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dboi88

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Everything posted by dboi88

  1. @DStaal you see the big dark section at the back of the truss? where the AO is for the engine fairing? what about BIG text on there saying Rear, i could put some text on the dynamic end caps too.
  2. I haven't read the book but i will take a look. @DStaal check out the new nodes
  3. I've a few ideas, the road map i have is for 'Coyote Space Industries' rather than the cargo freighter. But I have a few more ideas for some more modules and parts to go with the freighter but not many more than will be included in the first release, i'll leave it in pre 1.0 for a good while and will be happy to play it by ear when people start playing with it. If there are some good ideas that require new models i'll be up for that. I really want to have the kontainers be able to be docked and undocked so you can carry a tug in the hanger bay that delivers the kontainers at the destination which is probably the only major feature i have planned. I'll probably come up with a tug system to go with it. On that front @RoverDude did you ever think of anyway of implementing that with a tweak to the load balancing feature? The road map for CSI a new base system, think permanent HUGE VABand SPH intergrated hangers and bases, a similar end game style to it as the freighter, it'd be the next stage up from things like MKS and KPBS bases, one of the main features will be a mass driver system for airless bodies to deliver cargo from mining bases to orbit a smaller scout style ship in a similar vein to the freighter a drop ship system for delivering cargo to and from bodies which would use much more stock like systems (normal tank sizes and shapes(no single pieces hulls)) Ohh a few more things for the freighter, there will be some variations of the rear truss to carry large tanks and a short truss for no cargo, maybe also a small crew shuttle system (the freighter isn't exactly something you might want to try and dock to your delicate space station)
  4. You are kidding right? Making this mod would take 100's of hours of work . .
  5. No Problem, you know where to find me if you've got any questions Yep that's the deal, see what you can break and let me know. The projects up on Github, for everyone that knows how to make PR's/Issues please chuck everything you can at it. Anyone that wants to help and doesn't know how to use Github give me a shout via PM and i'll give you a run down
  6. It's upside down Me and @Sassenach have come up with a solution to stop it being put on the wrong way. Will add that tonight.
  7. Testers Wanted Pre Release is up if anyone wants to do some testing. . . CSICargoFreighterv0.1 - Beta Just the main freighter. Still some missing textures in places but let me know what you think. To put it together you'll need to move the main hull up and down the VAB to get at each end. The EVAPrep Space and the Hanger Bay are separate parts. If you are going to get it into space without cheats or mods. Warning: future releases will likely break craft files
  8. I've worked out lights a little better, here's the animation cheers, i'm not too far off having the first dev build ready, i'll pm you a link when ready.
  9. Ohh, fair enough lol, it bothers me that the ceiling isn't lit up i think i'm going to add some dimmer spots shining back up to try and fix that, and some of the lights don't always show properly, the shiny look comes from the spec map on the glass and some point lights along the ceiling. This is still missing it's normal map though, so it all looks very flat at minute.
  10. The first test of the balancing system went perfectly, completely balanced with 4 million tons of cargo!
  11. Yeah i don't know what i'm doing with lights, they behave strangely there is some dark magic behind them i'm sure.
  12. It was a special moment to put this in orbit for the first time.
  13. I'm having a little trouble/fun balancing my new engines
  14. Is that fuel tank made out of a chainlink fence? Can you post some pictures of the parts in game showing how you intend them to be used, i can't work out why the Booster supports the drop tank? Also is that booster air breathing?
  15. I'll be happy to work on a proper texture but will wait for you to confirm which model size you want to move forwards with
  16. When you open KSP for the first time in two months! On a serious note, i need to fix that.
  17. I didn't make it. I believe it was @3dprintingnut
  18. You can probably achieve this without a plug in. A wheel is a set of colliders and meshes, the colliders are what the physics calculations use, the mesh is what you physically see. So If you made a wheel with no wheel mesh and just the colliders you'd have a hoverwheel.
  19. I've already re-made these. Will be a week or two until I have time to pull them out of the project. I'll get back to you.
  20. I managed to find it on Kerbal X https://kerbalx.com/3Dprintingnut/Avalon
  21. Going to be coming back to my career game shortly so getting excited about using these. I started a mission to build up a self sustaining base on Kerbin to replace the KSC and i've been using lots of planes.
  22. I've been thinking about it. I'm not sure if it's worth the effort though as it's not a ship that can easily be broke down into separate pieces and still have those pieces useful on their own. Have you seen this?
  23. There shouldn't be any issues, as there shouldn't be any need for colliders that overlap. I'll certainly keep my eye on it as i go. I'm not sure exactly what you mean in regards to your diagrams but i'm looking forward to seeing what people do with these parts a big fighter carrier is something i'm excited about seeing.
  24. dboi88

    0

    That's a good idea. Getting my first models in game even without colliders gave a big boost in confidence
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