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Mike-NZ

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Everything posted by Mike-NZ

  1. once I get the shuttle pack going I will move back to ISS
  2. oh yeah! man I forgot. cant wait to start these
  3. like the RMS I made? - - - Updated - - - this looks like the dyna soar
  4. lol whaaaat. minecraft is a place in ksp you can go to if you install minecraft into the mechjeb directory. - - - Updated - - - perfect! something to work from. I will have a coffee and make a start - - - Updated - - - any configurations you can make to anything send them through
  5. so I can make the tether have propulsion and animation to extend it, and extent its coms devices. I can do this
  6. its just an object basically at the moment. let me give it some features - - - Updated - - - cool. would like to make this. I would make an animation to extend and decouple. I would need to make the satellite too or would you use a ksp item. also what features will the sat have? - - - Updated - - - there have been requests in the past, but I lost them. so any ideas please post them here
  7. haha how did you guys find this page? will need to clean it up and finish it off...
  8. page is being reworked, stand by =================================================== For the Space Shuttle DEV page: For the Space Shuttle Mod Release page: for the ISS thread: ============================================================================================== ADDONS: Space shuttle launch pad (no base or tracks until wheels fixed) Download: https://www.dropbox.com/s/qh3lbf98ynw2vzx/crawler.zip?dl=0 How to use: 1: start with the shuttle in the VAB, 2: move it upwards in the hangar select the pad, then place it underneath the shuttle, rotate it to match shuttles orientation. 3:connect the node floating above the pad to the node between the shuttle engines (see pic) holding the ALT key while connecting nodes helps make it easier. ---this is a decoupler node 4: check your staging so it decouples when the boosters ignite LAUNCH ========================================================================================== more coming... Tristons x37 b/c thread http://forum.kerbalspaceprogram.com/threads/133107-1-0-x-Boeing-X37-W-I-P
  9. I have made a lot of things during my time updating this mod... some extra vehicles and modules - - - Updated - - - thanks for the test. I am surprised FAR flight even works! this is where I need help. also I am working on the booster for next update. doing some re-modeling on them. If anyone can give some suggestions on how I should edit FAR values or what is off, like lift too far forward, too strong, whatever. I don't want to see this die, but im finding it not easy
  10. its in addon pack, which I need to split up again - - - Updated - - - actually let me put the TUG in there...
  11. 1.7.8? all good ready to get to work. taking a break now. cranking some good ol' red alert
  12. uploading now. have not included new booster ejection dynamics... - - - Updated - - - for those who want to help develop and don't have it the link is always: https://github.com/MrMikeNZ/Space-Shuttle/releases/ and RO patch: https://www.dropbox.com/s/nzmoq1jzjeoaguu/mod.zip?dl=0 thanks for helping test... more people the better.
  13. Posts: 666 - - - Updated - - - hello ands thanks. packs will be (and are currently) 1. shuttle core components 2. all addons I can use with texturing help. would you like to apply the higher res textures to the shuttle for me? I am finding it hard to find time. lastly kerbalstuff will be updated once the download is ready
  14. Thanks. I will upload the latest update and give you FAR patcj5. Just play around and try give a detailed description on the problem areas. Give me one hour
  15. thanks. maybe you can manage with sampa? or make a worklist for the mod but for me personally right now I need someone to run flights with RO (or stock) and figure out what the problems are so they can be edited or to a greater extent edit or modify anything at all and I can update the mod. just any input from many people. - - - Updated - - - reminding myself I cant manage the mod and need to follow management for better results
  16. I owe you thanks jeast. im sure someone will pick up on it if they enjoy the mod and want to make it work. on a side note I added thrusters to booster separator for improved ejection. I blew my wings off with the booster last time. trying to find a good medium
  17. https://www.dropbox.com/s/nzmoq1jzjeoaguu/mod.zip?dl=0 this the RO patch can I ask anyone to help with it? (comes with install instructions)
  18. this is annoying to do myself - - - Updated - - - hope you guys don't think that I know what I am doing. no idea........ - - - Updated - - - do you guys want me to change the srb (non existant) smoketrail and flame to a big flame and smoketrail for RO? - - - Updated - - - Because of RO everything is super heavy. And ksp doesnt like it so much. Especially with FAR - - - Updated - - - Mainlt talking to myself here, but the engines align with COM with ET attached. With boosters it shifts it a bit but the thrust keeps it stable. Also I notice sas to prograde is more stable than sas hold. Trying so solve oscillations. Also RO dont recognise rcs FX particles. Will fix
  19. they do but it gets destroyed by shock heating - - - Updated - - - modified deploy altitude and maxtemp - - - Updated - - - now modifying ejection force - - - Updated - - - fixed ssme smoketrail
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