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Nomad

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Posts posted by Nomad

  1. Once i get into Munar Low Orbit, i will usualy use my Munar Orbit stage to slow down and then discard it on the way down. Afterwards i fire retro thrusters till i reach 100 m/s, speed up time till i reach 300 m/s and fire them again. Once i get to a good distance down i will fire my main lunar lander thrusters as well as fire my retro\'s in between coming down to a nice soft 20 m/s and i am usually at 400m from the surface. The main lunar rockets burn out and i then use my retro thrusters to slow down to 10 - 5 m/s inbetween those numbers and while i do this i also cut horizontal speed, coming down to a nice soft landing. Then i fire off and head back to Kearth. I will upload a video sometime documenting my landing and heading back.

  2. Hey guys, ever since we were given splashdown effects and simple water, i decided to make a SAS that looked like something that could keep the pod floating upright. In its current state it remains open because we do not have animation ability, hopefully it is of some use to some people, i know i will be using it for my rocket to the Mun.

    Description: Before this was invented, pods on splashdown would flood with water and roll upside down, making it difficult to get out of the pod. So they came up with a floatation device to help keep the pod facing upwards so the Kerbalnauts can easily leave the pod.

    podfloatationpic.PNG

    Feel free to edit the actual texture, i included a blank template with a outline you can put over top cause its terrible...

    http://dl.dropbox.com/u/16349584/Floatation%20Device%201.0.zip

  3. Pictures are worth more then text, plus its better to see the problem. (Crossed off my name for the sake of confidentiality... ?_?)

    2vwaeco.jpg

    Solved, all i had to do is save it as a .obj. Locking thread.

    Pretty much my game does not load after that, it just stops loading completely and stays on the load screen.

    Here is the part cfg

    // Kerbal Space Program - Part Config
    // Command pod
    //

    // --- general parameters ---
    name = Mk I Command Pod
    module = SASModule
    author = Nomad

    // --- asset parameters ---
    mesh = command.DAE
    scale = 1.0
    texture = HullTex.png
    specPower = 0.5
    rimFalloff = 3
    alphaCutoff = 0

    // --- node definitions ---
    node_stack_bottom = 0.0, -0.313606, 0.0, 0.0, 1.0, 0.0
    node_stack_top = 0.0, 0.773747, 0.0, 0.0, 1.0, 0.0
    node_attach = 0.0, 0.0, 1, 0.0, 0.0, 1.0, 1

    // --- FX definitions ---

    // --- Sound FX definition ---

    // --- editor parameters ---
    cost = 200
    category = 2
    subcategory = 0
    title = Mark I Command Pod Extension Unit 1
    manufacturer =
    description = Command pod used by the Kerbals for daily life in space. Made with melted down scrap parts and miscellaneous electronics useful in space

    // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
    attachRules = 1,0,1,0,1

    // --- standard part parameters ---
    mass = 2.0
    dragModelType = default
    maximum_drag = 0.2
    minimum_drag = 0.2
    angularDrag = 2
    crashTolerance = 10
    maxTemp = 3600

    i have 2 folders inside the part folder, i have mesh and textures exactly as typed

    jzi6fn.jpg

    < spoiler\'d for load times for those of you who can\'t load a ton of images

    What am i doing wrong and how can i solve the issue?

    Thanks guys.

  4. Hey guys, if i remember correctly i saw this on some indie website promoting other indie games.

    Anyways after playing this game for a while now, i decided to preorder and make a account on the forums! Sadly my rockets became corrupt in the latest update, course they are usually easy to remake ???

    Thanks, and keep up on the cool addons!

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