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Bluegobln

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  1. Could you please explain how your problem differs from the above problem so we know where to start? The problem seems very clearly explained, and the solution seems adequately if simply explained as well. If the rotations you're doing aren't being applied when you make changes, the saved/exported model won't have changed at all (this applies to both Unity and modeling software).
  2. You might be able to do this with the (somewhat) new part combining functionality with the CFG files. http://forum.kerbalspaceprogram.com/threads/34013?p=454874&viewfull=1#post454874 I don't have experience using that though so I wouldn't know for sure if it will let you maintain the individual functionality of the parts being combined. As far as I know they are treated as a single entity in the engine (clicking any part in the "cluster" will result in a click on the whole rather than the individual parts). I hope it does work for you. If it doesnt, your best bet is to make a single part that has good symmetry with itself and just use that. It means two parts each time, but it also saves you headache!
  3. Use a default/blank part cfg and just use the core model. You can even swap the texture out for something simple if you wanted quite easily.
  4. Most unexpected thing: I was so focused on aiming perfectly with my intercept that I neglected to ensure I had my speed matched (not using map, just aiming for the rendezvous). I ended up smashing two large vehicles into each other at 200 m/s or so. LOL Annnnnnd.... cue Gravity scene. I didn't realize what was happening until about 1 second until impact... OUCH.
  5. When it comes to an object of that size, trust me, the game can handle a LOT of polygons. You should be able to do several hundred with ease and make that smooth as a baby's rump and not tax anyone's systems too badly. Unlike a lot of parts, yours is unlikely to be present in more than say 3-4 copies at a time, so you can actually afford to be pretty extreme with the model and not really worry too much. Obviously lower/more efficient poly is better, but don't skimp on quality is what I am saying, there's no real harm in it.
  6. If you find a way to add more custom actions, such as with new keybinds somehow, I would consider this a must have mod (and I am sure many already consider this kind of thing a must have of course). Maybe things like Ctrl + (#), Alt + (#) I should like to think that if you can get the game to read any keypress, you can also tie those keypresses to the code for activating various part functions (ex: disable engine). Those two combined should enable you to create more custom bindings just fine. Alas that is where my knowledge ends when it comes to programming. :|
  7. Time to land on something and make use of those atmospheric and seismic thingies! Land a one way probe on Duna for example. I think that might be one of the easiest options. If you can give it a small rover to go with it to do small scale science on, or give it wheels, even better. (Wheels probably aren't as good for landing, so maybe give it legs for that and raise them when its time to roll out). Perhaps someone else can advise further, I personally haven't taken career mode very far.
  8. The kerbal camera mod used for filming stuff should allow you to put your camera anywhere you want it while flying a vessel. I have not used it but from what I understand it is plenty versatile enough to accomplish what you want. Edit: Found the link for you. : http://forum.kerbalspaceprogram.com/threads/24757-0-22-KerbCam-v0-12-%28camera-pathing-tool-for-videos%29?highlight=kerbcam
  9. Just for grins, I am doing this for anything I make in the future. *cackle*
  10. How do you know it doesn't make sense? Perhaps Kethane is deposited on the surface by a high density stream of particles hitting the surface, or perhaps it grows there, or maybe its formation is not reliant upon any currently known geological process or from surface impacts. It might be someone simply PUT IT THERE!!!... DUN DUN DUUUUUUUN!!!! *snicker* Har har! I don't recall what it was named, but there is a mod out there which lets you target a landing site and possibly track it. It might be MechJeb... I don't recall. I think Scott used it in his Reusable Space Program videos though. I am fairly confident MechJeb has some functionality in this regard though. If you are able to target a landing site, I think that would help solve your problem - or at least you wouldn't need to swap back and forth between the two more than a few times (and certainly not whilst landing).
  11. You could solve this by making more heat tolerant special custom "Eve shields" for entering that atmosphere. Say they are made out of more resistant materials, balance them by making them much heavier or something (or some other method that makes sense). You can recycle existing models and simply adjust their part cfg file or you can go the full way and custom build em! (Which is its own adventure, and while I am much more attuned to that I admire yours as well).
  12. What payload could possibly require that? Surely there is a more efficient method to launch a very heavy load?
  13. Bluegobln

    -

    I highly recommend some people in this thread read the book "Pastwatch: The Redemption of Christopher Columbus" by Orson Scott Card. It gives some interesting insight into the concepts of observing the past, and the implications of doing so. And well... some other fascinating things. I particularly like his ideas about the origin of the tale of Noah's Ark (in the same story, yes..). A very good book.
  14. I just wanted to say that quite some time ago I had major issues with this mod. I could not launch rockets without them tumbling and I hardly even tried planes because no design I made could get off the ground for more than a few seconds. I recently launched a rocket and performed a decent gravity turn, not even touching the controls except the throttle, and made my first successful SSTO space plane while using FAR. In other words, I wish to apologize for my rather angry posts here. I took a long break from KSP after my PC died and I lost all my work, both in game and my parts development, and now that I am returning somewhat I felt it might be worth going again. Sorry for being a jerk. Thank you for this great mod. Glad it works now, or that *I* work now...
  15. This is an incredible and must have addition to the game. Even were I not running a ton of mods, I would want to have this with a pure stock setup. Either this or something like it should be implemented into the game directly.
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