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Everything posted by carmics
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Alguien pudo lograr poner el mod de las nubes?
carmics replied to Gotcha's topic in Spanish (Español)
ya esta funcionando uno bastante bueno compatible totalmet con el KSP0.24.2 esta aqui: http://forum.kerbalspaceprogram.com/threads/55905-0-24-7-4-Sep-9-2014-EnvironmentalVisualEnhancements -
De la misma forma como llegas a otro planeta, claro aquàhay que ser un poco mas precisos lo cuan se consigue durante las maniobras de aproximación orbital lo importante es que debas usar el calculador de órbitas que trae el juego y elegir el asteroide que este mas a su alcance
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
carmics replied to rbray89's topic in KSP1 Mod Releases
I like the effect of clouds, when you see improve Kerbin at a distance, gives more realism I could draw my own clouds with a mean fantasy style, I still liked the results -
the AIES part already available here! http://forum.kerbalspaceprogram.com/showthread.php/35383-0-20-2-AIES-Space-parts-v1-1 You can download!
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thank you very much for the support everyone! the full mod will be available soon and i put the links in a new post in the "Addon Releases and Projects Showcase" here is a reference basically
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AIES space (Agencia de Investigaciones Espaciales Suprema) The AIES project is a set pieces to make almost any type of mission, more than 80 pieces so far, engine, fuel tank of any size, Pods, fixed solar panels, SAS, rcs tank, landing legs among others. phase is Alpha and will be compatible with KSP 0.20.x is awaiting the final details to make it available to everyone. I have taken the total development for quite some time, not only in build, also replaced and usually lead to removing the oldest for a better, even this development process continues to add pieces that can be quite useful in certain missions _______________________________________________________________________________________ These are some possible configurations of rockets, also gives us the first glimpse of how they look, each size for certain types of cargoes ________________________________________________________________________________________ protective covers are separated by a small rocket that is at the tip and provides a safe disengaged without stopping the engine in the process. ________________________________________________________________________________________ Parts of the pieces are useful for construction of scanning probes. ________________________________________________________________________________________ attach possibility: small motors have the ability to add simultaneously without a connection point or (node stack) Note: 1- Parabolic and antennas and are not included in the standard patch AIES, since I designed to work with the plugin (RemoteTech) will add a second download link for these parts. 2- I do not speak English and I translate a little effort, you may find bugs here and also in the description of the pieces AIES.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
carmics replied to Normak's topic in KSP1 Mod Releases
these pieces are very well done, congratulate its creators -
very well is much more interesting and fun to play without Jep.
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it feels great to do it for the first time, I do it without any assistance and it is always a challenge.
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well now have to explain how we do the inside, the cabin of the pods
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Hola a todos, si yo hablo español también llevo jugando ksp desde hace bastante tiempo ya bueno y también hago mis propias piezas, estoy a punto de publicarlas, son mas de 50
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
carmics replied to JDP's topic in KSP1 Mod Releases
I also expect an update for this plugin I have several probes and antennas that I send to other planets. -
definitely a great legend of space exploration has passed into immortality.
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How to create hatches in blender?
carmics replied to Themohawkninja's topic in KSP1 Modelling and Texturing Discussion
I too am quite interested to know how this is done -
Nuka's Blender help topic
carmics replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
hello I have a question. is on the moving parts, I\'m doing down legs resembling those of kerbal Landing Struts, i use Blender get them to move the 'obj_leg' which is pa rarte visual piece, but not ce as an achievement to make it move on 'node_legcollider ' in fact, i seen as a visual piece (which actually should not be) . -
Problem with shadows in Unity
carmics replied to requimrar's topic in KSP1 Modelling and Texturing Discussion
I was able to fix the problem The solution is in the right menu (object modifiers/add modifier/edge split, then apply) this solves the problem of the shadow