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Everything posted by Space_nico
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[1.12.x] Tweakable Everything Continued (replacement)
Space_nico replied to linuxgurugamer's topic in KSP1 Mod Releases
Hi! Yep, I've got the same problem for every docking nodes on the VAB/SPH. When I deinstalled it, the problem disappeared... -
Hello everyone. Just a simple topic about my artwork on KSP theme! Enjoy! Deep Space Eploration Kerbal Propaganda I
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I use Discontinued Parts, the cockpit is better to do replicas, in my opinion.
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- aircrafts
- tweakscales
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Hello! In fact, I post this thread that because I like to recreate beautifull machines that wrote history. I not the most advanced creator in KSP but my goal is simple : only use a few mods and play with the scales of the stock part. Sometimes it works, sometines not... I would like to share my humble work, just for fun and sharing, and talk about creations you've possibly made. I will update as possible the topic for new content! -------------------------------------------------------------------------- Most used mod(s) : Tweakscales (after all, is not the main theme of the thread? Nah, forget about it!) Discontinued Parts For the rest, look on KerbalX description! -------------------------------------------------------------------------- [KHEED] KHEED K-104 series ---------------------- [KOEING] KOEING K-52 ---------------------- [NEXT COMMING SOON]
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Hi there! Just a little problem to notified with KSO Space Center Vehicles! The vehicles wheels don't work : - When you steer left and right, the wheels up and down (wut? ) - When you press z/w or s, the vehicle don't move either. Maybe I did something wrong or an incompatibility with x64 (who knows), but I haven't got problem with the helicopter. Voila, voila! ^^
- 1,016 replies
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- shuttle
- space station
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Space_nico replied to stupid_chris's topic in KSP1 Mod Releases
Hi! There! Just to notified a lag : Without the mod I have vanilla parachutes. But when I get the mod, those dissapears and I haven't the mod except the GUI setting gauge in the "Space Center View". I also running my KSP in x64, maybe it's the cause of my problem, don't you think? -
[1.0.5][WIP]FantomWorks 0.3.3 KAX+ Part Pack
Space_nico replied to FreddyPhantom's topic in KSP1 Mod Development
[quote name='FreddyPhantom']So here is a little preview of what I'm working on. I got that idea when I saw the new 2.5m turbofan. And it would perfectly fit to a mk3 (3.75m) sized Boeing 777. [URL]http://i.imgur.com/mQEVtmg.png[/URL] What do you think? Some suggestions? -Freddy[/QUOTE] Perfect! :D -
The famous and beloved MK-1 Cockpit!
Space_nico replied to Space_nico's topic in KSP1 Suggestions & Development Discussion
Well, in my point of view, those cockpit are not designed to be for a combat aircraft. Like the NF-104 or NASA's research aircrafts, there is not a military use. SSTO may be possible, I think so. Like it said upside, there is good mods for military mods. Add a cockpit is for creativity, almost and well, it's just a photoshop, so it can be updated. I agree that the old Mk-1 was not easy to use un IVA because of a bad field of view with the glass cockpit. That why, more over to add the new Mk-1, complete the fleet with an other cockpit will be great. But legit to say that this concept can be add in a mod. It's good to debate on this! -
The famous and beloved MK-1 Cockpit!
Space_nico replied to Space_nico's topic in KSP1 Suggestions & Development Discussion
The good point with the type of cockpit I do in photomontage is that you can imagine what you want with your interpretation : a X-1, an AV-8, a J-10, a F-104 etc... The Mk-1 in the 1.0.5 is more like a business jet like Falcon or Embraer or some SSTO's like SpaceShip Two. Both are complementary! An another caracteristic in each one : design to break speed limits! But, it's always my opinion. ^^ -
Whale, well, Whale... [Ok... I go outside]
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Hi everyone! 1.0.5 is arrived! Hurra, new stuff, moar, moaaaaar!!! But one thing has dissapere : the Mk-1 Cockpit! In fact : it's true and false! We can observe that the new MK-1 has a really interesting design who can give more unlimited concepts of aircrafts and others flying cans. ∟ Beautifull, isn't it? But, this is the end of the one we known since 0.25? In front of this case, I've got an idea : create a new cockpit, inspired from this one. Here is a photomontage illustrating the idea : Voila! But sadly, I don't have the knowledge to do this on 3D... So I suggest it, if someone or even SQUAD want to take a look on it. What do you think about a revisited cockpit in two variant? In my opinion, it can add more gameplay creativity in this beautifull game we love! And I think Jeb', Bob, Bill and Valentina will approuve this! Thanks for the interrest you took to read this. P.S : Sorry, my English writting is a little bit rusty...
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Just an idea : why not make a MIRV warhead?
