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Everything posted by gooddog15
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Thanks. The hanger was an attempt to kill two birds with one stone, with the second bird trying to make a scene like:this and this I was originally going to import all everything into blender so I could make a nice render, but sadly the mod I was going to use to import the crafts is on the fritz. Also, what type of profits are we talking about? We got 50 tons of potatoes from the Russians to make potato vodka during a gift exchange, so expect 5 tons of taters on your doorstep tomorrow morning looks like I also started something.... I also claim 10% in profits! Also+, nice saturn probe. Tantares (of course) Tantares LV (also of course) FASA KSO (the emissive light things and giant orange solar panels only) KIS KAS Hullcam Tweakscale Tweakable everything Planetshine Thanks. Thanks. Also your tweakscale config works like a dream. This sort of looks impossible to me. Did you happen to rotate your first APAS ports in the VAB?
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Did my own ASTP mission, space station style, using a slightly modified version of curtquarquesso's Nauka and Soyuz TMA Also took a crack at a crew photo. Also+, nice Black Arrow!
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The equipment module was jettisoned before retrofire. FASA's easy equipment module parts aren't like the realistic ones. Also why waste Delta v on something that will eventually come down on it's own anyway?
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They left it there as they had to ignite the retro rockets, which were enclosed between the equipment module and the capsule. Also it has no real use after the mission was more or less finished, as everything in it has been expended or was non functional by that point, so they left it in orbit until it was brought back down by atmospheric drag a little while later.
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"Beware the ides of Astris" Also I love the bluestreak. I was trying to make one some time ago as my first mod, but it fell apart due to computer troubles. It's nice to see it finally get some justice. (Dibs on modifying the texture for ETS?)
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your welcome. also I've found that your first ASTP screenshot can be a good background.
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By god.. It's happened! The APAS and the revamped soyuz parts look awesome. Too bad I wont be able to play with them until after I've taken my finals those screenshots are amazing!
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[1.0.2] One-Eye Industries- Back in Action! [v1.1]
gooddog15 replied to OrbitusII's topic in KSP1 Mod Releases
go right ahead. -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
The problem with the originals was that Unity has a different idea of what a meter is than blender. (for example, the M55 is scaled at 1.25m in blender, but in Unity it's 2.xm) Simply rescaling all the parts left them looking misshapened: old: rescaled (old in game testing): Plus, there was some things I felt I could of done better and improve on. As for Pegasus, radial wings may work, but that will have to wait after the Minotaur-1 and the Taurus/Minotaur-C are done Edit: I might just name the rocket Charon, after the Plutonian moon of the same name. Also, I don't know if I'll do RO configs as I've never even used that mod. I'll look into it. EDIT: made a Taurus mock up: -
Are you talking about the Grid fin & APAS models I donated a while back? If so, both models are actually textured and share textures with other parts (however, this may have changed due to beale updating the mod).
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Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
I could but they don't really sound suitable for rockets. Due to scaling issues, I have done a complete remodel of all the parts: I will also redo the textures -
This thread has been repurposed...again. I dont like wasting precious needed space Currently, I've been having problems with making docking ports. I simply can't make the docking part work in game. I'm pretty sure I have everything right, like the placement and orientation of dockingNode in Unity, and having the correct node transform name in the config. It seems at first, It appears functional when initially right clicked on, however clicking on undock doesn't do anything and the only thing I can do is turn crossfeed on/off and control here, as seen below. Before "undocking" in game: After: In Unity: Config: PART { name = APASAdvanced module = Part author = Gooddog15 MODEL { model = TantaresC/Parts/APASAdvanced/ApasD scale = 1, 1, 1 } node_stack_bottom = 0.0, -0.026, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.141, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1, srf TechRequired = generalRocketry entryCost = 1200 cost = 600 category = Utility subcategory = 0 title = APAS Advanced manufacturer = Tantares C description = A docking port with a extending thing. (please note that the extending thing does nothing) attachRules = 1,0,1,1,0 mass = .5 dragModelType = default maximum_drag = 1 minimum_drag = 0.8 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 fuelCrossFeed = False MODULE { name = ModuleAnimateGeneric animationName = Extend startEventGUIName = Extend endEventGUIName = Retract } MODULE { name = ModuleDockingNode nodeType = size1 nodeTransformName = dockingNode controlTransformName = controlNode } } *Both issues below in the OP have been solved Hello again, I'm having config file problems and I really don't want to create yet another thread, so I'm reusing this thread. Currently I have two problems: 1: one part wont load at all due to it apparently not existing 2: another part apparently is not in the correct format, even though I can't see any problems with it's config file. This causes the game to stall. part 1's config: { name = APASAdvanced module = Part author = Gooddog15 mesh = APAS.mu scale = 1 node_stack_bottom = 0.0, -0.026, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.141, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size1, srf TechRequired = generalRocketry entryCost = 1200 cost = 600 category = Utility subcategory = 0 title = APAS Advanced manufacturer = Tantares C description = A docking port with a extending thing. (please note that the extending thing does nothing) attachRules = 1,0,1,1,0 mass = .5 dragModelType = default maximum_drag = 1 minimum_drag = 0.8 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 MODULE { name = ModuleAnimateGeneric animationName = Extend startEventGUIName = Extend endEventGUIName = Retract } MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size1 } }PART part 2's config: { name = COAS module = Part author = Gooddog15 mesh = COAS.mu scale = 1 node_stack_bottom = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.5 node_attach = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 bulkheadProfiles = size0, srf TechRequired = generalRocketry entryCost = 75 cost = 50 category = Utility subcategory = 0 title = Crew Optical Alignment Sight manufacturer = Tantares C description = Some pointy thing we found in the interns desk. Use it to help dock stuff together attachRules = 1,1,0,0,1 mass = 0.02 dragModelType = default maximum_drag = 0.3 minimum_drag = 0.0 angularDrag = 2 crashTolerance = 15 maxTemp = 3600 PhysicsSignificance = 1 }PART *Both issues below in the OP have been solved So, after getting back into modding due to being on a forced hiatus (computer issues), I've finally got most stuff working in game as it should, however there are some issues... one of these issues is a in game lighting bug, and I have no idea what could be causing it. in VAB: in Flight: I also have a FX issue, where its offset on the X axis, even if it's not specified in the config: config: { name = SR19 module = Part author = Gooddog15 mesh = SR19.mu scale = 1 rescale = 1 node_stack_bottom = 0.0, -1.229, 0.0, 0.0, -1.0, 0.0, 1 node_stack_top = 0.0, 0.70, 0.0, 0.0, 1.0, 0.0, 1 node_attach = 0.0, 0.0, -5, 0.0, 0.0, 1.0, 1 fx_exhaustFlame_yellow = 0.0, -1.229, 0.0, 0.0, 1.0, 0.0, running fx_exhaustSparks_yellow = 0.0, -1.229, 0.0, 0.0, 1.0, 0.0, running fx_smokeTrail_medium = 0.0, -11.2673, 0.0, 0.0, 1.0, 0.0, running sound_vent_medium = engage sound_rocket_hard = running sound_vent_soft = disengage sound_explosion_low = flameout bulkheadProfiles = size1, srf TechRequired = generalRocketry entryCost = 1200 cost = 600 category = Engine subcategory = 0 title = KR-19 manufacturer = Technical Dynamics description = Test. Use at your own risk attachRules = 1,1,1,1,0 mass = .5 dragModelType = default maximum_drag = 1 minimum_drag = 0.8 angularDrag = 2 crashTolerance = 60 maxTemp = 3600 stagingIcon = SOLID_BOOSTER bulkheadProfiles = size1, srf MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform throttleLocked = True exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 150 heatProduction = 30 useEngineResponseTime = True engineAccelerationSpeed = 10.0 allowShutdown = True fxOffset = 0, -2.279, 0 PROPELLANT { name = SolidFuel DrawGauge = True ratio = 0.9 } atmosphereCurve { key = 0 162 key = 1 150 key = 6 0.001 } } MODULE { name = ModuleGimbal gimbalTransformName = thrustTransform gimbalRange = 3 } RESOURCE { name = SolidFuel amount = 700 maxAmount = 700 } } PART
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[1.0.2] One-Eye Industries- Back in Action! [v1.1]
gooddog15 replied to OrbitusII's topic in KSP1 Mod Releases
I was bored today, so I made you a rendering: -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
So I started to get the M55 in game, and it appears that I haven't quite mastered Unity and configs yet: This M55 has not produced any thrust and is out of fuel, but it somehow keeps on firing. I blame the evil cows that live across the street. also to make this post a bit more interesting, here's a Pegasus first stage mock up I quickly made: -
thanks, I threw that plane together in 15 minutes and it flew surprisingly well on it's first flight. also here's the crafts: Download Maybe curtquarquesso could find space in his craft pack for the surveyor Also congrats!
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Because I saw a soviet bomber a few pages back, I've taken apon myself to create a american response to this new bomber gap. I also found another use for the IGLA:
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cant go wrong with portal and portal 2. Those two are complete masterpieces. Also black mesa looks pretty good.
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Flew the ariane for the first time today: All I can say now is.... Ariane has been puppy approved.
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Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
That was originally what I had in mind when I started to create the models, however I was considering to switch it to 0.625 so it would be easy to launch the Pegasus. Also thanks Thanks Well, If you try hard enough..... I was thinking of naming system where the vehicles after celestial bodies, like how beale names his stuff after stars. Also, even though I have to agree with naming it after a Mythical creature, it's sort of been over done at this point. However, everything is still up in the air at this point. -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
I have a question for some of you, how would it feel if the SR19/Orion50XL/Orion38 was 0.625m and the M55 was somewhere between that and 1.25m? This would make the Pegasus (once I've made that) easier to deploy in flight at the expense of payload size. Also I'm thinking of calling the Minotaur rocket family Ceres. Oh, and to make this post somewhat more interesting: also realized that the word "Launch" is misspelled. Edit: how about I make the M55 1.25m and the rest .850m? -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
Finished the majority of the modeling! -
Technical Dynamics - Minotaur-C, PAGEOS WIP
gooddog15 replied to gooddog15's topic in KSP1 Mod Development
they will be the proper solid fueled SRB's with said cutoff features. Thanks. also, those future update possibilities are completely doable. Not including the HIIA/HIIB/Antares, this would come out to be at least a manageable 6-10 parts. I was already thinking about doing the pegasus, and the HIIA/HIIB would be a pretty interesting project. Thanks for suggesting!