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OrdinaryKerman

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Everything posted by OrdinaryKerman

  1. How simple (or complicated) would it be to port Firespitter-dependent engines over to this? e.g. AP+ After looking at some Airplane Plus engine models, it seems they don't have premade animations for anything FS handles (prop spin, thrust reverse) so this question is rather useless as someone will have to add the animations anyway also why are they called turboprops
  2. If you are talking about the gap between the outer and inner sections of the parachute, that's intentional and a component of real spacecraft parachutes (pictured: Apollo 17) The two sections are connected by wires (presumably the same material as the parachute lines), i've highlighted some of them
  3. It's supposed to be ATC, but there's no specific equipment on it so really it can be whatever
  4. You wake up from your nap. As you look around and realize you went one floor up while sleeping, you somehow get off all the cushions and make your way upstairs to Floor 3486 It’s a totally blank space. You half-expect Q to pop up and tell you that you have a heart condition. But nothing happens, and the eerie silence compels you go up to <insert next floor>
  5. Just uploaded the road to Spacedock. Just that, though. As far as working statics go. I think i may have left an unfinished version of the atc tower in the download, but I’m not quite sure EDIT: The tower model and config are there, but the config has a .txt file extension and the handrails are missing textures. Also the lift doesn’t work and the foundations have the wrong texture
  6. New install for Kerbal Konstructs stuff, started work on a road between Jeb's Junkyard (kerbinside remastered) and the KSC, maybe connect to the cove launch site and the KSC-Kerbin City route at some point also installed TURD because why not
  7. The article you quoted says that the controllers are used for controlling ‘photonics masts’ i. e. cctv periscopes, not the whole sub
  8. Nope TUBM lives in outside the tropics
  9. 3470: A swamp. Doesn’t seem to be a holodeck, as shouting “End Program” doesn’t make the scene go away. All indications are that this place is, in fact, a swamp. You walk for a bit and stumble across a concrete pad with a dashed X and faintly yellow edge, You see there are mor pads, as well as what look like a hangar, a warehouse, a small office, and an ATC tower. They’re somewhat camouflaged by the growth and their neutral gray color. Wet mattresses lay stinking in the open-air loading area. A light freighter about the size of a C-27 Spartan comes in to land and collect the mattresses. At the same time you see teams of… hunters? drag in more mattresses. You then spot a sign: Bridge’s End Squornshellous Zeta Cargo Spaceport SZTBE
  10. @Maria Sirona maybe the rocket one-uppery should reset once every page
  11. I think that will just look weird, also AFAIK KSP doesn’t much care about vertex counts on visible meshes. On collision meshes then it becomes more important, but the whole static is still simple enough to mostly handwave that away
  12. From top to bottom: Photon torpedo with warhead replaced with sensor equipment and the body of Leonard Nimoy Super Strypi Fregat Briz-M Delta-K 4m DCSS Centaur-G Prime EUS S-IVB Expendable Starship 4x S-ID 7x Superheavy 4x Sea Dragon + ROMBUS boosters
  13. NGAD i should probably delete the winglet/ruddervators
  14. 5x Superheavy (each with a Pyrios booster) + expendable 6-RVac ship + S-II + EUS + either Centaur V or ACES + Briz-M + giant stack of Breakthrough Starshot probes
  15. tried making a really simple road to use as a building block really basic but that's the point, whole thing (excluding the car) is 132 tris in 400m of length (probably can be simplified)
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