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Deusoverkill

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Everything posted by Deusoverkill

  1. i would like to see.. Radar Altimeter array (part): a ray casted from the ship towards the center of the nearest planet, that collides with the planet surface and gives you an exact altitude value to the surface. Current ship`s Weight in Rocket and Spaceplane Editors. Twice the stock parts, and higher quality: (to match SpaceCenter Design Standards; look B9Aerospace as quality reference). IVA interior Design and Onboard Computer/EICAS From B9 Aerospace as a standard quality for interiors. http://i.imgur.com/9VKGvRE.jpg Dangerous Space Environment Zones (Radiation zones, Temperature Variation Zones, magnetic Field zones....), Kerbals Health Bar and system, < and Spacesuit Variants, with different stats To protect Kerbals from the dangerous environment zones. time of kerbals in space gives you science: that way space stations work. tweak of the tech tree: (to harder and more logical). Rise the Transmission percentage Values.
  2. or it could (Inline Advanced Stabilizer) be refurbished to work as one of the old ones used to work; I mean, stabilizing the ship without changing its heading, because that was so usefull when making small angle corrections in a lander. the new RCS`s are fine, but hoovering with precision is a bit harder now. unles there`s some hidden feature i dont know yet that does that with the 0.22 RCS`s. Cheers!
  3. Awesome for me so far!, now it feels like i have a goal! i just did my mun orbit and retuned safely with 400 something science. Nothing big i know But...
  4. Hello folks, as the tittle says, i`ve got some technical questions about modding, mostly related to part tools. 1) Does PartTools support MultiMaterialIds?, one single mesh textured with several materials into unity? (MultiSubObject Material in max) 2) Does PartTools support Bones and skining for meshes? 3) If a single part is built out of many individual meshes, can this meshes have individual textures (for details sake)? or is still like the old days (one texture per part. all meshes in one single texture)? 4) How do parachutes work nowdays? they have two animations in this example http://i.imgur.com/h4T5MBC.png , are they related only to the canopy scaling (Packed>Semideployed, SemiDeployed>FullyDeployed)? or is there something else involved? 5) tutorials about parachutes around? (cant seem to find any aside from the example image) Thanks in advance for your replays. Cheers! =)
  5. hey man, i saw the 3d models of the vostok spacecraft MrTheBull made, and they look FANTASTIC, so my question is: Why dont you make your own Soyuz rocket?; you can have more detail and more realism, and it will feel more rewarding in the end if you make your own models. the thing is that i have plans for ALL my mods in the future, and i dont want em scattered all around in someone elses mods (nothing personal against you). and i stated that clearly in the CC licence when i released my RockCo Soyuz mod pack with this: http://creativecommons.org/licenses/by-nc-nd/3.0/ in here: http://forum.kerbalspaceprogram.com/showthread.php/4110-RocktCo-Industries-Munar-Institute-of-Technology-Soyuz-and-Kerbabl-lander-v1-2 So im sorry to say it, but i have to say NO, you can´t use my models. Mostly because i think you guys can do it better if you try. Cheers and Good luck.
  6. That would be nice, go ahead and upload your .cfg files, i want to see how they work. Cheers!
  7. Awesome!! Thanks so much DYJ, i was having trouble with the title; and also for your "Airlocks and Ladders tutorial" very usefull! 18 parts, all labeled as Rocktco and MIT for easy removal, hope you like them =) Thanks for all your comments people, its nice to see that this pack is still loved. Cheers! =)
  8. sup people, thanks so much for your comments! it's nice to see that this one still have some fans =) for those of you who want to put some hatches and ladders here is a nice tutorial on how to do it using the new part tools thanks to DYJ. http://kspwiki.nexisonline.net/wiki/Adding_Airlocks_and_Ladders_to_Parts just remember to do it exactly as the tutorial says; using the material shaders provided in the unity package and naming the user layer 21 as "Part Tools" is a most if you want to make them work. another important thing i did, is that the meshes used as collision for hatches and ladders can be made directly in unity (no need to do them in your modeling software and mess with pivot setup), just use a standard box from unity, and move, scale and rotate it until it fits your needs. if you could do hatches, ladders are easy; just be aware of the pivot directions. in any case just follow the tutorial carefully. Thanks again! and hope this little info helps.
