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Dolin

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Everything posted by Dolin

  1. Thank you, the problem was that I didn't have just one material per mesh, i had something like, *ahem*, 30 After lots of trimming and skinning down I managed to obtain two meshes with a single texture each without 3ds crashing, and afterwards it worked. thanks again
  2. Hello, I need help. I'm trying to model the cockpit of the Space Shuttle, using a 3rd party model imported from Orbiter 2010. I edited the model a bit using 3ds, exported it as .fbx into unity, and then added props, lights. I set everything to layer 16 and set the ksp/diffuse shaders as per this tutorial. This is what the IVA should look like (it's the rear section): Then, after exporting the model into KSP, this is the result: All the textures are messed up. Also, although you can't see it from this view, the front half of the cockpit isn't even appearing. What's wrong here? can you help me? thanks in advance
  3. Along with the SRB and separator, are you also working on fixing everything else listed on the front page? I mean, SRB flame is mainly a cosmetic factor so that's still all right, and I placed a couple of ullage boosters for a smoother separation. But I think what we badly need is solar panels (even non-deployable) and a separate fuel supply for OMS. Although we could maybe add the latter via some CFG editing, I believe there are many things that could be done before devoting too much time to the SRBs. Many things are listed as WIP, so I would be quite pleased to see them in the next release (Just a petty, trivial request : I would really love the SSME effects to be more blue/purple tinted and also the white shock diamonds to be bigger)
  4. if you look closely at the engines section there should be an attach node right between the SSMEs ,?you can download something like RealChutes and attach a 0.625 drogue chute there ( the green one). also as far as I know the landing gear had proper braking and the tail also has the aerobrake function, which you can set via action group
  5. Hello, After quite a bit of testing I'm sharing my launch procedure, i'm totally open to suggestions on improvement I'm using Mechjeb, as It would be impossible to accurately mantain the ascent profile by hand. Target altitude : 80 km Turn Start Altitude : 4 km Turn End Altutide : 55 km Turn Shape : about 64 % corrective steering OFF Vehicle Mass (Orbiter plus RCS fuel plus docking ports in the cargo bay plus cameras) = 40.539 t Payload Mass = 12.963 t This way I end up at MECO with an 80 by about minus 70/80 km and still 170 of dV left in the main tank I also did a "dry run" without payload, using the same parameters except Turn End Altitude set to 45 km, I obtained an 80 by minus 50/60 km orbit (the reason for setting turn end so low is that you want to gain sufficient tangential velocity BEFORE achieving your target apoapsis, so you can detach the external tank after MECO and keep it realistic whilst not wasting all your OMS fuel on circularising) . Therefore we should adjust the turn end altitude between 45 and 55 or greater based on payload weight. I still don't know how heavy a load the shuttle can carry, but I guess it could exceed 16/18 tons and still achieve a similar orbit About the Insignia : I'm aware that KSO is available, and I really love the IVA they built, I wish something like that could be done for the CSS, however I find that shuttle waaaay too small for my needs, it's impossible to fit any ISS module in there. Regards, and update soon!
  6. Hello, glad to hear the CSS is alive after week of silence Might I also suggest adding some insignia on the orbiter, KSP-style, of course
  7. I understand, Unfortunately I only have rudimentary 3Ds skills, I'll just stick the Buran IVA on
  8. Hello, I really appreciate the work everybody is putting in redeveloping this beauty. Just a question: will you implement some kind of IVA soon? Even an empty shell that matches the Shuttle so we can add gauges and RPMs through Unity
  9. Hello, i'm experiencing a bug i don't believe i found in this thread, it's about the Zeus Telescope. It seems that when i zoom in on a planet i experience rendering problems, the planet jitters and disappears for a few seconds. the strange thing is that it affects the moons as well. I'm using Universe Replacer and the Clouds mod but i tried removing them and it didn't help at all, so they can't be the cause. I used to have Kethane installed but not anymore, and i don't believe I've left some files over in the gamedata folder. Can anybody help me address this? thank you very much
  10. hello, I've recently downloaded the 1.2.6 version and, apart from the fact that i have no idea how to learn to use the flight computer, everything seems to be working fine. Except for one other thing: maybe i'm missing something but i've been unable to control all kinds of vessels when no connection is established with mission control. Even MANNED vessels. I understand you can't control pods without connection, that's why you gave us the computer for. But why shouldn't Jebediah, who is alive and well in his capsule, be able to perform orbital maneuvers without a link to mission control? I'm puzzled, if it's an intended feature then I must say it makes little sense. I tried including the Command Station feature to all stock probes through ModuleManager but, since it only works for 6+ crewed pods, none of my capsules is able to act as a command station. Since I still don't know how to use the flight computer I'm having large difficulties even at establishing a relay network around Kerbin. Is there a way I can give local control to all manned pods? Thank you
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