CluelessModeler
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[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
That seems reasonable, but, I'm going to start with the ATK customer Guide. I just downloaded it, and wow... There's a metric crap ton of variations of Solid Rocket Motors that are in service. I guess I really never paid attention to what I couldn't see looking out my window in Florida. I figured I'd start with a few, just to gauge interest. Orion 38 Orion 50 Orion 50XL Orion 50XLG Castor IVB Castor 120 LCS I LCS III GEM-40 VN GEM-46 GEM-60 If possible, I'll get in contact with whoever made the custom SRB's to see if I can make the RSRM stackable in KSP. (Or, if they want I'll just make the models for them to release, I'm not too particular.) I figure that order would give people relatively useful sized upper stage SRB's to use on their Kerbal Creations. With tweakables, I don't think it'd be going too far to assume that I could put out only 1 or 2 models per size group and then people could use that to customize them to whatever they need. Now, all that being said, I would be greatly appreciative if you could help me out with the configs! That'd be pretty much awesome! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
Sounds like a challenge! And I accept! I'll start right now! The Atlas V was really just an experiment to see if I could do it. Like I've said before, that I like the one that the ULA team put together! I just wanted to maybe give them another option, if they want it, I'll gladly send them the models! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
So, I've been doing some more modelling. Got a .64 scale model of the Minotaur One! Any thoughts? Since the last update, I've been studying up on how to work Unity. But, seeing as how finals are next week, I doubt I'll have much time to work on it. But I will try! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
Appreciate it Destroyer! Any ideas/suggestions for it? -
Hello folks! I'm just your average everyday college student who finds things to keep him busy when not focusing on school. I figured I'd just throw out a few models that I put together out there for people to gauge interest. The first one I've gotten done is an Atlas V knockoff, I understand that the ULA Group made a scale model of the Atlas V and Delta IV, this project is IN NO WAY designed to step on their toes. They've made a great pack, and, when they get around to updating it, I admit that I'll get it and use it quite often! So, props to them! Anyways, this Atlas V (Affectionately named "Katlas"), is completely not to scale, and I have absolutely no experience with Unity. I've tried it, but everytime I get it to the point where I think it's going to work in KSP, it never loads. Suggestions are welcome!!! Now, here's the 3d model; Atlas 5 (click to view in 3D) I couldn't figure out Sketchfab after a long day at school, so, here's some profile pictures to show the VERY VERY basic textures that I've managed to put together! Any comments and feedback, both positive and negative, would be greatly appreciated! Thanks for your support! CluelessModeler
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
CluelessModeler replied to Tiberion's topic in KSP1 Mod Releases
@ I.R.L. I meant as far as installing things, you need to do Kethane first, and then anything else. For some strange reason, if you install anything mod-wise before Kethane, it makes things act funky. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
CluelessModeler replied to Tiberion's topic in KSP1 Mod Releases
I've actually found out the solution to it. Apparently, if you're going to be using the Kethane mod, you absolutely need to install Kethane first. If you do not, it sets off a chain reaction of failures. So, the installation order should be; KSP 21.1 -> Kethane -> MJ -> Any other mod. Sorry to cause a scare, but, this actually solved everything! Now I can enjoy all the glory that NovaPunch has always been!!! Thanks for the hard work fellas!!! -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
CluelessModeler replied to Tiberion's topic in KSP1 Mod Releases
Hey folks, I searched back about 20 pages and didn't find an answer, so I've tried downloading this pack from the mediafire and spaceport windows, and everytime I do, it loads everything except the fairings correctly. I've checked out the configs that I've got, everything seems to be in the correct order, and no random characters thrown in anywhere. But when the game boots up, it's showing the fairings in the VAB as being translucent, with their correct shapes and such, but when I try to select one it crashes KSP. Btw, I'm on the latest, 21.1 and running on a Mac. I also have Kethane, and the Laztek SpaceX analogue installed... Any thoughts? Thanks for the help, if you can give me any! -
Component Space Shuttle V 5.0.1 (July 14, 2013)
CluelessModeler replied to Cepheus's topic in KSP1 Mod Releases
Don't think I've seen a fix for this... But when I try to use the .craft file, it says that I'm missing the Shuttle Manipulator... Checked, I have the Canadaarm part. I redownloaded, and the problem persists. Any ideas? -
Component Space Shuttle V 5.0.1 (July 14, 2013)
CluelessModeler replied to Cepheus's topic in KSP1 Mod Releases
