ashrutoraman
Members-
Posts
115 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ashrutoraman
-
can someone link OFFICIAL 3.3.4 ? first post giving 3.3.1
-
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
ashrutoraman replied to Normak's topic in KSP1 Mod Releases
zip archive is corrupt -
DROMOMAN - modular arm parts for Infernal Robotics
ashrutoraman replied to nothke's topic in KSP1 Mod Releases
hinges pls -
[0.25] M.M.M (Modular Magnetic Module) 0.3.3
ashrutoraman replied to Ravski's topic in KSP1 Mod Releases
connections are too weak they are breaking away easily -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
ashrutoraman replied to JDP's topic in KSP1 Mod Releases
wheres control mec-jeb button? -
[1.3.1] Aviation Lights v3.14 [use MOARdV's version instead!]
ashrutoraman replied to BigNose's topic in KSP1 Mod Releases
thats realy cool more realistic lights... i want it... i think BigNose will be happy about it btw did you chek page 4 about textures part itself? can you make it also? BigNose said hes not working on this mod so maybe you can make it ?- 799 replies
-
- aviation
- aviationlights
-
(and 1 more)
Tagged with:
-
How can a Kerbal survive in space forever?
ashrutoraman replied to PLB's topic in Science & Spaceflight
heheh ''green color'' not always means photosynthesis anyway theres lots of way for living beeings to produce food themselfs like chemosynthesis, ect ect... well im seeing they have mouth they have legs they have arms and hands, they are moving, so they are like us basicly... so we may put them to animal world...but they are clearly heterotrophic... no one will live forever so they are not also they may extend their civilization to late universe and im seeing in that universe scale they have 2x more gravity per mass than us so their universe probably closed... i mean their universe probably gonna colapse itself after some point of expanding cause of that strong gravity....they are beyond thath critical mass so only way for them to find a way to go another similar universe (may paralel) (if exsist) -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
ashrutoraman replied to Yogui87's topic in KSP1 Mod Releases
Good job implementing these to game i realy like your effort and working together... what program are you using for modelling? i have alredy phoenix model on max... was trying its solar panel to work on kps but couldnt yet... if its use able i can donate whole model to phoenix project when it comes... maybe you can work on it to get faster progress -
Resizing Attachment Nodes
ashrutoraman replied to SasquatchM's topic in KSP1 C# Plugin Development Help and Support
// --- node definitions --- node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_stack_top = 0.0, 2.161, 0.0, 0.0, 1.0, 0.0, 0 ....................... Last numbers ''7.'' adding scale of that green nodes... 0 is minimum it can be ''1'' ''2'' for bigger... -
thats nice i have to add this suggestion pls do curiosity unlike prometheus.. prometheus rover only wandering around and can do nothing about simulatin science... if we can implement some plugin to it, tools like isa-map, like kethane, like lazor or anything like these ones will make it to realy playable or you can directly make curiosity with compatible and implementable with these mods... i think these things adding more playability and more fun to rovers... thats better than just landing it on planet/ moon and wandering around with no purpose... heres one of my rovers bulded on cart rover with this consept its have camera in 1 arm lazor in other and kethane miner on middile arm... also its have remorte tech antennas/ dish at back.. full with kethane mod... so its actualy doing something after land.... thats im talking about... also we need realy functionalty about powering rover with real electricity from solar panels or like curiosity radiotermal, ''functional''
-
Phoenix Solar Panel
ashrutoraman replied to ashrutoraman's topic in KSP1 Modelling and Texturing Discussion
reinstall max and use meters on units and also unchek automatic and mark meters on exporting window... that was same with my old installation but suddenly reinstalling max fixed this issue... dont know exacly what causing that actualy... using sclae 1.0 at unity and ''scale = 1'' at cfg file... btw im doing evryting right at unity and part tool.... but im still getting stuck at loading screen... i can only manage to add single meshes to game like single box... but cant sucsses for multiple mesh models... any explanation for it? do i need to do something about multiple meshes on max? or in unity? if i make them to collapse 1 single mesh than they are losing their animation cause of pivot point loses... :Z and reseting x form doesnt helps also... maybe im doing cfg wrong? cfg file can cause that? i can make animation on max so when i exporting.... im exporting animation also with fbx and than to unity and .mu format.... how can i enable this animation on game? like landing gear? do i need to do it on cfg file? actualy first i need to solve stucking on loading screen thing before implementing animation ... didnt got any help and couldnt found useful info about problem ... -
look at page 35&36
-
[0.20] RemoteTech: Relay Network – V 0.5.0.1
ashrutoraman replied to JDP's topic in KSP1 Mod Releases
