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SolarLiner

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Everything posted by SolarLiner

  1. Manual Shuttle launch is not that easy, you have to do it in a fual-saving way. Turning at 10km is NOT the way to do it. The gravity turn starts at 500m-1km, and finishes at 95-100km. You have to be at ~20-30° pitch at booster sep (GET+0:02:04). Get into a 120x85km orbit, perform the OMS 1 burn at apoapsis with the OMS, and maybe a OMS 2 to get to your final desired orbit. Shuttle Fleet is still avaliable at Simviation: http://simviation.com/1/browse-Space+Orbiter-111-1
  2. Put the camera away, and increase FOV. Rework the mun texture, brighten the image, maybe a little bit of work in the Kerbin's atmosphere. I don't like the spaceship that much on the second picture.
  3. "You big planet, captured a so small asteroid ... HOW THE HELL DID YOU DO THAT ????"
  4. If you are using the default Atlantis, you need Lua to be activated. Then, launch a terminal (by CTRL+F4 or using the Terminal MFD). type "run('atlantis/launch')" and then "launch()". And you're done. If you're using Shuttle Fleet, then apply full power. The autu-pilot will activate by itself. If you're using Space Shuttle Ultra ... Then I don't know.
  5. False. The person below me will say "False".
  6. But I can read in minds ! I found (I think) how you exported the parts. But I need to find the correct script to transform the result in a compatible .3ds or .fbx format ... And these are my new desktop wallpaper too !
  7. The "Gravity-gradient torque" may help you staying pointed towards the Earth. If you leave an object long enough in LEO (like a few days), you'll see that one side of the object will face way longer and the other side. If you wait even more (like few months or years, depends on the object), that side will remain facing the Earth. But the ISS is way too massive to stay aligned. They uses CMG to help orientating the station along Earth's horizon. The fact that your ships in KSP remains motionless is because of the "on-rails" simulation. I think if you stay long enough in 4x physics warp you will see the ship rotating. Or the gravity-gradient torque is simply not (yet) implemented in KSP.
  8. Whoa ! What did you use for rendering ? Are the lens flares post-rendering ? How did you extract Kerbin's texture ? Where did the cloud map came from ? And the most important, how did you import the part's models ? I know, so many questions, but as I do space art myself ...
  9. The "Source" folder goes in your main KSP folder, like others. It contains codes for who wants to use them.
  10. Argh, it seems another people thinked to this before me ... So this is my "version" of a Mod Manager, witch uses JaneSoft technology to enable-disable mods. Choose a zip package, choose a name and hop ! Mod created and ready to enable in JSGME. So, for installation: 1. Get JSGME. Extract "JSGME.exe" and "JSGME.ini" in your main KSP Root folder. 2. (optional) Run JSGME, set your MOD folder. Close it. 3. Download KSP Mod Manager. Extract all 4 files in your KSP Root folder. 4. Run "KSP Mod Manager.exe". You can add multiple files at once, each file will be added in a separate MOD. MODDERS: If you want to make your file compatible with this manager, the zip file must be the KSP Root: For example, the "Plugins" folder cannot situated here: "AddonName\Plugin". You can add a "install.cfg" file (a simple plain-text file) with the following syntax: "Desc:<string>" Add a description to the MOD appearing when hovering the MOD in JSGME. <string> contain the description itself, and cannot exceed 255 characters. "Del:<file>" Deletes a file when the MOD is activated in JSGME. <file> is the relative path to the file (from the KSP Root folder). The file is recovered when the MOD is disabled. The following characters are accepted as comments chars: "//", "#", ";", "rem". Example: // MyMOD KSPModManager configuration - Do not extract this Desc:MyAddon version 1.2 beta - Adds something new to KSP. Del:Ships\VAB\Auto-Saved Ship.craft Del:temp_file.txt More: -The "JSGME_KSPL.exe" is a standalone console program, witch simply start JSGME, wait until it finishes, and launches KSP. It is used by the KSP Mod Manager when you press "Start JSGME". Known Bugs: The "install.cfg" file must be ended with a newline, otherwise the MOD will not be added in KSP Mod Manager. TODO List: -A "Update" function witch is self-explaining, and specific commands in the "install.cfg" file. -An "Export" function to get from the MOD folder to a zip file with automatically generated "install.cfg" file -More functions in the "install.cfg" file -Change Splashcreen Image -Other (type here) Technically, this program is written in VB.NET (.NET Frameork 4) in Visual Studio 2010 (Express Ed.) If asked, I can post the source. Any feedback welcome here Enjoy and good flights !
  11. const int GEARUP = 0; const int GEARDOWN = 1; const int ROTBUTT = 10; C++ programming for "Orbiter Space Flight Simulator" ...But I even prefer VB.NET !
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