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KSP2 Release Notes
Everything posted by Mike-NZ
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once I get the shuttle pack going I will move back to ISS
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oh yeah! man I forgot. cant wait to start these
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like the RMS I made? - - - Updated - - - this looks like the dyna soar
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so I can make the tether have propulsion and animation to extend it, and extent its coms devices. I can do this
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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
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haha how did you guys find this page? will need to clean it up and finish it off...
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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
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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
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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.
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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
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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
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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