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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
Add some form of lid maybe? It could open when ore is being deposited and shut when not in operation. No one can mine ore on a suborbital trajectory. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
New textures on the CBC are looking pretty cool, the normal maps really improve the look of the foam. -
Me want it. Quality work sodopro. I would wait for a go ahead from squad before releasing anything though.
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[Abandoned] LightSwitch Interface
BlazingAngel665 replied to Razchek's topic in KSP1 Mod Development
You should add some integration into the Mission Controller plugin for storyline purposes. Have a short little video clip to play before each mission/on mission success. (I volunteer to do the videos since someone will ask) Also I just release the Heat 1X with the reflective shader. I need to tweak it a bit to make it look more realistic but for now I think it looks amazing. You can check it out here http://forum.kerbalspaceprogram.com/showthread.php/36838-Blazing-Aerospace-Copenhagen-Suborbitals-Version-0-2. Thanks for the great plugin -
Blazing Aerospace: Copenhagen Suborbitals Version 0.2
BlazingAngel665 replied to BlazingAngel665's topic in KSP1 Mod Releases
Updated to version 0.2 with the Reflective Shaders plugin (still needs tuning but I want suggestions) Razchek very generously gave me permission to redistribute it so it is in the download. This version now includes the Heat 1x. -
I thoroughly enjoyed the first day of streaming, I caught the tail end of Yarg and well into PD's stream. Both deserve a medal. They were entertaining informative, had fun ideas, read the chat and were enjoyable to watch. I tried to watch Majir's Mod showcase but schedule conflicts stopped me from catching more than a few seconds of the map view. However in the future it might be a good idea to let Modders stream their own mods. It might be more effective. Majir spent almost as much time trying to help Skunky find a button as he did talking about the mod in the short period of time I was able to watch. It's not Skunky's fault that he hadn't used Kethane much, it just wasn't as effective as it could have been. Or maybe you could have on of the other KSPTV streamers do it who use the mod frequently. Many of them are experts in a number of mods as I have watched. PD is particularly good example. All in all I am thoroughly enjoying the streams. Keep up the good work guys.
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Cool well the Delta IV in isn't that good yet but it will get there. Data is going to be hard to get at this early stage because the SRBs aren't in the pack yet. Also I have only done the large 5mat upper stage. Maybe a tester would be willing to collect this data?
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All these worlds are yours except Jool. Attempt no landings there. Now on to business. I am at JPL right now on my cell since the hotel doesn't have wifi worth crap. Clueless has deffered the Delta II since squirrelz made one. With Chimer's permission I would extend him an invitation. If he doesn't wish to be included then I will create our own Delta II after I fix the CBC texture and CSS model. I got a great look at some really cool stuff today at the AFTC at Edwards AFB. Saw really cool models,talked to really smart people. I even saw a Hall thruster . Whenever dev work resumes expect some really cool stuff but I won't be back till Monday. I apologize for the wait but this IRL oppertunity was too good to miss. Back to modding though whenever I get wifi back Heat 1X will go up and then it is back to ULA stuff. Hopefully I can do some payloads eventually. Life post over carry on.
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No idea he can contact Chimer 4 and myself if he wants it added.
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Blazing Aerospace: Copenhagen Suborbitals Version 0.2
BlazingAngel665 replied to BlazingAngel665's topic in KSP1 Mod Releases
I'm not sure how the scales will work out, for simplicity's sake I will model my own. Feel free to upload your though. -
[0.21.x] ReflectiveShader Plugin (Version 1.2)
BlazingAngel665 replied to Razchek's topic in KSP1 Mod Releases
Thank you greatly. Now I just have to separate my parts so that this works. I will post results up here when I am done. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
I am aware my textures suck I am working on new ones right now though so that is unnecessary. I am also trying to do a new CSS that has an animated vacuum nozzle. -
To have the SRB decouple you will want to set the decouple node to node_attach and the parachute has some info in the addon link thread. I'm not sure however if you can make this work because of staging, which would tend to trigger the parachute, decoupler and engine all at once. . . You can use as many textures as you have objects, setting the shaders to KSP/whatever in unity. Then select the appropriate texture in the menu As far as tris counts I'm not sure what a good budget is, I make the model, reduce it as much as possible and then be happy with my result. That is my budget. Welcome to modding. Enjoy your stay. If you want help with Unity shoot me a PM.
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RCS thrusters - what's the difference?
BlazingAngel665 replied to ironclad's topic in KSP1 Gameplay Questions and Tutorials
Guy who digs into the game right here. Instead of 4 game objects that can output RCS thrust, there is only one. Basically it lets you limit what ASAS can do or thrust perpendicular to the surface you place the thruster on. Everything else is the same. -
[0.22.X] BobCat ind. Historical spacecraft thread
BlazingAngel665 replied to BobCat's topic in KSP1 Mod Releases
Spaceport originally had a selling system that was removed before the release I believe. -
They are an early test release. Bug reports are appreciated. They are parts packs containg everything needed for these two launch vehicles in two configurations a piece.
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Don't worry, there is a lot of that left to do.
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"United Launch Alliance (ULA) is a joint venture of Lockheed Martin and Boeing. ULA was formed in December 2006 by combining the teams at these companies which provide spacecraft launch services to the government of the United States. U.S. government launch customers include both the Department of Defense and NASA, as well as other organizations." In much the same fashion as ULA Chimer4 and I teamed up when we learned about each other's work. This partnership resulted in the following two fine* pieces of work. *does not actually mean anything The current release is a test version containing Atlas V by Chimer4 Delta IV by BlazingAngel Delta II by Clueless Download links: DON'T YOU DARE DOWNLOAD THESE DINOSAURS!!!!! https://www.dropbox.com/s/helr9yhxminsvgq/United%20Launch%20Alliance%20Pack.zip Development Thread
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
Sorry guys. I mistakenly uploaded an old version of the Delta IV, Chimer4 was good enough to fix it. Use the combined pack with the fixes instead of my link, which I will fix momentarily. -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
You and me both, I spent four hours trying to make it work for my Copenhagen Suborbitals pack. Even when it worked fine in blender it seems that Sketchfab can't use png or jpeg textures, somehow you need to make .tiff textures (which I did) and zip them into the folder and upload the folder, with materials? Never mind that however. Delta IV Version 0.1 RC3 is now release with a temporary CSS model and somewhat lackluster CBC texture. Bug reports are appreciated. https://www.dropbox.com/s/c6llwlw7i2566nb/Blazing_Aerospace.zip -
[Abandoned] LightSwitch Interface
BlazingAngel665 replied to Razchek's topic in KSP1 Mod Development
Still not sure how implementing it will go, If I figure it out I will do a video tutorial for the good of others. -
Single launch to Laythe
BlazingAngel665 replied to Bassoe's topic in KSP1 Challenges & Mission ideas
Not that bad, I just take the decouples off of my Duna return craft. This will allow me to go single stage from LKO to Laythe and back without landing. It can land no trouble under chutes but it has to dock to do a return platform.