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Everything posted by BlazingAngel665
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[0.22] Extraplanetary Launchpads Legacy Thread
BlazingAngel665 replied to skykooler's topic in KSP1 Mod Releases
Suggestion? Maybe if you recycle something you receive a resource "Debris" as well as a fraction (say 95%) of fuel and mono propellant on the vehicle. This would add some additional realism to the process. It would also be nice if additional resources were required to create vehicles. Maybe add plastic (refined from Kethane) and circuitry that had to be created from ore and plastic. This way certain bits may be more difficult to fabricate. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
New DCSS right here. Missing the turbo pumps and support structure to handle the extending vacuum nozzle but I am rather happy with how the nozzle turned out. -
[1.3] Starshine Industries: Extendable Nozzle
BlazingAngel665 replied to ganinian's topic in KSP1 Mod Releases
Option number two sounds quite nice actually -
[WIP Plugin] Extraplanetary Space Centers!
BlazingAngel665 replied to skykooler's topic in KSP1 Mod Development
Not gonna lie, your new models are BEAUTIFUL. I already love this mod but the level of professionalism added by your new models is mind blowing. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Wow Chimer Stellar update. The Delta IV is limping along like the IRL space program (Congress should have some group therapy. RosCosmos gets 53bil NASA hardly gets a fifth of that) However IRL is now looking really unbusy for two weeks so after I am done crying my eyes out (it has been an emotional month) there will be an update. Copenhagen Suborbitals is also getting new bits hopefully. I am also looking at doing some payloads so look for more info on that to come. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Wow Chimer you are doing some serious one upsmanship. Also you need to teach me your sketchfab wisdom. I can't manage to upload textured models. No news on the Delta IV IRL still super busy. I am seriously sleep deprived at the moment. -
[0.23] Runway PAPI array - Version 0.3.2
BlazingAngel665 replied to asarium's topic in KSP1 Mod Releases
Are they a physical model of the lights or just colored squares? I am more than sure that someone would be willing to make a model of the landing lights setup. Also someway to configure the glide slope would be mightily appreciated. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
CSS as in Cryogenic Second Stage. I am unaware of any other CSS's that I would be other than this one. . . . @Chimer4 Great! The Delta IV textures have gone almost nowhere due to a lack of free time but they are still happening, maybe by Christmas? Or before then. Depends on my motivation level. -
I am thinking that using a floating drilling platform might be just as much (if not more) fun. I am still not sure how to keep my Extraplanetary Launch pad floating so this plan is on hold. . . . Pol is optimal for off world drilling though. When all delta V considerations are made you will save a large amount of fuel by having a permanent outpost with all the mining equipment and a NERVA powered fuel transfer craft. Further reduce Delta V by doing direct ascent injections and aerobraking at laythe and all of a sudden the single NERVA and a rockmax tank might actually work.
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Yep, thanks. I am aware of this issue. However since the CSS is being completely remodeled and the bug is caused by the median in Blender not being at 0,0,0 I decided that since the COM is still lined up (the thrustTransform is also slightly offset if you look closely) It is merely a graphical error and it will be fixed with the new model. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Manual flight has not revealed any issues. Mechjeb can't fly half my stock rockets so I won't try and place the burden of off center thrust on it. Gimbling isn't hard to edit in the CFG line. Just turn it up from where ever it is at to where ever you want it too be. The number increments are degrees. If a model is child-ed the thrustTransform in Unity then the nozzle will move with it but this isn't necessary. to Basically, I don't ever expect an autopilot to be able to fly something. If Mechjeb can, that is just a bonus. The above statement is true. Thanks. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Version 0.2.0 has been released and includes the Delta II by BossSquirrelz as well as updates to the Delta IV that actually make it usable. -
Version .2.0 is now Released get it in the OP or right here. Changelog is included in the download. https://www.dropbox.com/s/helr9yhxminsvgq/United%20Launch%20Alliance%20Pack.zip
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Yes it is actually right now. I am changing all the textures over to the new standard on the Delta IV. I am adding the small sized GEM. I fixed the interstage (hotfix later today) and and adding BossSquirelz Delta II to the pack with his permission. Sorry for the wait guys. IRL has been an amazing two weeks with too little time for KSP dev work. I also spent a bit of it trying to do the Heat 1X for my Copenhagen Suborbitals pack. Chimer 4 is also working on it to my understanding. I still an a little new to normal/bump mapping and am trying to straighten out that mess. My UV maps were too bonkers for me to even try it until I re unwrapped everything. I am also improving the texture resolutions so you can't see pixels. Carry on.
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If you have a desire to see it in game I could see if I could pair down the final model and run it through unity.
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Planetes Corporation - Plasma Engine Project
BlazingAngel665 replied to Yorik's topic in KSP1 Mod Development
Any chance of some UV maps? For the Star Trek debate the dilithium crystals are the location where matter and antimatter combine. Somehow the dilithium makes sure that the whole ship doesn't shred itself. Then the electricity is transmitted through plasma conduits which act as superconductors at high temperatures. (since the gas can't take on more electrons due to it's high energy state). -
Means a lot coming from someone like you. I learned to play this game with some of your stuff. Appreciate the thought.
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Copenhagen Suborbitals Discussion
BlazingAngel665 replied to JelloTickles's topic in Science & Spaceflight
Yes, those sizes are IRL sizes, I haven't scaled them down because they already have such a tiny diameter that scaling them down would have caused me problems texturing. If you want to you can add a rescale factor to them. I thought it was kind of interesting to see how much larger real life stuff appears in Kerbal. -
New textures on the CBC are looking pretty cool, the normal maps really improve the look of the foam. This way is much better then the mottled texture look I am currently using.
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Copenhagen Suborbitals Discussion
BlazingAngel665 replied to JelloTickles's topic in Science & Spaceflight
My contribution to this thread. . . Version .2 with Heat 1X now released. http://kerbalspaceprogram.com/copenhagen-suborbitals-sapphire/ -
Space Shuttle Atlantis Photo Tour
BlazingAngel665 replied to cchard's topic in Science & Spaceflight
I just went to CSC and saw Endeavor. It was pretty amazing. Along the way stopped by JPL and Met Clara Ma (named Curiosity) and Bobak Fedowski (sp?) better know as Mohawk Guy. eventually they hope to put Endeavor on a stack as if ready to launch, but they still need money for that. Currently it is just sitting on the floor enjoying a long deserved and hard earned rest. This is the spacecraft assembly facility (SAF) at JPL if anyone is interested. This is the famous "Mars Yard" where they test rovers. And of course the sign above the front door (well right inside it actually)