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redmonddkgamer

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Posts posted by redmonddkgamer

  1. 14 hours ago, TheShadow1138 said:

    Blender is just as capable as Maya, and I believe there are some .mu importer plugins here on the forums (I've pasted the link below)

    Blender .mu Import/Export Plugin

    As I said, Blender is completely free and available at: Blender Main Site

    I can do animations if you don't want to try them yourself, and I'll give any help that I can.

    Again, thanks. I think this bit would be nice to add to your modpack, as it can use already existing stock and parts from your pack, such as the stock radiators and your Orion panels.

  2. 35 minutes ago, TheShadow1138 said:

    I use Autodesk Maya, but can export into several formats, such as Collada DAE, which is what I use to get the models into Unity.  If you would like, I could export the section(s) of the SAW models in DAE format for you to use.  I would suggest finding a 3D modeling package that  is right for you. Blender is free and there are plenty of tutorials around the internet, and more than a few here on the forums.  If this will be your first foray into 3D modeling, you may want to do some experimenting along with tutorials to help you learn the interface and intricacies of the software you choose and to develop your workflow and techniques.  I'd be happy to give you any pointers or tips as you begin the process.

    Thanks. I'll probably need more than a bit of help, including config editing. I can't afford something as expensive as Maya, is there anything that can directly import the .mu files? All I'll really be doing is modifying a part, but... I don't know how the physics system works... If I can make the model, would you be willing to do rigging? I don't have much experience, but I know how to rescale and fuse things.

  3. So I want to help with your mod. I have the intention of making the Skylab II conceptual station, but I do not know what 3D modeller to use. Do you use Autodesk, Collada, Blender, I don't know, what do you use? Anyway, the Skylab II would be made from the EUS tank just as the original Skylab was made from the S-IVB tank. It also has these girder things on top, I was thinking that I may use the top part of your SAW structure, rescaled. Just tell me if there is anything you can do to help, or any tips you can give me.

  4. 16 hours ago, raidernick said:

    All of my mods require kerbal joint reinforcement because they are larger and heavier than any of the stock parts. Without that they will wobble all over the place. You shouldn't be using struts at all.

    T +/- 0: Nominal

    T + 30 seconds: Mechjeb begins gravity turn to 100km, angles to 80 degrees pitch.

    T+ 40 seconds: Still nominal, pitch at 70 degrees.

    T+ 50 seconds: Nominal, navball guidance indicator at 65 degrees.

    T+ 53 seconds: I accidentally cut off the navball in this screenshot, so I don't know what the pitch was. But the rocket suddenly points straight up, about 87 degrees.

    T+ 1 minute: This flight has officially gone to excrements. The pitch is at -20 degrees, and the pitch and AoA on the flight recorder are flipping out.

     

    I did nothing other than turn on MechJeb's ascent guidance and flight recorder to launch your Salyut 7 to 100 km, 0 inclination. Since I can't post the screenshots here, I'll PM them to you.

  5. On 20/02/2017 at 0:23 PM, redmonddkgamer said:

    I think some of the ICBMs would be great. I'd really like to see an R-1, R-2 and R-5A just for the sake of launching dogs. Perhaps using probe core (with dog) or warhead, optional. Love your mod pack, BTW. I use it in conjunction with ISS Community Revived and ShadowWorks SLS.

    Come on! I want to focus more on early spaceflight. Like really early spaceflight.

  6. On 19/07/2016 at 1:58 PM, Cobrag0318 said:

    Ok. I gotta ask. Why on earth, or in LEO for that fact lol, doesn't SkyLAB function as a lab, and process data to science? Btw, not trying to be snarky, maybe a bit humorous though. And would it be possible to edit a module manager entry to add this capability?

    I am aware that I am necroing, so don't point it out. Adding a lab module to a CFG is really easy, just copy-paste from the stock one.

  7. 1 minute ago, allista said:

    I'm to sure it's possible. Some Firespitter engines are not supported (see above the discussion of that).

    It uses three KH-1 Kuey Main Rotors, one TR24 Tail Rotor, and two J-33s for forward propulsion. The rotors are from the Kerbal Rotor Expansion mod, which directed me here from it's "recommended mods" section. It does use the Firespitter FS23C Helicopter Cockpit and two sets of tweakscaled winches and electromagnets from KAS, but the airframe is stock.

  8. 19 hours ago, sumghai said:

    The Parachute-equipped Clamp-O-Tron should work as-is.

    Can you try reproducing this issue in a separate game install with only stock parts, SDHI SMS and dependencies?

    You can't.

    The hatch and animation is directly integrated into the Boost Protective Cover model, so if you want a similar hatch on the FASA Apollo or ShadowWorks' SLS Orion mods, you will either need to ask their respective mod author to do it for you, or you will need to learn how to make your own mods.

    Also, you're continually using the incorrect terminology:

    - The Launch Escape System is just the small SRB rocket at the top of the stack that pulls the crew capsule away during abort

    - The Boost Protective Cover / Aeroshell is the aerodynamic shroud that protects the crew capsule during atmospheric ascent / abort; this is the part with the hatch

    I think what's happening is that some mod authors like to combine both with LES and BPC into one part, and call the result the LES, which I personally think is incorrect.

    Hope this clears up the confusion.

    Thanks for the clarification. Is this TweakScale compatible?

    Maybe I'll just call it an LES/PBC.

  9. 19 hours ago, Gorby1 said:

    I've used the inflatables/airbags from the USI Survivability Pack before, those are probably your best bet. Finding someone willing to make an airbag that's the specific Gemini shape would be quite a task I believe, since it couldn't be used for much else.

    Which ones? There are no long ones, the best ones I can see for this would be a bazillion of the tiny ones.

  10. 9 hours ago, sumghai said:

    As per @Starwaster's response, the toggleable hatch built into the Boost Protective Cover, and not the LES

    I don't host my mods on Spacedock, and never will - I only maintain download locations on CurseForge and GitHub, as well as list it in the CKAN index.

    Going back to your original question, @redmonddkgamer:

    I still don't understand what you're asking for here. Did you want to know where the hatch is, or did you want me to take the hatch out of SDHI SMS and put it into a separate mod?

    I just want to know how to add a moving hatch to other parts like the Apollo LES from FASA or the Orion one from ShadowWork's SLS.

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