Is it sad that I check on this thread and on Spaceport every hour or so to see if it's out yet? I went to see the Atlantis Exhibit unveiling at KSC, it made me even more excited for this!!! But, I understand taking your time to release it! Just looking forward to getting to piddle with this!!! Thanks for all your hard work boys! -
Orbital Decay
CluelessModeler replied to CluelessModeler's topic in KSP1 C# Plugin Development Help and Support
I wonder if it would be possible to do this just making it an extension of the existing atmospheric drag that is in game. If I could figure out how to apply that code to a craft when it's out of the atmosphere, and make it just incredibly minute, if that would work. Otherwise, figuring out how to input that formula into the equation would be interesting. On the other hand, if I were to just make it an option to engage orbital decay at will. So, if you get tired of it, you can just turn it off and forget about it. (Like for timewarp, so it doesn't take you down immediately.) That way, you'd only have to worry about it as long as you're operating that craft. -
Orbital Decay
CluelessModeler replied to CluelessModeler's topic in KSP1 C# Plugin Development Help and Support
This got way too complicated way too fast... I'll hammer out more details in the morning. I appreciate the feedback though! Looks like this is going to be quite a project. -
Hey there folks! I'm taking a stab at developing a plug-in. I want to simulate orbital decay, using the law of exponential decay, displayed as a function. A(t)=A0ekt. Now, knowing that formula... What types of codes should I use? Or is there some sort of hidden option programmed into the game that I don't know about? Or is this just a lost cause? Thanks in advance for any help anyone can give me!!!
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[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
Sorry about my lack of correspondence, been pretty busy with school. However, work is continuing on the Delta II!!! But, about the Delta IV thrust issue, you could just make 2 engines, same model, different config. Put different thrusts on them, the higher being for use on the strap on boosters. Then, if you ran the engines for the liftoff phase at say, 75%, you could still provide the same amount of thrust in total, and then after the strap on CBC's burn out, jettison them, then throttle up to 100%. Effectively getting the desired engine performance. Would that be possible? -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
It was a ploy to make the Delta II! I figured I'd at least try to get on board with someone who's making similar vehicles. I've been caught!!! Ahhh!!! -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
I'm not sure KSP would like anything bigger than 5m. Unless they start to upsize the VAB/Launch Pad. Definitely would not be accepting of an 8.4m object. I'd be happy to start on the Delta II's if you'd like! -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
I appreciate the kind words fellas! It's supposed to be a Delta IV CBC. Data collection wasn't a priority for me when I started putting it together, I was just piddling around with whatever I thought looked rocket-y. I've been paying more attention to detail now. If you need an extra modeller, I'd be more than willing to help any way I can! Btw, RocketTurtle, your models are amazing I'm realllyyyyyy looking forward to using the Atlas you've been building!!!!!! -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
Sure! I didn't get too in depth quite yet, but, I'm still working on figuring out everything!!! -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
I was trying to build some of these as well. I just got stuck on textures! If I can be of any assistance to ya, let me know! I'd be glad to help! -
Looking for a modeller.
CluelessModeler replied to Shaun's topic in KSP1 Modelling and Texturing Discussion
What kind of models are you looking to make? I might be able to help. -
[0.22.X] BobCat ind. Historical spacecraft thread
CluelessModeler replied to BobCat's topic in KSP1 Mod Releases
In regards to the comments about the ESA ATV service module, that one in most of the pictures is just for the planned flight tests in 2014/2015. From what I can tell it's just an adaptation of the Centaur upper stage. Since the SLS rocket won't be ready to fly, and the Orion section will be ready to test, they're going to load it onto a Delta IV Heavy. Test it unmanned, then try a couple more times with crew on board. Interesting side note, the flight will only consist of two orbits. It's almost a carbon copy of the Apollo IV mission, which proved that the Apollo capsule could survive a 20,000 mph re-entry into Earths atmosphere. Also, it will be completely conducted on Battery Power. -
International construction ISS in Kerbal orbit.
CluelessModeler replied to BobCat's topic in KSP1 Mod Development
Fantastic work Fellas!!! Thanks for all your hard work! It looks AMAZING!!! -
Having transparency Issues.
CluelessModeler replied to CluelessModeler's topic in KSP1 Modelling and Texturing Discussion
Ehh, your mind is still greater than mine! Thanks for the help bud! -
Having transparency Issues.
CluelessModeler replied to CluelessModeler's topic in KSP1 Modelling and Texturing Discussion
Sure! Here it is! http://imgur.com/kRS0qSX http://imgur.com/HbV3GGK