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Posts posted by sciencepanda
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For those who are interested, here's a link to the Strongbacks I made: https://www.dropbox.com/sh/v1aqe9p0jd00nmp/AADYD8QEEgH-6-x8hBLsidHEa?dl=0
There are 2 strongbacks included. LC-39A (Strongback for the Falcon Heavy) and LC-40 (Falcon 9). They both attach via an attachment node at the bottom. Haven't tested them with Kart's Falcons, but they should work just fine if you add an attachment node at the bottom.
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Here's a link to an album of my Strongback. I included my Falcon for comparison. It should be the same scale as the F9 in this pack.
edit
oops, forgot the link: http://imgur.com/a/gGD2b
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13 minutes ago, mghslowell said:
Correct Mid 2017 if no further delays. we would like to see FGB-2 aka nauka and UM bottom dock and the rest of the new Russian Station parts to be added in the future. I currently alsohave Community ISS and Mike NZ ISS package with SS with ELC Mobile Servicing System with working canadarm2 on the Mobile Transporter car so fantastic now and so frame friendly! i too also update my ISS to match real world Ops. just actually undocked the Cygnus 4 I will be using that Mod to rename the kerbals to match the ISS crew. Lack luster labs has an expandable inflatable work station. have you see that ?
I have not used Lack luster labs. I currently have a mod for the CST-100, as it adds the IDA.
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2 hours ago, mghslowell said:
Oh Please DO ! i want to make my ISS identical to the real one and expect the new NAUKA module soon to replace PIRS
That's why I'm making BEAM. I have a save in KSP where I have the entire ISS and update it whenever anything changes. The save is basically a replica of the actual ISS... I even used the Crew Manifest mod to create Kerbals with the correct names. I've been looking for a mod with BEAM, and haven't found one... So I decided to make one myself. The quality won't quite match up to the rest of the mod, but I hope it will at least be reasonable. I'm thinking about making Nauka as well, but since it isn't planned for launch till 2017, I figure I have plenty of time.
edit:
I just looked at a few detailed pictures of Nauka, and it seems to almost identical to Zarya... So you could probably just reuse the existing Zarya in the mod.
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49 minutes ago, Kartoffelkuchen said:
Really? Cool, can you show me a picture of it?
Yeah, I'll post pictures later today.
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If anyone is interested, I'm working on a BEAM module for ISS. I plan to have it finished before the real BEAM launches to station. I can post a link here when I release it of anyone's interested.
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Hey Kart,
If you're interested, I already have a completed Falcon 9 Strongback. I made it for my falcon 9 mod that I never released. It's fully functional as a launch clamp, and it should alread be the correct scale for your Faclon 9.
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Hmmm.... that looks good to me. Maybe try just changing the values for ModuleDragModifier?
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8 minutes ago, CobaltWolf said:
Here's one. My parachute animates correctly, but doesn't actually slow the craft down. Does anyone have ideas for this? Is it a common thing? If not I can
hijack this threadpost more info.I ran into similar problems. If you post your cfg, I might be able to help out.
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Never mind, found the problem... I forgot to add "bodyLiftMultiplier = 0" to the parachute. now everything works perfectly.
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Good news, IT WORKS! So I kep the rotation in the animation, but the problem was which object was being animated. Originaly I had the object "chute" being animated, which is also the same object defined in the cfg as "canopy name". What I changed was I instead animated each of the three chutes separately, then arranged them as children of "chute".
Now I ran into a new problem, but I don't think it's the chute. The chute does a great job of slowing everything down, but now the whole capsule is gliding sideways undead of slowly falling straight down.... I know a lot of mods had this problem after the aerodynamics changes, so I'm hoping the fix is easy and already known.
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I thought I'd try to do it differently. If it proves to be a problem, I'll change it back to just scaling, but we'll see how things go. I'd prefer to keep the rotating animation, as it better fits my mod, but if its a problem, it'll be scrapped.
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I've seen those references before. I'm convinced the animation is the problem. the animation rotates the "canopy" object, so i'm pretty sure that's where the problem in orientation comes from. Unfortunately have a school assignment due in a few hours and I've already spend too much time procrastinating.... so tests will have to wait.
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Rotating them in unity didn't work. I might have an idea what the problem might be. Right now there are 3 chutes models combined in the hierarchy into a single object named "chute". Right now, the "chute" object is animated for the deployment. I think that may be causing the problem. I'll try animating the chutes themselves instead of the "chute" object that hold them. I'll report back later.
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Thanks, I'll try that. I'll let you know if it works or not. I'll try to include screenshots from Unity if I can.
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Hi there,
Let me start off by saying I have no clue what I'm doing. I'm new to modding, and parachutes are really driving me crazy. In short, the parachutes face the wrong direction.
Here's a picture:
http://i.imgur.com/U5lifrz.png
As you can see, the craft is falling straight down, and the parachute is doing a great job of slowing it's fall, as it's intended to. Problem is, as you can see, the parachute is facing off to the side. I can't figure out why it's doing this, or how to fix it. Any help would be appreciated.
Thanks,
-SciencePanda
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Says the dude who spend all weekend sitting on a pedestal like a marble statue....
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A rare image of a wild ym101 working on textures in its natural habitat.
[img]http://imgur.com/YHBhLjo.png[/img] -
I actually found the problem. I'm using the Effects / Audio module, and when I defined volume I forgot to define it as an array. I just had:
volume = 100
when I should have had.
volume = 0 0.0
volume = 1 100.0
when I defined it he correct way, everything was fine. -
I've run into a very confusing problem. I'm trying to add custom sound to an engine. I got the "engage" "disengage" and "flameout" sounds working just fine, but the "running" is giving me trouble. Basically, the sound wont stop playing. As soon as I go into the flight scene with that engine loaded, the sound plays. I haven't even started the engine! The engine is completely off, and the "running" sound is playing! Any help at all would be appreciated.
Thanks in advance. -
I've actually done testing with the ISS, and the lag isn't due to part count, it's actually caused by the Solar Arrays. I don't know what it about them that causes lag, but I know the lag without the solar arrays is significantly less than it is with them.
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Just gonna leave this here.....
and this
Yes, i put a boat in orbit around a gas giant.... don't ask why... just accept that it's insane and move on...
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that's up to you. Hyper edit is what a lot of people use, although personally I just use a lot of rockets....How do you get it in the water in the first place? -
Hey Kart, just one thing about Dragon you should know. Dragon's solar panels (and the entire trunk) actually aren't aligned with the central plane. If you look at the image below you'll see what I mean.
You can see that Dragon's trunk appears like it's rotated around the "roll" axis, to a noticeable degree. However the solar panels appear to correct for that and actually are aligned with the "left-right" axis.
Sorry to be the guy that points out the tiny details.
[1.7.2] KK Launchers - Delta, Atlas Pack
in KSP1 Mod Releases
Posted
Already working on tests. I'll figure out what tweeks are needed as far as attachment nodes. Kart, if I add an attachment node to your F9 for use with my Strongback, would it be okay with you if I post the edited .cfg here?