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[1.1.x] Space Shuttle Engines (2016-07-03)
Space_nico replied to sarbian's topic in KSP1 Mod Releases
Hi! I always though that the Space Shutte Main Engine was a little bit underpowered so, I just modificate some values with ShadowWorks' values. If it's not allowed, I just modificate the post, obviously! Just copy / paste in the CFG -> Kerbal Space Program\GameData\Klockheed_Martian_SSE\Parts\Ssme-s and Ssme-s-Straight . PART { // Kerbal Space Program - Part Config // Shuttle Engine // // --- general parameters --- name = km_ssme_rs25s module = Part author = dtobi // --- asset parameters --- mesh = model.mu scale = 1.0 // --- FX definitions --- //fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 24000 cost = 2320 category = Engine subcategory = 0 title = RX-25s Shuttle Main Engine manufacturer = Klockheed Martian description = Looks like the real thang! // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 1.6 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 bulkheadProfiles = size1 stagingIcon = LIQUID_ENGINE NODE { name = top transform = node_top } //MODULE //{ // name = ModuleEngines // thrustVectorTransformName = exhaust // exhaustDamage = True // ignitionThreshold = 0.1 // minThrust = 0 // maxThrust = 750 // heatProduction = 125 // fxOffset = 0, 0, 1 // PROPELLANT // { // name = LiquidFuel // ratio = 0.9 // DrawGauge = True // } // PROPELLANT // { // name = Oxidizer // ratio = 1.1 // } // atmosphereCurve // { // key = 0 380 // key = 1 330 // } // //} // START FX EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame transformName = exhaust emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.3 size = 1.0 0.7 localOffset = 0, 0, -3 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke powerEffectName = powerflame thrustVectorTransformName = exhaust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 750 heatProduction = 570 fxOffset = 0, 0, 1 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { // was 380 330 key = 0 320 key = 1 280 key = 7 0.001 } } // END FX MODULE { name = KM_Gimbal_3 gimbalTransformName = gimbal yawGimbalRange = 1 pitchGimbalRange = 11 enableRoll = true } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = exhaust } MODULE { name = ModuleAnimateHeat ThermalAnim = ssme } } PART { // Kerbal Space Program - Part Config // Shuttle Engine // // --- general parameters --- name = km_ssme_rs25ss module = Part author = dtobi // --- asset parameters --- scale = 1.0 mesh = model.mu // --- FX definitions --- //fx_exhaustFlame_yellow_small = 0.0, -10.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustFlame_blue = 0.0, -4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustLight_yellow = 0.0, 4.0, 0.0, 0.0, 0.0, 1.0, running //fx_smokeTrail_light = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, running //fx_exhaustSparks_flameout = 0.0, 4.0, 0.0, 0.0, 1.0, 0.0, flameout // --- Sound FX definition --- sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout // --- editor parameters --- TechRequired = veryHeavyRocketry entryCost = 24000 cost = 2220 category = Engine subcategory = 0 title = RX-25ss Straight Shuttle Main Engine manufacturer = Klockheed Martian description = Looks like the real thang! Is not bent. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 1.45 emissiveConstant = 0.8 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 bulkheadProfiles = size1 stagingIcon = LIQUID_ENGINE NODE { name = top transform = node_top size = 2 } NODE { name = bottom transform = node_bottom size = 2 } //MODULE //{ // name = ModuleEngines // thrustVectorTransformName = exhaust // exhaustDamage = True // ignitionThreshold = 0.1 // minThrust = 0 // maxThrust = 750 // heatProduction = 125 // fxOffset = 0, 0, 1 // PROPELLANT // { // name = LiquidFuel // ratio = 0.9 // DrawGauge = True // } // PROPELLANT // { // name = Oxidizer // ratio = 1.1 // } // atmosphereCurve // { // key = 0 380 // key = 1 330 // } // //} // START FX EFFECTS { powerflame { MODEL_MULTI_PARTICLE { name = flamethrust modelName = Klockheed_Martian_SSE/FX/engine/ssmeflame transformName = exhaust emission = 0.0 0.1 emission = 0.5 0.25 emission = 0.75 0.75 emission = 1.0 1.0 speed = 0.0 0.40 speed = 1.0 1.0 size = 0.0 0.3 size = 1.0 0.7 localOffset = 0, 0, -3 } AUDIO { channel = Ship clip = sound_rocket_hard volume = 0.0 0.0 volume = 1.0 1.0 pitch = 0.0 0.2 pitch = 1.0 1.0 loop = true } } powersmoke { PREFAB_PARTICLE { name = flamethrust2 prefabName = fx_smokeTrail_light transformName = smokePoint emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.25 speed = 1.0 1.0 localOffset = 0, 0, 1 } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 1.0 pitch = 2.0 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 1.0 pitch = 2.0 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } MODULE { name = ModuleEnginesFX //engineID = rocketengine runningEffectName = powersmoke powerEffectName = powerflame thrustVectorTransformName = exhaust exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 750 heatProduction = 570 fxOffset = 0, 0, 1 EngineType = LiquidFuel PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { // was 380 330 key = 0 320 key = 1 280 key = 7 0.001 } } // END FX MODULE { name = KM_Gimbal_3 gimbalTransformName = gimbal trustTransformName = gimbal yawGimbalRange = 5 pitchGimbalRange = 5 enableRoll = true } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine } MODULE { name = ModuleAlternator RESOURCE { name = ElectricCharge rate = 1.0 } } MODULE { name = ModuleAnimateHeat ThermalAnim = ssme-straight } MODULE { name = ModuleSurfaceFX thrustProviderModuleIndex = 0 fxMax = 0.8 maxDistance = 50 falloff = 1.8 thrustTransformName = exhaust } MODULE { name = ModuleJettison jettisonName = fairing bottomNodeName = bottom isFairing = True jettisonedObjectMass = 0.1 jettisonForce = 5 jettisonDirection = 0 0 1 } } -
Je pense que Jeb a les compétences pour éviter ça! Ça serait dommage, ça semblait prometteur!
