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KSP2 Release Notes
Everything posted by ColdJ
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Have these challenges been set before?
ColdJ replied to ColdJ's topic in KSP1 Challenges & Mission ideas
@Val could you lock this thread now please. I'd say it died from lack of interest and malnutrition a while back now. Thank you. -
Yep. BY YOUR COMMAND (tinny robot voice) Supreme @FruitGoose
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We came we saw, WE KICKED IT'S ASS. I aint afraid of no @JB182
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I guess not. Better late than Trevor. Hey @JB182
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That would have been quite the feat but no. I feel a prescence I've not felt since. @Lewie
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Nope Use the Kraken Luke. Reach out with your feelings to @AeroSky ?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
ColdJ replied to Ger_space's topic in KSP1 Mod Releases
That is great. Gord blimey that is !@#$%^&* humongous. What on Kerbin are you launching? -
Released a Chriggen F28 into the world. https://kerbalx.com/ColdJ/ColdJ-F-28-Chriggen-Up Pics here And configs for extra 2 parts here. https://forum.kerbalspaceprogram.com/index.php?/topic/201867-show-off-the-aircraft-jetpropcargopassengergliderfighter-etc-that-you-put-loads-of-time-into-getting-just-right/&do=findComment&comment=3975370
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Hi. This is my Chriggen F28. My own design. Extremely maneuverable. Flys any way up and will maintain height. Very powerful yaw. Don't turn too hard or you are flying backwards. Requires the motorized landing gear and Mk10 weight, I put the configs up for further back in the thread. NMB Cockpit. Kerbonov drop tanks and BD Armory SaturnAL31 engines. Rest is stock. Availabe here. https://kerbalx.com/ColdJ/ColdJ-F-28-Chriggen-Up
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Argh, you got me. Now for someone not here so I can get on with stuff. @Starhelperdude?
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BOO!!! Yes Made you look! @Spaceman.Spiff
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
ColdJ replied to Ger_space's topic in KSP1 Mod Releases
Though I have created static meshes out of part meshes, There are paramaters with BUILTIN textures I have yet to work out. In the Omega config the variant actually exists because the author created a variant for the module to reference. The "name = NoHexBase" is pointing to a mesh that the author created that has no hex base. Unless you have a mesh called NoBurn for the module to use then the deactivateTransforms can't work. Try using name = Default in the 2nd variant as well so that the module knows what mesh it is turning the texture off on. If that doesn't work then see if you can find the Author on here who created the pad and ask them directly what you can do. @FDAUT My brain can be slow at times. The above is still valid but I realised that you said tried this and as suspected it just left grey textures That means the Pad burn is itself a mesh, dull silver grey is what un texture wrapped meshes look like. So If you can find the *.mu (just so I don't assume, the asterix means all generic .mu files, it is a place holder that means there is a name before the .mu If you already know this then no harm for someone who reads this and doesn't) that is referenced by the config file and remove it to somewhere outside the folder structure, then the config can't load it. -
Doh!!!. MMMMMMMMMMM Donuts! @Mukita12?
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Yeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!!!!!!!!!!!!!!!!!!! Buddy! @HyperDraco
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It's worse than that , he is dead Jim. @JB182
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No Melon for you. There are klingons on the Starboard side @Admiral Fluffy
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Oh. If you build with the flatter hulls under the pods make sure you turn off their probe cores. It seemed to stop the craft being recognised as controllable. I did pop a command chair in the middle hull with A kerbal to make sure, but when he got up from the chair with the side cores turned off I could go back and forth between them.
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Ok. stay there for 5 min and I will have them up here. Ok first the ramp ends. I assume you know to create a new txt file that you save as a .cfg file and then copy and paste and save. Just checking because every time I assume I am wrong. Now the middle flatter bay that has the probe core embeded. And finally the side pods. Enjoy @swjr-swis
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I saw the original movie in the cinemas before it became a tv series. I actually made some Viper Craft a while back. I can fly them but you don't want to lose concentration or your spiraling out of control pretty quick. Guess Vipers were made for space. If you want the configs for the cargo hull parts, let me know.
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So this is just bare bones but workable. I had to go bigger again and I am seriously tempted to make them longer because I had many many attempts where I flew right through and my parachute only stopped me when I reached water on the other side. But as a poor mans Battlestar Galactica Carrier, it works. I upped their buoyancy and Crash and Breaking tolerances and gave the middle type a drone core so it doesn't need a pilot. I think I gave the Reaction wheel enough torque to keep it stable but it is hard to tell.
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They can be put in a folder you create or in the original folders that they are adaptions of. The config files state the pathways of the *.mu meshes they use so the game will look for the meshes to use based on the configed pathway. Don't modify the config files you already own, just create the files like I showed you and copy in the contents. Everything is already in the configs I gave you.