  9. i can't, i tried to change the title in the post edit, but it doesnt change; it only changes the mouse over title text... :S
  10. just a screenshot on my jurney to minmus using the Kerbabl Lander, slightly photoshoped
  11. ultrasquid: as i told in my last post, i have all my ksp projects on hold at the moment, but let me assure you that the next pack will feature everything; including old RocktCo industries parts with bug fixes (rockbird pod 1A, hidra parachute, etc..), a brand new heavy rocket full of parts and some other things. just be patient... like 2 or 3 months patient....its a BIG pack thank you all for your comments and suport! cheers!
  12. Hi there people!=) i\'ve been so busy the last two months in a personal project, so im sorry to say that the update for this, and the other pack i was working on are not finished yet; and they are not gonna be for a while (two months maybe). anyways, it would be a nice time to wait for more ingame features and updates, so i assure you the next RocktCo industries pack is gonna be awesome. If anyone can get the authors of both packs to give their permission I could post my craft file with the parts in a zip file. very nice merge =), you have my go Elliptical Orbit, just remember to give us some credit; and thank you so much for asking way to go! cheers!
  13. It\'s strange, but Hidra, Safer and Triple chute worked pretty well with original models. Their creators somehow managed to get rid of this problem... well, i can assure you, mine (hidra), goes to fully deployed right away without doing semideployement cause of this problem, its a bug i released it with, but now its fixed. thanks to you and spoot who pointed me this thread =)
  14. You say \'ancient\'? I could not found this problem\'s discussion on the forum. exactly, thats why people avoided to mod chutes; only do retexts. i posted once about this issue and nobody knew. until now =) this thread shoud be made sticky; to get rid of this problem once and for all, for everybody. cheers!
  15. AWESOME! IT WORKS! TESTED! YOU SIR SOLVED AN ANCIENT PROBLEM! for people using MAX this is the deal!: 1) scale the canopy model down to 10% (10x, 10y, 10z) 2) go to tools> reset xform> reset xform (when reset. the scale of the model should be 100 again, but now the model is smaller) 3) scale the model back up this time to 1000% (1000x, 1000y, 1000z) to its original size (DONT RESETXFORM AGAIN) 4) export. EDIT: semi deployed size can be tweaked to be more or less wide like this: 1) scale the canopy model down to 30% (30x, 30y, 30z) (to preview the semideployed look just scale down x and y) 2) go to tools> reset xform> reset xform (when reset. the scale of the model should be 100 again, but now the model is smaller) 3) scale the model back up this time to 330% (330x, 300y, 300z) to its original size (DONT RESETXFORM AGAIN) 4) export. this worked for me, but if someone has diferent system scale config, may not work, i suggest to use it backwards like. 1) scale the canopy model up to 1000% (1000x, 1000y, 1000z) 2) go to tools> reset xform> reset xform (when reset. the scale of the model should be 100 again, but now the model is huge) 3) scale the model back down this time to 10% (10x, 10y, 10z) to its original size (DONT RESETXFORM AGAIN) 4) export. THANKS SO MUCH TOSH!
  16. Hello everybody! I\'ve been off the forum for some days now, and i apologize if i didn`t answer some of your questions or comments, so... Kliper....is someone making that for the game?! Lefayad1991,Semininja; its still on the works, along with something very special, please be patient, at least one more month. it will worth it. Deusoverkill, if you need help with the Kliper configuration when you get to work on that, I can help. People seem to like how Vanguard handles, so I can lend you some info on that. it would be awesome Nova, i totally apreciate that!, i PM you when ready =D Again, Thanks so much for the comments and support! happy new year 2012! =)
  17. Man this is awesome, congrats on your first release, keep em up!, now we need some very special nuke fx, and some cities, to deliver our warheads... food, and medicine.
  18. Well this pack is presented as being realistically modeled. I take issue with that when I can achieve 1400m/s on the munar module alone, that is NOT realistic even by Kerbal standards. As it is I\'m dumping this pack until I see the munar module get a rebalance. At the moment it feels like a cheat part. Derhp. no need to be rude man, im aware that the release has some balance problems and it needs to be fine tunned. but its just the first release; and if we are talking about realistic, theres no way a soyuz can lift a module to the moon. you need something like saturn V, or N1 to do it, and im aware of that; what i wanted to achieve was a nice loking rocket that is fun to flight, and i think i succeded in that matter, even if it has some problems. but hey! i missed the part where im forcing you to use it. I found the model flies just fine when scaled to normal values. The screen shot has values that I fine tuned after some test flights. Thanks Andras, i will look into this, and retest the complete rocket again, it would be great to make it work with standard values.
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