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129828
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Everything posted by 129828
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Now lets avoid cylinders ful of science... just kidding, it looks really good. you could try and make it look like it is sucking up particles, like it is going to fire a laser shot to measure them I will go working on them tomorrow i think, I will edit the cfg file that comes with the mod, I will then send it to you how? I will try and make them as kerbal as possible
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You have got to add this mod http://forum.kerbalspaceprogram.com/threads/135535-WIP-Bluedog-Design-Bureau-%28Atlas-V-released%21%29-%2810-10-15%29/page12
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Well i dont know much about animations, but the goo experiment does not seem very comlicated, and with the use of the cfg of the goo you could try and model your own, Apart from that, I really like how your experiment works, now a few questions, where do you want it to work? only in orbit, and in differd orbits (low orbit, high orbit etc.)or only a single per planet. I could try and write a few results if you want
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Well there are a few science experiments that could be very intresting, A geigen counter would be really intresting, on the other hand you could do something intresting, like a gas expansion experiment. That you send out a cloud of gas to test how it reacts to space, something like a claw with a balloon in the middle. You could animate the cloud in the cfg there is this: MODULE { name = ModuleAnimateGeneric animationName = Deploy startEventGUIName = Deploy endEventGUIName = Close actionGUIName = Toggle Cover } maybe you can use this, this is from the goo
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That could do, or you could let a small part of the detector are light up as you conduct the experiment, and then lets sparks eject from the wires. That would look really cool, I really like experiment animations, simple ones like the materials bay or goo that opens and closes. I would love something like that, It would be awsome if you could let a piece of debris fly into it. With the specrometer you could let the coil light up (maybe emit light even, as a source)
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I really like the textures of the micrometeriod detector. It looks as it already has been hit by something. I have a request/ challange. Could you maybe make it, that when you start the test, that there is a small impact on the surfuce of the detector, that would be really awsome - - - Updated - - - @Kalidor If you like old stuff, you should check this out : http://forum.kerbalspaceprogram.com/threads/102988-1-02-MovieTime-v0-5-(May-7)-Olde-Timey-Movie-and-TV-Effects I dont know if it still works in 1.0.4
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I really like it, but why did you delete the photo's you had before? Those that showed the early science parts and the antennas? More pictures are not bad, you could add more then one emmbed album on the front page, maybe in a spoiler to make it look a bit more organized (if you like numbers: 010010010111010000100000011010010111001100100000011000010010000001110010011001010110000101101100011011000111100100100000011001110110111101101111011001000010000001101101011011110110010000001010011010110110010101100101011100000010000001100100011011110110100101101110011001110010000001110100011010000110100101110011) http://binary.online-toolz.com/tools/text-binary-convertor.php
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Awsome I like how the tank looks like the jumbo but slightly different I also have compared it to pictures and it looks really well, you maybe should consider making the booster stages as well. That would really finish it. The engine also looks good and the exhaust fumes also look well. You maybe should consider adding more pictures, as well as pictures that show the parts in the VAB, and the engine specification (photo or discription) A lot of people like to see that before downloading
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
129828 replied to BahamutoD's topic in KSP1 Mod Development
Thank you this helps in the way I defend it, Now i just need to train a lot to paint the target easy -
Well, you are the one working on it, and you problably have more experience. But it sounds like a good plan. And dont worry about the models, you can always change them. You could also have a basic frame on wich you can mount the lenses. This way you can have different types of lenses. Also this allows for small probes with a 'build-in-camara' that is what it look like then.
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Well with the camera's It might be a good idea to start off with biome based. Like that once you take a 'picture' you get shown a picture from the biome and that you fill the canister with it, And that once it is recovered or if it is send that the 'picture' is converted to science. And after that you try to make a real time picture.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
129828 replied to BahamutoD's topic in KSP1 Mod Development
I really really like this mod, I do have a few suggestions or mod suggestions I would love to use the mod for a non-military use. It would be great if there was a debris-mode on the weapon manager. So that it would automaticly shoot all debris that is close. I would also like a option in the menu that all guns automaticly point at the target -
Those antennas look good, as if they are made from stock. I like the design, on what real life antennas are they based on, that would be rather intresting to tell or what you used for the design (idea) I am looking forward to the next update. A tip, dont try to overkill the amount of antennas, you dont have a lot at the moment (a lot would be enough to scare jebediah) If you focus on that it would not really help. You could try to add a radial reaction wheel or a simple tank to get another update out while you work on the camera and the engine
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I figured out how to use the radar and heat seeking missiles of BD armory. I made a rocket that can deliver a small rover or lander on nearly any body in the system, I have tried eve, duna, mun, minmus, kerbin... and a moon of jool