skunky replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
I think the Wiki on the Config file should note which values need to be unique. Also, I am almost positive I changed all the names! Can you point to exactly where I fooked up? Skunky Edit: AH! I need to give the DAE a new name as well, correct? -
Solid Booster Retex doesn't stay on
Capt'n Skunky replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
Well, that's interesting. I will play with the .DAE file now that I know it's just XML and not some freaky proprietary binary. Cheers! Skunky -
Solid Booster Retex doesn't stay on
Capt'n Skunky replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
So changing the name of the file and the reference in the config file isn't the only thing you need to do? You have to change the in the .DAE as well? -
Solid Booster Retex doesn't stay on
Capt'n Skunky replied to bloodydollar's topic in KSP1 Modelling and Texturing Discussion
Well, I seem to have an odd problem now after giving this advice. I've got my textures showing and everything is fine and dandy... that is until I reload a saved rocket, all my custom textures are gone. The .craft file is correctly referencing the right parts, but it's not loading the correct textures. Is there something in the .DAE file that lists the name of the texture file? This is really bustin' my balls here. Anyone got ideas? Cheers Skunky -
I have a panoramic view off Brewerg Bay in St.Thomas Virgin Islands. I've cut it into three segments, one for each monitor on my desk. Warning, LARGE file!
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Monkey Business Rocketry - Pirate Pack v0.7.1
Capt'n Skunky replied to Capt'n Skunky's topic in KSP1 Mod Releases
Ahoy ya scurvy dogs! I've added the basic solid fuel booster to the pack. Thar be ignition! Raise anchor! We have smooth sailing! Arrr! Capt'n Skunky -
I didnt think this would work >_>
Capt'n Skunky replied to Briarknit's topic in KSP1 The Spacecraft Exchange
From one monkey to another, get the Excelsior Class mod. Use 5 of the E-1000 on the Wobbly Rockets 3mx5 adapter. Then you can launch the Empire State Building into space too! Cheers! Skunky -
Monkey Business Rocketry - Pirate Pack v0.7.1
Capt'n Skunky replied to Capt'n Skunky's topic in KSP1 Mod Releases
Game on, bro! 8) I've made a few tweaks and colored the capsule so you can see it's different from the standard one. Also adding the triple chute to the package. I'll be updating in a bit. For those that like to hoist the Jolly Roger, I'm going to be commandeering.. err.. modding some other parts to include the symbol of pillage, plunder and pus... err women. Arrr Matey! Arrrr Capt'n Skunky -
The SAS unit attempts to keep the craft in it's current attitude, i.e. it keeps the navball from moving. It's only so strong and can be overcome by stronger forces. If your rocket still drifts when SAS is active you may need additional SAS units. At some point, the weight of adding more SAS units will be undesirable. At that point you need to help maintain attitude manually. When you activate the SAS on the pad your rocket is pointing straight up so it will attempt to keep your rocket heading that way. When you are ready to transition to horizontal flight or you just need to make a an attitude change, you can deactivate the SAS, manually adjust your attitude to where you want it, then reactive the SAS to hold your new attitude. Cheers! Skunky
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Welcome aboard for PIGSSS IN SPAAAAAAAACE! 8) Pigs in Space rules man. Someone needs to make a pig rocket... stat! Happy launching! Skunky
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[mod]This pack will no longer work with the current versions of the game. However, it still works with the demo.[/mod] Inspired by the work of Hellfire of Red Dawn Studio, I figured I\'d take a shot at hoisting my own Jolly Roger! Kerbalnauts of the Keribbean! Unite under the banner of the Skull & Crossbones Jolly Roger! Your enemies will fear you! Your friends will fear you, but not for the same reason! Vanilla Pirate Parts Pack: Single Chute Jolly Roger MBR Solid Fuel Powder Keg MBR Capt\'n Chair Mk1 Command Pod MBR S.A.S. Module MBR-38K Radial Decoupler MBR-18A Stack Decoupler MBR-R8 Winglet MBR-T500 Black Gold Fuel Tank MBR-XB420 Stack Tri-Coupler The following parts are currently NOT included in the download. Stay tuned! Triple Chute Jolly Roger MBR-30 Medium Solid Fuel Powder Keg (Wobbly Rockets) MBR-SD80 Stack Decoupler (Wobbly Rockets) MBR-SD91 Stack Decoupler Shroud (Wobbly Rockets) MBR-SD92 Stack Decoupler Shroud (Wobbly Rockets) MBR-SD93 Stack Decoupler Shroud (Wobbly Rockets) MBR-SD501 3m Stack Decoupler Shroud (Wobbly Rockets) Thanks to Sunday Punch and his Wobbly Rockets for the Medium SRB and Decoupler Shrouds. Thanks to NovaSilisko for his texture re-mapped SAS Module. Arrr mateys, be keepin\' ye day eye on this here ship as there\'ll be booty a plenty in the future. Arrr, Capt\'n Skunky Downloads Here: MBR - Vanilla Parts Pirate Pack v0.7.1 Version History v0.7.1 - Fixed red tint issue for KSP v0.11 v0.7 - Removed non-vanilla parts - Only includes textures now v0.6 - Darkened some textures for a blacker look. - Added Tri-Coupler retexture - Added liquid fuel tank retexture - Added Wobbly Rockets Decoupler Shroud retextures. v0.5 - Added Mk1Pod retexture - Added SAS Module retexture - Added Radial Decoupler retexture - Added Stack Decoupler retexture - Added Winglet2 retexture v0.4.1 - Fixed issue with textures reverting on reload. v0.4 - Added Medium SRB retexture from Sunday Punch\'s Wobbly Rockets v0.3 - Added vanilla SRB retexture v0.2 - Added triple cute v0.1 - Initial release - Single Parachute Jolly Roger retexture
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Us poor Windoze XP users are kinda SOL on that. Vista and later versions allow volume control for individual applicaitons. Cheers! SKunky
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Oh man! ;D That's some funny shzzle right there I tells ya. Well done! I'd love to see a set of Kerbal rage faces. That would be TOO funny! Cheers and thanks for that laugh! Skunky
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Welcome to the KSP Forums Federal Friar! Happy launching! Skunky
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Nailed that one on the first try! ;D Welcome to the KSP forums Jonathan! Cheers! Skunky
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Custom Parachutes by Red Dawn Studio (Update #2)
Capt'n Skunky replied to Hellfire's topic in KSP1 Mod Releases
What? No American flag version? *feigned indigence* ;P Those are really slick. Well done Sir. I just might try my hand at this, it looks like the texture is fairly simple, correct? Cheers! Skunky -
Jack, If you could, update your first post with your latest files and put a version number in the topic title. This will go to great lengths to help people. Excellent work btw! Cheers Skunky
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LOL I thought that little bit over to the left there was a giveaway Skunky
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If you've ever ended up with a bunch of empty stage tabs at the bottom of your stack, there's an easy way to clear them. [li]First, save your rocket.[/li] [li]Click the New button. [/li][li]Click the Load button and reload your rocket.[/li] The empty stages should now be gone. This is a temporary workaround until the next release that should contain fixes that correct this issue. Cheers! Skunky
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Not so much evil as practical. You will note that I only said it will give the mod a 'chance' to get the last post, doesn't mean they have to. Last post (for another 3... 2... 1...) Skunky
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Greetings fellow Kerbalnauts! My name is James, I'm 46 and I've been into rockets since I was a little kid. My father was the first Director of the Astrophysics department at NASA's Goddard Space Flight Center in Greenbelt, Maryland. So as you can imagine, my childhood was full of all things space and rockets. Yeah, my dad was bonafide Rocket Scientist. ;D One of my fondest memories was seeing an Apollo launch from the employee area. My father had an experimental telescope project on the flight. The thing I remember most was my chest feeling like it was going to explode from the roar of those rocket engines. 8) I've come to the Kerbal Space Program as a fan of sims and find the lighthearted approach more enjoyable than the more technical Orbiter program. I've volunteered to help on the forums and foster a vibrant community. You can find me in the #ksp IRC channel on Quakenet most days from 10-10 EST. If you have any problems on the forums, don't hesitate to stop in and ask for help. Happy launching! James aka SkunkMonkey
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Winglet lift/drag coefficients, and how wings work
Capt'n Skunky replied to etmoonshade's topic in KSP1 Mod Development
The aerodynamic physics in the game are very rudimentary currently. This will be improved in future builds. For now we just have to make do. Cheers! Skunky -
Welcome aboard!