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fairy

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Everything posted by fairy

  1. You don't decide what people can and can not talk about. This isn't Shimmy's stream
  2. I highly doubt the removal of those rockets is due to conflicts with ULA I've been following this mod intensely for ages and as far as I know, the only reason for rockets like Delta II and Atlas no longer being available is simply due to Kartoffelkuchen updating all the parts/models. If Sketchfab is any indication, every single part of the "removed" rockets have been re-done and are probably going to be re-released shortly after 1.1 hits.
  3. Yes I believe it flew with a 9.3(ish) meter fairing on the first two flights, then the standard 10.5m on the last flight. The stretched fairing was basically the same as the one flown on Delta IV medium+ (4.2), only 15cm shorter. With Delta III basically being an intermediate test vehicle, it flew a with quite a few components that would later fly on Delta IV. Delta III was initially intended to be a joint venture between Boeing and JAXA. They wanted to use the H-IIA upper stage on the D3, hence why they had to change the shape of the EELTT.
  4. Awesome! A welcome surprise indeed Would it be possible to get the actual D3 fairing? The shape of your fairing there is a bit off from what the fairing actually looked like. Delta III was supposed to have two fairing sizes, one standard 4m x 10.5m and one streched 4m x 11.6m.
  5. Fantastic! I live in Europe UTC+1 which means the stream will be live at 3.am my time. Looking forward to watching the VOD tomorrow
  6. I kind of agree with @crberus, there is really no point in making more of what already excists (Soyuz, Proton, Zenit). Personally I'd much rather see you use your talent to make evolved versions of the R7 family such as Soyuz 2.3v, Onega or Yamal.
  7. I apologize if this is not the place to ask, but how do I get multiple launch sites to work? Regex is not maintaining KSCSwitcher anymore and the download link does not work due to Kerbalstuff shutting down. Is KSCSwitcher a part of Realism Overhaul now, or is it possible to get it to work without RO?
  8. So what are the criteria for getting access through Steam and how does one apply?
  9. It is not clear to me what exactly your issue is. In any case, this is how I set up my solar panel(s). MODULE { name = ModuleDeployableSolarPanel animationName = Extend raycastTransformName = suncatcher resourceName = ElectricCharge chargeRate = 24.4 } How you set up the hierarchy for the part is also important. I recommend parenting all the moving parts to the "sunPivot" and also parent the "suncatcher" under the "sunPivot".
  10. Sorry for asking, but is this mod dead? I see there are a few work in progress models on Sketchfab but other than that there doesnt seem to be much activity going on By the looks of it this mod has some of the best looking launch vehicles ever. Sad to not see it come to life.
  11. I have not had the chance to test out this glorious piece of work yet, but with the addition of Soyuz I think I need to install it asap Question though, are the RD-0124 and/or RD-0110 engines included? I have not seen any images of them on the thread and a Soyuz is not really complete without them
  12. Wow, that came out of nowhere Awesome man! Glad to see the Orbiter and KSP communities working together to get a high-quality shuttle into our games
  13. Oh right, that makes a lot more sence than what I was doing. I just tried the "default" settings you recommended above and the engine sounds sound normal now. Thank you for helping
  14. I have some experience in audio engineering and I have made a few custom engine sounds, but the sounds doesn't sound the same when using them in the game. I've tried figuring out what the different parameters does, but I'm not coding wizz so I don't really know which parameter does what. What basically seems to happen is that the engine sounds are being played at twice the speed compared to the original sound files. Is there a "standard" way of setting up these parameters in order to have the game play the sounds like whey were originally made? If someone can explain each parameter in a simple way, I would be very appreciative. To clarify, I'm talking about this section: AUDIO { channel = Ship clip = foldername/sounds/filename volume = 0.0 0.0 volume = 0.0 0.0 pitch = 0.0 0.0 pitch = 0.0 0.0 loop = true }
  15. The simple solution would be to just add a tweakscale module to each part in the .cfg files. No need for official tweakscale integration or separate .cfg files.
  16. This is awesome! Definitely adding this to my game. One suggestion though, would it be possible to make dispensers? Something that can be radially attached to the bottom of upper stages or something along those lines.
  17. Speaking of Ariane 5. Liquidhype seems to have some really good models of the different configurations up on Sketchfab. I believe you can see the sep motors and ullage(?) thrusters on the models. There was also Atlas V HLV/SHLV uploaded literally 5 minutes ago
  18. Uhm, are we allowed to simply import Orbiter meshes, re-texture them and publish them as our own? That doesn't seem right.
  19. Somehow I doubt that the Delta II on Sketchfab is for KSP. Liquidhype has said in the past that there is no point having multiple people working on the same rockets, so with Kartoffelkuchen already having a Delta II, and re-vamping it as we speak, I have my doubts. Delta II is also not on the "rockets in development"-list in the OP. I am however looking forward to Vulcan and Soyuz
  20. So with KSP 1.1 being fairly close I wanted to install Unity 5 and mess around a bit. Is it possible to have 2 versions of Unity installed on the same PC? I still want to make my own parts for my 1.0.5 install, so I don't want to uninstall Unity 4. Also, which version of Unity 5 should I use? I think I read somewhere that Squad is on 5.3.1. Is this the version I should install, or does it not matter as long as it is Unity 5? Thank you
  21. Noob question, but how do I update to new version of MM? Is it safe to delete "ModuleManager.ConfigCache" "ModuleManager.ConfigSHA" and all those files in addition to the main MM .dll? Or do I just delete and replace the MM .dll itself?
  22. Is there a way to not use the engine sounds that comes with Real Plume and just have the effects?
  23. Just a quick question: Is there a way to re-size the stock plumes? For example the stock SLS solid. I like how the plume looks, but it's too big for my smaller kicker solids. If it is possible to change the size of the plume, which values in the .cfg would I need to change to get it smaller? Thanks!
  24. I've had no such issues. I immediately configured the whole SpaceX pack for Realism Overhaul and did my first test flight using the "Falcon 9 Full Thrust - Recoverable" craft file. The first stage burnt for about 2min20sec, I toggled AG1, did the boostback burn, re-oriented the stage, deployed the grid fins, toggled AG2, started up the single Merlin and deployed the landing legs. With the RCS thrusters enabled the stage was very controlable and I landed the stage back at the KSC on my first try. The touchdown speed was about 3.5m/s and the stage stood perfectly straight once landed. I do have Kerbal Joint Reinforcement installed in my game, which might have helped reduce any wobble that would otherwise be present with such a big rocket in KSP.
  25. I couldn't agree more! Happy birthday Kartoffelkuchen
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