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Urist

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  1. Wouldn't the parachute be another new size (0.45M?) If it were separated.
  2. Thanks for the image there, I'll see what I can manage. That being said, they do currently lock together quite well, if only in an abstract visual way: Do you have any pictures of your UV mapping woes? I can potentially lend a hand. No obvious problems with the collider, from the looks of things. How about that new "clamber" mechanic that was introduced in 1.0? Does that work in orbit? Could be causing the Kerbal to do some kind of motion, without your input. Cheers, fixed in the vanilla version too. Looks like we need 1.875m nose cones ;-) I Could use existing textures, that's true. But, at the end of the day, even an untextured polygon would be functional, just ugly. I'd rather stick to my strengths and not go anywhere near textures for the moment being.
  3. Yeah, that's not a bad fit. Only problem now is that the crew hatch part is now freakishly small. Cheers, I'll take a look.
  4. Heya, I think this is the case. Thanks for the extra context though. I was wondering why the APAS appeared to have a garbled texture in-game, turns out it uses the new Soyuz texture sheet. This is gonna make releasing it impossible until the new Soyuz is finished, unfortunately :-| Might as well squeeze out a Vanity picture though (they seem to be popular). Can't say I understand the sizing, either. It's 1.25m in diameter, which doesn't really work for the Soyuz (Though I suppose it would work with the Salyut parts).
  5. Depends if Revenant is including the Block-G in the payload, which isn't quite clear :-) I don't know a great deal about the N1, I'll admit, but in my uneducated opinion: It's an ultra heavy lift vehicle, it should outperform the Proton by quite a large amount. The files are present for both the Soyuz fins and N1 grid-fins. Unfortunately, they're untextured. I could attempt to slap something on them, or wait until Beale is ready to give them a proper paint job. Edit: The APAS is present and textured, I'll see what I can do.
  6. Best to create them as separate cylinders, rather than trying to extrude them from the main tank's faces. Generally it will look nicer and use less polygons overall. To dig out one of Bealie-bob's models... Those are 8-sided cylinders. I don't think simple textured cylinders are universally bad, see an example of my crummy old fuel tanks. but with something the size of the Titan II tank, you'll probably want to add a few bits and pieces, I agree :-) .
  7. Probably best to just stick to the new naming for these parts now. To not risk doing double the damage. I'm not sure why some of these parts are in a 'misc' folder, or how wise them being that way is, especially when the Lunar Module is an actual craft and not just a miscellaneous part. But, that's not for me to play around with.
  8. Okay, I know this bug - it's because the configs currently don't have safeguards to prevent this particular scaling bug. I'll add them, it will take a while though. Cheers, I'll add placeholders. Sorry yeah, it was just a little over a week ago (17th). What's the best thing to do, change it back? Must've been a good reason to change it in the first place. Cheers for this, the bug fixes especially are handy to know.
  9. I Really like this video, even sped up significantly, docking is a very slow process. What's with the creaking? Sounds like an 18th century galleon, or does the interior of the Soyuz actually sound like that? I've always found this site useful in particular for references. This experience is giving me the modding itch, that's for sure... I've only made personal stuff in the past.
  10. That one isn't my doing, sorry you've lost your satellites... Looks like the "Castor" parts have been renamed, I checked the version history on the SVN and there was a renamed a couple of weeks ago from Castor_Engine_B -> Castor_LM_Engine. You can rename that part back to Castor_Engine_B, that would fix things I imagine.
  11. Easy mistake to make :-) Cheers for updating the date. And, recommendation taken - I'll ask a mod if further updates are needed.
  12. Cheers for the prompt update. Sorry to be picky, but any chance of getting the date in the title changed to today (24/05/2015 in the UK)? As for updating it myself, though I have Beale's account login details, I've been advised not to use them. Besides, he seems to be checking into the forum in some capacity now (made a post today, last page).
  13. I'm pretty good with that, I'll be in touch if you need help. Anyway, here is an updated version of Tantares. Moved ATV parts to 'largeUnmanned' tech node. Included MM patch to remove charring and ablation effects. Added TKS launch abort tower. I've cleaned up the module manager patches a bit also - if you still want the charring effect, just delete "_Extra_CharRemoval.cfg". Moderator Request: Can the [27] in title of the thread be updated to [27.1], and the date updated? Cheers.
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