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I appreciate that you take time to explaine it to me. I better see what's wrong now, thanks! I've changed the wings : a compromise between stock and B9 Proc' Parts. The fact that it's more efficient in stock aerodynamic and FAR. More over, like you say, flaps are better for take-off (obviously, "niahé" ). The reason why I didn't put flaps before is only caused by the mod used for the part : they're not symetrical when flaps is used ( one go up, one go down ) but... the design of it was interesting. But now I'll update on all versions of the aircraft and rebalance with each one. Update soon!
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Beh en tout cas, c'est du très bon travail! Hâte de voir la suite! Pour le lanceur, pourquoi pas s'inspirer du système de navette comme dans le clip de Muse - "Sing for absolution"? Une partie carrément dans la continuité des lignes du CRV.
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Well... For the moment, to be honest, I don't know... I'm not a really scientist in the soul but I'll try to calculate the MTOW. If you want you can help me, or anybody else in this forum (erf sorry, I really s*cks in mathmatics ). However, I take notes about your sujestion about the lift : updates will come soon.
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Update : add EW-89 Spectro
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Thanks, sir!
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Disclamer :all mods are listed on KerbalX so, more pratical for you and me W-98 Odelion The W-89 Odelion is one of the state of the art in term of airliner. Design to travel across the world, the another fact of this plane is it’s capability to be upgraded in various platforms ( civilian & military ). Download Link ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- W-89 SOFIA Base on W-89 Odelion, the variant SOFIA was design for studying celestial bodies. Nota : sadly, the DMagic Orb' Sci don’t work in atmosphere : only aethetic for the moment! Download Link ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ABL-9 Sunburn To face the threat of balistics missiles, one anwser : ABL-9 Sunburn Based on the Odelion liner, the Sunburn is equiped with a Kründer TLS-580-E. 350 E.C/sec are necessary to operate the beaming for a short period. That why a part of the fuselage is remplace by 3 powerfull batteries of 40 500 E.C per unit. A Target Tracking Laser of High Velocity (TTL-HV) is installed for a more precise shoot. Download Link ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- RW-9 Guardian The RW-89 Guardian is a recon & spying aircraft. Equiped of various antennas for transmitting, listening information, operators can operate on all kind of frequencies. Two wing-mounted pods are used to jammed an ennemy area. The main role of this aircraft is political and psychological warfare. Download Link ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- EW-89 Spectro EW-89 Spectro was design to detect all kind of flying object in a wide airspace. In fact, it’s an A.W.A.C.S ( Airborn Warning and Control System ). Two wing-mounted ALQ-131 are displayed to ensure an ECM protection around the aircraft. Download Link -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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[1.0] Mk3 Mini Expansion Pack (Mk3 NoseCone and Alternate Cockpit)
Space_nico replied to K.Yeon's topic in KSP1 Mod Releases
And, why not do the Shuttle's OMS pod? The nose cone is great so... why not the bottom? -
AS-37 is an Anti-Radar missile! AS-39 Exocet is the Anti-ship! But nice project!
- 2,035 replies
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Hi everyone. Just asking one thing : it is possible to turn the FAR friendly fairing (2.00 with the 2 clams ) in the 3.75 size (base + fairing)? In fact, I also use Tweakscale but the ejection of the fairings work not so much : actually, they stuck and collide in the main structure, so... ^^' I really don't know how to modify that so, if someone can help me to light up this problem... It will be nice! Cheers.