OrbitalEscape
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Everything posted by OrbitalEscape
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Does anyone know what the 4 parts of the rotating ring are? From the movie one was the galley, and one was the workout room. One of the youtube trailers showed the captain's office and there was gravity so i would assume that was another, and maybe the last one is the sleeping quarters?
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The MDV doesn't appear in the movie except for when he was getting hydrazine but only the engines are visible, so there is no information on it from the movie
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Yes the ring is spinning way too fast at the moment, I was just seeing if it would work. Also if you didn't catch it the ring is spinning the wrong direction than in the movie It's very hard to say how long but as soon as everything is textured then we will have a download. That might be 1-2 weeks. That definitely won't be a release version and it may be a month before we could call it released. As you can see most of the parts are in game now and it is "flyable"
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Not yet, we are going to get this as a working mod first. Then we will try to use infernal robotics to have the ring spin but we can't promise that it will work, but I want to have it spinning as much as you do
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The behemoth on the runway (no fuel tanks module yet)
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What??? You make no sense. The whole point of this mod is a CST-100 replica, which means a 7 person crew and 3.75m pod. If you are looking at this mod because it has a service module then check out this mod (SDHI). There is already a 2.5m pod in the stock game so why would you want this as 2.5? You said that 7-man crew is too much; CST stands for Crew Space Transportation because all it does is transport people to the ISS, basically a space bus. - - - Updated - - - IRL CST=4.56m diameter Orion=5m diameter Those are pretty close in size and this mod is not a 100% 1 for 1 replica so we made it 3.75m because it fits the Atlas V (by kartoff) better than 3.125
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[1.7.2] KK Launchers - Delta, Atlas Pack
OrbitalEscape replied to Kartoffelkuchen's topic in KSP1 Mod Releases
Actually it's the Atlas V 412 configuration FYI -
Need help with creating solar panel
OrbitalEscape replied to OrbitalEscape's topic in KSP1 Mods Discussions
Thanks for the help Ven, but I had figured it out. I did have a game object suncatcher with the z facing the correct way. But what fixed it for me was that the z of the panel model itself had to be facing the sun so I made the scale of Z= -1 and that worked. -
Need help with creating solar panel
OrbitalEscape replied to OrbitalEscape's topic in KSP1 Mods Discussions
I don't know what else to try so I think it must have to be modeled in the correct orientation. If you want to export your parts to KSP download this addon for unity. Just put it in your assets and then on your part Add Component>KSP>Part Tools. Set the file URL to where you want it to go and when you click write it will create a .mu file and a texture. There are a few other small details to finish the part. -
Sorry if this is the wrong place to post this. So I'm making a static solar panel that doesn't extend and no matter how i rotate it or the other transforms it only collects sun/energy on the bottom. How do I make it collect sun from the correct side? Thanks
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Known bugs at the moment: Solar panels FIXED Parachutes are not setup yet Hole in heat shield FIXED The nosecone gets stuck in the clamp-o-tron docking port FIXED - - - Updated - - - Also here are a couple of mods that work well with this: Launchers pack contains the Atlas V rocket which is what will be used to launch the CST-100 Airbags mod has capsule shaped airbags that go on the bottom of the capsule see here
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[1.7.2] KK Launchers - Delta, Atlas Pack
OrbitalEscape replied to Kartoffelkuchen's topic in KSP1 Mod Releases
This is great news as we have been using your Atlas V to lift our CST-100: http://forum.kerbalspaceprogram.com/threads/132070-WIP-1-0-4-CST-100-Replica-3-75m-7-Seat-Crew-Vehicle%21 -
Kerbin Orbital Escape Pod [1.0.4]
OrbitalEscape replied to OrbitalEscape's topic in KSP1 Mod Releases
Now that you can transfer crew between docked ships in stock KSP, most people don't have a use for Connected Living Space. I have no knowledge of how to make plugins or code for KSP so if you wanted something like this for this pod then you would have to help or show me some kind of tutorial. -
Kerbin Orbital Escape Pod [1.0.4]
OrbitalEscape replied to OrbitalEscape's topic in KSP1 Mod Releases
Hhmm, I understand that the docking port is a bit small but I had designed this to be as small as possible to barely fit a Kerbal. I had taken a Kerbal on EVA to size it up next to the pod to make sure it a Kerbal could reasonably fit. I do plan on making an external hatch for the next update. Thanks for the input! -
Kerbin Orbital Escape Pod [1.0.4]
OrbitalEscape replied to OrbitalEscape's topic in KSP1 Mod Releases
No, they are solid fuel boosters that cannot be shutdown. There is no gimbal but the pod has plenty of SAS torque.