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Everything posted by RaptorHunterMz
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Raptor AeroEspacial Lander Module Mk.1.1
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Moderator please close this thread, ownership of mod transferred to @zer0Kerbal. -
[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Moderator please close this thread, ownership of mod transferred to @zer0Kerbal.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
I will be updating this pods soon... will give you more info as I go.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Try deleting PartDatabase.cf in the KSF root folder.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Go to the parachute cfg file open it with notepad and add this line after rescale factor. PhysicsSignificance = 1 This should align the COM with the rest of the pod.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
UPDATE v.0.6.1 Fixed issue with parachutes when using Kerbal Joint Reinforcement. (Thanks ferram4 for helping with the solution). Some parachute tweaks. New nose cone for pods.- 49 replies
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Parachutes snap out of pod. Please Help! [SOLVED]
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
The best option is to create a Cube or a Tetrahedron, I don't know how the Unity engine processes invisible meshes, but I think it's best not to have a complex mesh that is no getting rendered. -
[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Is anyone getting performance issues with the IVA?- 49 replies
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Parachutes snap out of pod. Please Help! [SOLVED]
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
No, it's a Common Core Pod, they are inspired by the Dragon and the Starliner. -
Hey guys I am having problems with my parachute, the base gets pulled out of the pod during deployment, sometimes it even snaps out. Does anyone know the cause and possibly the solution for this problem? Problem This issue was related with Kerbal Joint Reinforcement, as it sets joint stiffnesses based on the approximate connected area. Solution To solve this I had to Cheat a little bit, it was solved by adding a large mesh to the part and removing the Mesh Renderer in unity. Thanks to ferram4 for the solution.
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Update v.0.5.0 New IVA added Crew capacity increased to 5- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
Animating multiple landing legs on ksp is a nightmare in KSP, and right now I am concentrating on the IVA.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
v.0.1.6 Minor cfg tweeks Fixed attach nodes for Pods- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
v.0.1.5 Fixed pods orientation Fixed RCSthruster transform orientation and names for all pods Fixed thrustTransform name for Ike and Minmus- 49 replies
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Parachute deployment animation
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
The parachute part gets pulled out, sometimes even breaks free of the pod when the parachute changes from semi deployed to fully deployed. You can try the mod: -
[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
For now because it's using the Mk1-2 Pod they will hold 3. When I make the IVAs 4 or 5 seats.- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
v.0.1.1 Parts balancing Parachute added (still some problems) Mk1-2 Command Pod IVA temporarily added Minor parts changes License File Added Delete the first version and Physics.cfg on the KSP Folder, before updating.- 49 replies
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Parachute deployment animation
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
I found the root of the of the problem. I spelled cap and canopy with a Capital C on the model. capName = cap canopyName = canopy -
Parachute deployment animation
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
Help please, I can't solve this. -
[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
For anyone who want's to help with the parachute issue,- 49 replies
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[KSP v1.1.3] Common Core Pods (v.0.6.101)
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Releases
This is a parts mod, most of the modeling and textures is done (except for IVA). I am having problem with the parachute, once that's I will release more information, and star working on the IVAs. For now just test and report any issue should there be any.- 49 replies
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I am giving this ownership of this mod to @zer0Kerbal. Common Core Pods The Common Core Pod Program it's a effort to develop a modular capsule suitable to a wide range missions, using well known as established materials and building techniques with Composites and 3d Printing. Not to be confused with the incomprehensible Common Core Astronaut Training Program. BIG Thank You to KottabosGames for the review. Download: http://spacedock.info/mod/750/Common Core Pods ?ga=+3102+'kerbal+space+program'> http://kerbal.curseforge.com/projects/common-core-pods Changelog: LICENSE: GPL-2.0
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Parachute deployment animation
RaptorHunterMz replied to RaptorHunterMz's topic in KSP1 Mod Development
I imported the compiled .mu file back into blender, and the animations plays, so the animation is being exported from unity.