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Everything posted by ColdJ
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See. I knew you were smart when I saw that you also appear to use a lander can as an internal entrance to the cargo hold.
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Thanks, I actually have this downloaded from ages back but because I have been concentrating on planes I never installed it. My bad. Also. you probably have more experience than me, but from previous cargo plane with vehicles inside I have found it pays to have the tow bars both front and back in the cargo hold and have atleast 1 at each end attached. The KAS has breaking limit programmed in and with 1 I have had plenty of planes crashed when the connector breaks and the cargo clips through the hull.
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What is your rover made with? This overhead shot looks seriously detailed.
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@Hotel26 I tried sending a new personal message but I am doing something wrong and it says that it can't be received. This is a link to the first KerbalX upload. I think I have put in the right craft file but I need to play my game to check. Could you download and see if it works for you? https://kerbalx.com/ColdJ/Teen-Stunt-Plane
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Thanks @Hotel26. All the wonderful modders who make Aircraft parts make it possible. The chines are "MK2 expansion" and cosmetic variants I configed up that have no attributes. They are just for sculpting. The cockpits are from "Aviation Cockpits" The rear chute is from "Wernhers Old Stuff." The Engines are my Scramjet whiplash config. I try to make my engine configs as close to real world as I can while making up for the fact that Kerbal jets are usually heavier than the real world. And of course Tweakscale makes all the narrowing and and other size differences possible. Most of my fighter Jets use "NMB" (Nice Mk2 Bodies) which I only found because someone mentioned it in a Youtube vid. Spacedock doesn't suggest it unless you specifically type it in. Which is criminal because the modder is seriously talented. The decals are "Conformal Decals". I always look up specifications on Wikipedia and many photos of different angles of an Aircraft before I start. My planes length and width are usually within a meter of the real thing. Body thickness can be a problem though. Getting my F22 Raptor and F35B lightning II to look right was challenging. That is my waffling on done for now
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Today I polished and personalised the 7th iteration of my SR71 Blackbird. Then, Inspired by the"Starling Run" of @Hotel26. I Flew from the once secret research base of Kermundson, that sits on the South pole. To the North Pole. My landing wasn't a bullseye but I think it is adjacent enough. Roughly 30 Kerbal minutes pole to pole. Big Smile on Jeb's Face.
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Ok. Now I have seen them. Even the bloopers are very impressive. It takes off very easily. I see you know the perils of a rudder system which is too good. Turning so quickly that you end up flying backwards with your thrust now braking you to stall speed, and hoping you are high enough to get back to speed before you plummet to the ground. The Extremely good stunt plane I have, that sprang out of constantly refining it after I completed the 2 bridge chanellenge, does that. It also can be flown any side up including on it's side and maintain height. I had a stunt course, made with Kerbal Konstructs, that I used to love testing my reactions on. That was before the great meltdown where I couldn't workout what was crashing KSP. Had to reinstall and I haven't got round to building a new course yet. Thanks for the links @swjr-swis
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Seriously creative. "Come with me ,and you'll be, in a world of pure imagination" : Gene Wilder.
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Afraid it requires having a Dropbox account and after reading the terms and conditions I am not in a hurry to join. If you have a youtube video of it I could watch that.
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@swjr-swis Checked out your album of the "Ksp 105 Kreblon Bird of Prey". Very Cool
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Thank you :)
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For you. The view not the plane. It really is the Mun, not a space station Obi Wan.
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None of my mods change the enviroment or physics (except for Kerbal Joint Reinforcement, which I doubt would affect this situation). I know you said you were using a school restricted computer, so if you can't see the picture. The original info from a forum post I followed was. Kerbin LAT = 27° 04' 30" S LON = 79° 00' 11" W LAT = -27.075 LON = -79.003 ALT = -1393m The spot I found walking Bill Kerbin around and watching the dev console. Was Latitude -27.082679 Longitude -78.994768 where I achieved -1391.42 metres depth. Apparently if you can see the area on screen at the right angle and light, from space. Then you should be in a shallow trench that makes up the left eye of a giant smiley face. @Tsar_bomba =)
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Couldn't even find settings for pressure depth so it will remain a mystery. Or it is an easter egg for those who venture in a craft to the lowest point on kerbin.
