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RaendyLeBeau

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Everything posted by RaendyLeBeau

  1. hi all, need little help to fix an issue. Perhaps there is no answer to this problem, at least I'm grateful for any feedback. - in short. I would like to extend an object (similar to a telescope) Now the problem is the 'node_stack_top ".. the changes after the animation UP - the parts originally fitted to overwrite. - Would be the solution the attached parts (like ship or decoupler etc.) are brought with the telescopic movement upwards. - Attached image gallery with problem detail description. * config * --- node definitions ---
  2. hi, you mean this Fighter piece.. I once the model Long time ago but imported without "control surface" Processing .. - So this issue I could not deal with .. I think I'll stay in parts first rockets. Who knows .. maybe at the moment but I have other KSP projects. cheers
  3. hi gaultesain, which is a material (with color) Assign unity. the colors can be made from small 64x64 pixel textures. This variant is super fast to test prototypes which I (have obviously the models in Blender no material & color assigned .. are still prototypes) of blender from export. - So I can try in untity with different colored materials and define an external vote. until the very end when the color design fits, then I make the textures .. cheers
  4. yes men ! thats a funny 'kerbalistic'-style mod !! really a successful addition to the game cheers !
  5. here briefly a little prospect of a future project .. This includes a large habitat and Lander Module and be around colonization of planets .. OK, may receive the following series of images is not suitable for this thread. so please with caution .. "Soon tm" cheers ! ps. sorry the many pictures .. did not do anything by - just like from scratch more about the development and problems of inflatable habitats I run from this thread. - To tips and hints suggestions etc. I'm always happy.
  6. HI Cobalt, ja's just a matter of time .. so for the rest its very simple. i used this very good emmisive tutorial : and for config i use actually this way : MODULE { name = FXModuleAnimateThrottle animationName = wpt2800HEAT dependOnEngineState = True dependOnThrottle = True responseSpeed = 0.008 } for the right Unity-parttools Tools Setup I have some nerve and requires much caffe this variety .. cheers
  7. Thank Yooouuuu!!! my kerbals need now no hair gel, they shine now with "Windows-shine" thnx 4 downloads ! cheers
  8. now have held still tinkering with this problem .. So with Unity 5.31 you can bring nothing to run with the current part tools apparently. - Anyway, ... I've installed "Unity 4.22" with PT.020 at end. Before that I had 'Unity 4.3' with PT 0.23 in use since I originally wanted to renounce "emissive shading" ... - Still images of the first implementation of engines with "emissive glowing" * engine wpt500 "SkyWipe" : [ mass = 2.1 / maxThrust = 590 ] - cheeeersss !
  9. Last weekend I've also tried "Emmisives/heat glow" according to various forum entries to make. unfortunately works only partially. obviously it's up to my Unity 4.3.4 installation.. - Create one more try with Unity 4.2.2, this was supposed to according to various forum entries function .. did however also read that one with Unity 5.x and part tools (no idea which version ..probably 0.23) it should work. have except animations .. as I understand - They would have to be imported using "legacy import" in unity. - What is inexplicable to me is how do you get now in Unity 5.x and part tools (no idea) "Emmisives/heat glow" to run. - Well somehow I have not really recovered since the survey which should be currently used for developer tools .. there's a sort of list that is currently supported by which Unity version and what KSP tools ? - I would love my future projects do not have to tackle 2 or 3 times ...
  10. question from a newbie ..and operate the KSP tools? - Which version you would have to use 00:22 or 00:23 ? cheers
  11. Hello, sorry for the late reply. still had some way to go in the planning phase and textures. to your question. YES enters the atmonsphere no problem. have parachute successfully done today in this respect also be tested with the CX400. This parachute was actually developed especially in the DUNA Atmosphere for reentry. as you can see from the images is the size and scope of the parachute for extreme weights designed. so no problem for a 10-15 ton spaceship... only during reentry into the atmosphere, the speed should be about 2000 m / s. Therefore, I start before reentry the retro booster at (LAE 250 laterally Advanced Engine) cheers ! raendy [ingame reentry test - play with 100% reentry Heating difficult ] at last of picture series : [* LBSI Stack Chute CX0400 - 'Fast Save Chute Reaction system' especialy developed for DUNA's Atmosphere Descending. dimensions fully deployed : 22m Diameter, 14 m hight ]
  12. as always Umbra Industries surprises me - incredible detailed innovative models. ingenious ! Thanks for the inspiration.
  13. hmm sorry my question . someone can give me a hint for VEN's link ? thanks in advance, cheers
  14. totally your opinion,just as is the reality of today's space from .. everything else is still science fiction .. while we still use combustion-drive technologies, we make no real quantum leap. .. But hey in KSP we can implement everything might come once in 100 years .. maybe cheers
  15. hi, tried it yesterday. cool great job! The fully equipped Hermes Setup has little place in the VAB hangar may I ask whether IVA's are provided for other manned modules? cheers
  16. hi , hi, yes a Lander pod series is already being planned. I'll then also to pack a habitat. here some pre-release Pictures .. cheers - (huge 3.75m) Lander "Amelia" (3d-modell sketchfab link ) - LBSI prototyp - SML (scientific munar lander) - (3-d model sketchfab link) inflatable HABITAT Module prototyp (8 m diameter)
  17. hi, surely you mean 'mechjeb for all' - basically works with module manager.dll - But still need "Mechjeb core plugin" . - Cool thing when for all PODS and command parts mechjeb needed. - hi, I'm not sure if there was this feature in ksp version 0.25 already. in any event, that were 'cheat' divide my first mod parts that I created. - Sure you can now also via the Start menu 'old +12' etc. Unlimited turn fuel. Therefore, I find a generator-based version much flexiebler .. clearly is a matter of taste. hi, yes, I'll no longer have long, therefore, is not yet a pre-release download link. Mod's still 'work in progress' .. in 1-2 weeks it should be ready by then. cheers
  18. I've thought of alternate times a few sketches in forum. It's all about the "NG Series" - in this series I use a 2m pod. Here there are corresponding parts. The basic idea should be made to the sketch seen. especially the flat 'FLAD' parts allow a broad and stable attitude when landing. cheers
  19. thank you for your feedback ! I think I'll change it. thank you for your feedback ! I think I'll change it. - What do you think the logo ..? I'm not really happy with my new logo - you possibly could have ideas? - Still need a logo designer .. reward end of the month a box of beer & snaks cheers
  20. hi, gaultesain,
    Thanks for your suggestions. if you like you can share the happy to help with the description.
    like I will send times in a first pre-release. - You are welcome to modify the part-time description. Moreover, I need another two beta testers :)

    Give me about it once. - Annregungen are always desirable.
    cheers raendy

  21. hi, gaultesain, thanks for the tip 'Rocket Factory' sounds good - how do you mean the whole name: "LBSI Rocket Factory" or "LeBeau Space Industries - Rocket Factory" cheers
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