germalto
Members-
Posts
71 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by germalto
-
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Yeah...i suppose it's kinda been dropped. I've been really busy IRL and haven't had the chance to get back to this. i might re-start it during the beginning of april as i have some time off then to do it. -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
germalto replied to HoY's topic in KSP1 Mod Development
I'l offer my services as a modeller and/or texture artist if you want -
Kerbin City Community Project - Phase B - New Islands
germalto replied to nothke's topic in KSP1 Mod Development
Just had a great idea on how train's can work so i started modelling Train WIP : -
You can have the model if you want, i've decided not to bother building the rest of it
-
looks good nice idea, i liked it so much i gave it a go myself What do you think ?
-
Kerbin City Community Project - Phase B - New Islands
germalto replied to nothke's topic in KSP1 Mod Development
I'll second that! -
Kerbin City Community Project - Phase B - New Islands
germalto replied to nothke's topic in KSP1 Mod Development
IF you need any more model's done or anything just give me a PM, it looks like you've got the plots sorted but if you need anything else, my services are at your disposal -
FREE BEER Now that i have your attention i'd like to ask a few questions i was thinking of creating a space dock for use with kerbtown so would this work : making it exactly at the Geo-sync altitude thus when the physics kick in (and assuming it was held down with clams) when it is release would it already be in orbit ? thanks in advance and sorry about the false advertisement, i just wanted to get your attention
-
http://forum.kerbalspaceprogram.com/showthread.php/28273
-
Is it possible to create my own buildings?
germalto replied to polemon's topic in KSP1 Modelling and Texturing Discussion
There is a mod called kerbtown which will allow you to do this. -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
here it is folded up, it will have connection node on the bottom of it for connection to a two meter tank. it will also have its own internal engines and fuel so you will be able to land it by itself -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Its pretty stable, it would be very very hard to tip over I would guess its roughly 5-6 meters across when fully deployed, I'm not sure that this is going to be the final size and i may tweak the size of it to make it slightly bigger. the screenshot below shows it twice its original size, what do you guys think? Kerbal added for size comparison : -
[0.22] Extraplanetary Launchpads Legacy Thread
germalto replied to skykooler's topic in KSP1 Mod Releases
soon, I'm still tweeking it, making sure that it is working as it should, the collision meshes are slightly out of alignment and i'm considering re-scaling the size of it as it's a tad on the small side. got some built in rockets and fuel as well which needs to be added -
[0.22] Extraplanetary Launchpads Legacy Thread
germalto replied to skykooler's topic in KSP1 Mod Releases
I BRING YOU MY LAUNCH PAD ! coming soon to a spaceport near you -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
so i finally got some free time to put the landing pad in game -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
DO you mean this airlock ? -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
somewhat, The issue I've had with hangers is that I'm really not sure what size to make them. The one below is something i created quickly the other day, if i end up using it it will have the ablility to open the front door, which will double as a ramp, and the top will also open for VTOL craft's/bases in space/asteroid bases/whatever you use them for. Feedback would be appreciated as I'm not sure on the design or the size of the structure. -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Update Leg animation is done, currently working on a lift to take kerbals up and down -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Or...... -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Mission Control -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
The issue with the central connector should now be fixed and is available in 0.3.1. Kinda sorta got one on the go, things need to be re-done, the inside needs to be re-done and textures need to be added. -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
Its an issue we're working on, stand by for a fix asap -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
I should be back in online sometime tonight, so expect a release either some time tonight or tommorrow Teaser Pic : -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
I've got some things in the initial planning stage for something like this, definatly won't be in the next update tho -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
germalto replied to Ravski's topic in KSP1 Mod Releases
i can neither confirm nor deny these accusations, all i will say is that the next few updates will be very interesting