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karlalbury

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Everything posted by karlalbury

  1. been little busy with holidays and getting info on the new 0.9 update and making changes ive tweaked the lander trying to make it as compatible and like stock as can (making the landing stage and return to use stock engines and explosive bolts for the escape stage (trying to work out issues with the shroud (originally animated opening but think ill be going with sections that separate) also reworked the shape of the main lander to have good point to attach science modules.
  2. yea issue is the force is perfect gives it that nice pop and jump up on release much like the actual lem but its separating everything attached to the lower part. maybe a way to separate only top node? o.O all i did was add the TX RL parameters to the cfg.
  3. HAHAHA yea that not gonna work entire stage just explodes legs and ladder everywhere.
  4. And some more testing fixed RCS for 4 way symmetry, few changed to make think ill make the decoupler built into the base to make the fit more natural
  5. Turns out my mistake was the collider not being set correctly. thanks guys got it all working perfect now that is a good vid tutorial for new modders dose not just show what to do explains how it functions and common problems can run into. Now to figure out how to set my center of mass to correct position and this thing is ready for inworld testing.
  6. thanks nli2work going threw it now got the hatch to let the kerbal out but not back in lol
  7. Big as can make it and still fit a 2 M maybe 2 versions make this a single kerbal pod and up to next part size for 2 thoughts? body size its fine its just those monsterous kerbal heads XD
  8. been following this tutorial http://wiki.kerbalspaceprogram.com/wiki/Adding_Airlocks_and_Ladders_to_Parts Cant find the airlock tag or Part Triggers layer do i have to make them from scratch? tried doing so but cant find the (Tick the "Is Trigger" tickbox,) stuck at this point im sure its some simple little mistake but i cant spot it
  9. think this is the scale to use only a fraction smaller then the 3 kerbal pod and fits 2 also still fits inside of 2m parts.
  10. A little ingame testing not sure why scale is off need to go over notes again Fixed it
  11. Altered entire shape to make internals work widened and enlarged airlock, pushed window angle out so can see ground from cockpit landings
  12. On second thought i think i will was looking up info and images to work on internals and noticed how they function giving a view of approaching ground over the angled lander stage. o.O thanks for bringing that up (Yay function)
  13. Finished the 2 m Decoupler/ faring to house the MEM removed mun or bust from the lander and placed on the can instead
  14. First seen of this one (Naw doing my own thing) Yea the real one dose but will add to tri counts i want to keep it simple and this isnt a replica its just based on the LEM
  15. finished the base. assembled Door fixed thanks (Deathsoul) did not notice till you mentioned it
  16. Building a Mun Lander based on the lem i know is a few already but wanted something that felt less out of place. started today model is about 80% needs interior and (base - Started). will be just a tank, designing so that stock legs RCS and ladder fit well. going for a simple model and texture set that looks like it belongs. (updated pics photobucket was not being good ) check list Lander 100% (Needs Normal Maps) (Complete) Base 100% (Needs Normal Maps) (Complete) Interior 0% (Diffuse and Normals) 2m Holding Can (Diffuse and Normals) (Complete) (Working on hatch open animation) Thinking of changing the gold foil to tin foil looking little too nice XD. or maybe just a stock tank design texture (thoughts?) Normal Maps Finished BTW if anyone knows where that tutorial on setting up the hatch in unity is please let me know. Thanks noonespecial
  17. looked at the .dll its got the system.io namspace needs to be altered to work with 0.15
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