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I once used the Pulse Jet Engines (I think they are Retro Future) on a plane and because of the way the modder configured them. I accidently ended up in orbit around the Sun. With no way back. I have a config file I created, that uses the whiplash mesh to create a reasonably accurate Scramjet, If you are interested. I use it on my SR 71 blackbird. It is feeble at sea level and less than Mach 2 but once you get going and high enough it tops out at just over Mach 6. Make sure you have lots of radiators or heat shields though because things like to explode from over heating at that speed.
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Edit DDS, leaving MU model untouched?
ColdJ replied to WarpPrime's topic in KSP1 Modelling and Texturing Discussion
There is a way, But you want to be very sure you know what you are doing. If you are simply wanting to give a part a new texture. Most Squad stock parts can simply have the config file updated with a "texture =" without the quotes. In the MODEL subsection. Or you can add a "part variant" module in the config file. e.g I make replicas of fighter jets and like the dull grey of the inverted stock white. With some adjustments to the texture DDS, PNG etc. The part variants module allows you to switch in game and as Squad use it themselves for some of their rocket parts I am pretty sure you don't need a mod to use it. This works for most models but not all as some modders seem to set different parameters in their meshes. If you find a part that won't do that the simplest thing to do is open the config file. Immediately "SAVE AS" A new name you choose. Then change the "name =" at the top of the config file. "name =" is how the game tells the difference with parts. If you have 2 configs with the same "name =" then you are going to get strange results. Create a new folder. Cut and paste the new config file after you save it into the new folder. Copy into the new folder any textures the model seems to need and of course the model.mu it uses. Rename the .mu file to whatever you like and make sure the config file is amended to look for the new .mu in the folder structure you are now in e.g Squad/Parts/Aero/Wings/"What you named the .mu" But without ".mu" suffix. Do the same for any mentioned textures. Again no suffix. Rename the texture you want to change to have "old" at the end e.g "Wingsold.dds" so you know where the original is. Then rename the texture you created to the same name e.g "Wings". Now for those difficult parts where it is still not working. Do the above then you will need the program "HxD Hex Editor" ( which is free but make sure you get it from the developers site) use it to open the .mu file and scroll to the very bottom of the translated text. Here you will find the textures that the mesh is directed to use. Apparently the type of image file doesn't seem to matter as I have seen many whose suffix doesn't match. What matters is the name of the texture. Rename your new texture to something with exactly the same number of letters as the original. In the hex editor highlight just the name, not the suffix of the texture you want to change and then type it in. do not delete or backspace or do anything other than replace the original name with new name of exactly the same amount of letters. If you get it wrong close without saving and try again. Save the file (it may ask are you sure). Hex editor will automatically create a backup along with your amended .mu with the suffix .bak The Hex editor is also a good way of finding out what textures your mesh is looking for. Your new .mu will look for your new texture rather than the original. If this doesn't work you need a Yoda level modder. All of this was worked out through reading forums and trial and error. But works for me. Good luck. @WarpPrime p.s DDS images are flipped upside down compared to PNG so if you save 1 as the other remember to flip them first. -
I tinkered with the passenger hydrofoil that @Hotel26 put me on to. With the original engines that it came with. 125m/s before it tries to fly and realises that that is a bad idea. Or the fastest stable, not trying to fly with 4 extra engines. Hope that the data and design is usefull for @Hotel26 in his further adventures. p.s the legs are slightly more angled up than the craft file I sent you and I removed the fuel from the front adapter.
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That's easy just have Jeb pretend he is Fred Flinstone.
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Had no Idea. Interesting that Bill survived but my Submarine got totalled. I play in 1.9.1 and have regularly gone below 1000 metres. Which would suggest I don't have pressure effects turned on. So what sabotaged all my Submarine's systems?
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If only it did. Would give him something to see. Here fishy fishy fishy.
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Don't understand the parachutes unless you launch your subs from the rocket pad. Just made me think "Wouldn't it be wonderful if you could use a parachute as a spinnaker to pull boats."
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Everytime I get my minecraft world just right they bring out a new update And I start from scratch to see what I can achieve. I miss all my skeleton horses from when they used to spawn in great numbers every thunderstorm.
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When you are building and testing constantly it fills up the memory. Something in Squad's Unity engine doesn't clean out stuff you have done but don't need anymore while playing.
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I free dived down to the lowest point I could find in the ocean.
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@swjr-swis @Tsar_bomba No realism mods. My computer was very good when I built it but is well behind these days. To think I thought 16 gig of ram was overkil when I built it. Then I met KSP. Ok lets see if I can get these pics on here. Yay. Thank you swjr-swis.