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ltajax

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Everything posted by ltajax

  1. Noticed you have animated the explorer 1 antenna's. This made me happier than it should of to see it, great effort on detail
  2. Yeah if you check Wikipedia all the orbits for the first explorer missions where lopsided. Explorer 1 Perigee altitude 358 kilometers (222 mi) 89.5KM at JNSQ 2.7x scale Apogee altitude 2,550 kilometers (1,580 mi) 637.5KM at JNSQ 2.7x scale I'd recommend using JNSQ, its at 2.7x scale and everything works perfectly at that scale. If I burn the first stage till its empty I usually hit about 100 KM or more, then fire the first Sergeant after hitting Apoapsis after using the RCS of the instrument section to align to the horizon. Burn the sergeants in sequence. Doing this I can usually fall into the orbital ranges similar to what the early explorers did
  3. If you author the materials in substance painter you shouldn't have this issue, substance already has presets for unity 5 setup. You can import maps from Photoshop straight over, the main thing used to assign material values is a coloured ID Map that you can just manually author. From the looks of things its just a normal PBR rough setup for unity 5, I imagine this will be what ksp2 will use as they will most likely use substance for texturing
  4. You're work as always is excellent, do you already work professionally as a 3d artist? If not have you considered applying to star theory to work on ksp2? You're work here would more than serve as a portfolio
  5. I would love to get my hands on that config if it is at all possible
  6. @CobaltWolf Was playing around with your dev build of the new vanguard one probe and noticed that its solar panels are not working. I've tried the older version of the probe in the same build and the panels on that are working fine so i don't think its an issue with kopernicus or jnsq. I went over the probe CFG's for both versions and there entries for the new one look correct compared to the older one so i'm not sure exactly what has happened. Im running ksp 1.7.3
  7. sweet thanks I should get the hang of this now in no time Thanks again Klesh & Slash
  8. awesome ill have to give that a try - - - Updated - - - i tried what you suggested but did it with the new wing and. awesome, thank you
  9. okay, i will give it a go. I managed to fudge a recoverable science launch to get some more points to unlock the AV_T1 winglet
  10. i am using zero reaction wheels afaik, i thought my probe core has sas and a reaction wheel built in but im not 100% they are working - - - Updated - - - thanks for the help. I have had it before where the rockets flip from going to quick but even slowing down as much as i can without loosing lift does not seem to help. ill have a study of the video
  11. possibly its just i have no other engines unlocked at this time for this craft as it is a new career. I cant progress any further unless i get higher etc with the parts i have. I even tried something akin to a mercury rocket but i get the same issues. I keep an eye on the center of mass for each stage etc. This new atmo model seems more trouble than its worth. Really sucks the fun out of the game for me - - - Updated - - - its roughly 350 to 400 depending on how much thrust i use. Last launch i did was at 1/4 trust using a lv-t30 I was pulling just under 2 G's
  12. okay so i went and made some changes based on suggestions that where made but it has made zero difference still having exactly the same issue.
  13. what changed exactly? I usually leave any turns until i am much much higher up
  14. the bar that indicates how thick the atmos is. literally when i get to that line denoting the end of the light blue part of the bar the rocket starts spinning. Airspeed does not seem to matter as i have tried launching slower and i am still having the issue. I'm just trying to have the rocket go straight up on a i believe the term is pro-grade direction. Alas all my rockets just spin when i get to or near that part of the bar without fail each time.
  15. its not tied to specific stage changed and drop offs. it seems to be tied to a certain level of atmos that it occurs at. ive put an arrow in the picture to show where it is occurring with all my launches with various different rockets. also im using Mechjeb embedded for my base SAS
  16. Any time i launch a rocket i get to the point indicated by the red arrow in the atmosphere my rocket starts to flip, no matter what i do to adjust the center of mass etc seems to make a difference. any help you could offer would be great as its making the game unplayable for me now. Ive burned over 300 hours on this game and this is the first time i have had this issue, I think it may have something to do with the squad patch but im not sure. I have tried a clean install etc and its the same problem non stop
  17. I had this problem to, are you by any chance using active texture management ? I seemed to be the root of my problem and the problem was resolved once i deleted it. Seemed to be only the planets with cloud's/atmosphere that where affected as the moons where unaffected.
  18. are your custom parts available for use ? i have tried downloading your stuff on github but it says parts are missing. judging from the file names its the custom parts you made, there is a history folder but it just has config files in it, no model data
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