what actualy happening when do not apply throttle fix on last release? if its making mecjeb use throttle again and making control throttle more long time i would prefer to using witout that fix... can you link alternate version without that fix for temporary provide mecjeb compatible until full fix come? -
[0.25] Lionhead Aerospace Inc. - Icarus v0.4 updated
ashrutoraman replied to Yogui87's topic in KSP1 Mod Releases
phoenix lander -
Looking cool pls use hi res
-
[0.20] RemoteTech: Relay Network – V 0.5.0.1
ashrutoraman replied to JDP's topic in KSP1 Mod Releases
are we gonna get fix for mechjeb anytime soon? or is it hard work? -
Phoenix Solar Panel
ashrutoraman replied to ashrutoraman's topic in KSP1 Modelling and Texturing Discussion
oke i wanna test my model witout animation or anything else i created very basic cfg file for it and and created dae file from max... what to do next? ... i manage to correctly scale it on game and teporary assign texture to it.. now i can see it on game with correct scale theres no more tutorial after exporting dae on 3dsmax tutorial and theres not much explanation for 3dsmax like blender... and we can see game using this part very different way :Z lol... its completly different orientation of sub parts and wheres the rest fo panels? i can only see 2 of them there (maybe they are in same position with these 2 one)... and you can see that part connecting to fuel tank is not actualy there when i convert it to dae? i wrote to alchemist for powertech help but looks like i need to fix something before powertech lol note: currently reading about unity + kps part tools looks like i need to get it on unity first and organize it there... and than convert it to .mu format before using it on game im done with kps part tool + unity and now stuck in loading screen realy cool :Z gonna give up soon.... -
Phoenix Solar Panel
ashrutoraman replied to ashrutoraman's topic in KSP1 Modelling and Texturing Discussion
i made new model so its same with phoenix lander now.. and planing to animate it with powertech like phoenix also... dont know power tech can do it or not.... but i have created all neccesery parts collider_Segments of each panel and also node_collider with stack point and have collider for moving arm..... but i dont know how to make power tech will animate both solar panel deploying + arm move simultaneously? also i read powertech Specifications for part making http://kerbalspaceprogram.com/forum/showthread.php/8751-Plugin-0-17-PowerTech-v0-2-6-1?highlight=powertech there.. but its looks like its for advanced mod makers + my bad english so i only get half of it :Z its looks like giving animation to part on cfg module parameters but i dont know where to start... (or how to make it actualy ) so help pls http://www./?gphcpa4q9yc68xo heres the animation of Phoenix Lander panels; wich is i want to achive -
you can temporary solving this issue with leaving craft after moving parts to restore their orginal position... but its not working all time..
-
XMatter Co. - Circular Solar Panel (Not Animated)
ashrutoraman replied to katyjsst's topic in KSP1 Mod Releases
node_attach + node_stack (added) CFG file fix issue of orientation; http://www./?q3v78ox8l67licc -
you may make it compatible with LH prometeus Skycrane parts with some little edit and rescale. http://kerbalspaceprogram.com/forum/showthread.php/12106-0-17-Lionhead-Aerospace-Inc-Rover-v4-1-1-New-update-28-09 still its cable not extending and just static.... but structure and design is very cool
-
XMatter Co. - Circular Solar Panel (Not Animated)
ashrutoraman replied to katyjsst's topic in KSP1 Mod Releases
i couldnt find that multi joint part panels on forum... also orientation problem of this stuff is making it un usable... so im trying to fix it on model and cfg but couldnt success yet... its looks like model have some referance problem and i have also problem with dae export/inpor on max wich is restiricts me to full accses of part.. i asked katyjsst to get full model before converting it to dae/mu ect + im noob at implament models to game... -
cool are you using different/manipulated hinges rotatrons for it? if so, can you release them stand alone also? wich is gonna be too handy and i realy wonder how it is can you put some screenshots?
-
can we update it for 2013? import export dae is looking different than here. parameters here looks like causing scaling issues when made it same as here... also options menu for import/export is different than 2012... trying to go back 2012 version for now to chek... also pls can you make tutorial video for 3dsmax/ like blender one wich is to show how to make models get in to game?
-
XMatter Co. - Circular Solar Panel (Not Animated)
ashrutoraman replied to katyjsst's topic in KSP1 Mod Releases
thank you for request response looking nice i hope we can implament some animation on it actualy i dont know how to make models/animation for special to game... i know only model and animate on max not much beyond as i failed at my first try cause of scaling issue... wich program did you used to make this one? btw theres some problems about stack nodes (node_attach ?), cant place it accuretly with its visual connection point when building spacrafts and back side of panel is transparent?