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Everything posted by SpaceK531
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I use the service provided by imgur, it's free and you can make the nifty albums that you see on the forum.
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The ghostbusters had to downsize Their brand "new" Ekto-2
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Animation not playing for light
SpaceK531 replied to SpaceK531's topic in KSP1 Modelling and Texturing Discussion
You are correct that I am using unity 4.3, but possibly not for the correct reason? I added the animator window myself. EDIT: also, thank you for the info about 4.2 -
I GOT IT FIXED, THANKS! Hello, I am having some trouble getting a light and emissive to work on command. Here is the main screen: here is the animation pane: here is the cfg: MODULE { name = ModuleLight lightName = Spotlight1,Spotlight2 useAnimationDim = true lightBrightenSpeed = 1 lightDimSpeed = 1 resourceAmount = 0.01 animationName = headlights useResources = true } The animation was created in the root gameobject. The right-click menu appears as it should, but the light does not turn on nor does any light appear.
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Did another spaceplane, trying to build them better and better each time. This one has a very creative name: Delivery Plane Ascent plan diagram: Lessons learned between Lumbering Beast and Delivery Plane: Crime doesn't pay use more engines more lift =/= better (lift ratings on wings, LB: 46, DP: 53.2) PACK MORE FUEL more engines to lift the fuel require more fuel Pack less oxidizer find out better ascent curves
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I think there is a little too much noise on the bodywork If you're going for a stock-like aesthetic. Stock parts have relatively little noise, but do have smudges and panel lines and paint chipped off on convex edges.
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I really liked StarVision's tank: it has simple lines and a simple texture. Coincidentally/ironically/funnily enough, the pastel lines on the tank remind me of the textures used in TF2 for the spytech walls.
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Thank you for your constructive criticism. I believe you missed the point of the image description, though. I did not mention the quality of the composition, which has a number of flaws. I did mention that the look space is adequate. This was somewhat in jest because in all good aircraft photos, the nose of the aircraft is facing the direction of travel, but in the photo, the nose is facing away from the direction of travel, so the lookspace must be adjusted to give the rear of the plane room to move through the frame. Basically, the vessel was facing retrograde, so I gave it lookspace in the reference frame of direction of travel instead of the vessel's internal reference frame.
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I made my first non-crashy spaceplane today, I'm very happy, so I will share it with all of you: The name of it is the "lumbering beast," which only partly applies because it does lumber but it is no beast, more like a wimpy giant. all stock plane. no behavioral mods.
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I was planning on making it a mortar tube, which don't explode when you light up fireworks.
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Red Green Rockets This is my first attempt to create a series of similar parts. Created by Red "Green" Kerman, the Red Green Rockets company brings you all the rocket parts you could ever need at the cheapest price available. Based out of Kossom Lake, we use only the best kinds of junk available to supply your space missions. From k-cars to standardized shipping, we do it all, because we are all in it together. Directional cantenna: The "super heavy duty" paper-on-foil-with-duct-tape construction will ensure data transmissions in substantially less-cruel environments than the competitors. PVC pipe structural: Who needs heavy-duty metal beams anyway? Comes in single and double sizes. Stool Decoupler: The stool decoupler has a small explosive charge in the basin of a wok, the wok directs the blast onto the seat, blowing it off. Mysteriously, the small explosives charge remains unharmed by the explosion. Oil drum fuel tank: These are a dime a dozen these days, so we bought up as many as we could and got to work spraypainting them with the appropriate colors: red for liquid fuel and yellow for oxidizer. Hopefully the cardboard divider keeps the two separate before they get into the combustion chamber. Aries Command Module: Here at red green rockets we believe that the k-car is a worthy target of revenge. Revenge for what, we are not quite sure. Nonetheless, we took this piece of junk and turned it into a working command module. Of course, after much trial and error we did discover that you need more than just recirculation turned on to survive in space, but, you know, you have to learn sometime. (model and texture will be updated to a higher quality soon) A number of kluge-er-riffic parts are planned: done in-progress duct tape strut sit stool decoupler shipping pallet structural PVC pipe structural couch EVA seat K-car pod wheels for the K-car skateboard as wheels fireworks sepratron Trumpet motor Tuba motor Trophy motor Planter motor 55-gallon drum fuel tank Garbage can fuel tank Propane bottle fuel tank Bass drum fuel tank Standardized shipping container bomb bay/cargo hold (KAS) Milk crate KAS bin (KSPI) corrugated roofing material radiator Solar panels duct taped to metal corrugated roofing material pringles cantenna lightbulb
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These are so cool, they inspired me to try to make some. This is my current progress on the "Flightline" cockpit. I might do an IVA for it. The rear is a 2.5M attachment point, the front is a 0.625M attachment point. As you can see, I'm not very good at texturing, nor modeling, but hopefully enough to get by After this one, I'll try my hand at the second airplane cockpit: anyone can tell you there are not enough space craft with jet airline cockpits on top of them.
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H-O-R-S-E Challenge Game: Rebirth
SpaceK531 replied to kahlzun's topic in KSP1 Challenges & Mission ideas
I did this a looong time ago for the pizza tryouts: Since I won't be able to make up a challenge for a little about 8 hours, I'll let someone else think of one unless you guys like waiting. -
[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
SpaceK531 replied to DYJ's topic in KSP1 Mod Releases
to me it looks like your COL is pointing to the left a little, by the look of the shorter horizontal handles. -
As a relatively inexperienced player in all things not-blowing-up-things, I found the current career mode a rather good challenge and I have not had to grind very much at all. I like it primarily because it forces me to think in different ways than sandbox mode; in order to get more parts I have to experience different environs both on Kerbin and in the kerbin system. For example: So far I have done a few sub-orbital hops to different biomes on Kerbin, made bigger landers and experimented with VTOL systems early in the tech tree, and sent two missions to the mun, one as a fly-by and the other as a lander picking up some major science points, progressing me about 1/3rd of the way through the tree. It may be trivial to say, "oh that's grinding and grinding is terrible," when a. grinding is not outright terrible, and b. it really embodies what I have read of your idea: progressive discoveries that unlock new parts. Each one of those sub-orbital hops was done with larger craft, extending range and gathering more science points. Also, it's kinda fun to try and work with the part restrictions of the current system early in the tree; attempt to leave kerbin's SOI with only 4 or so branches unlocked is difficult and invigorating when you manage to do it. So, I think the current career system is fine as it is.
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Exotic Vessels [redone]
SpaceK531 replied to SeventhArchitect's topic in KSP1 Challenges & Mission ideas
can you provide pictures of several of these 'exotic' crafts? -
What is the proper way to use solid boosters?
SpaceK531 replied to Parallax's topic in KSP1 Gameplay Questions and Tutorials
When money becomes a thing, asparagus is going to be seen as the false prophet, and boosters are going to be seen as the road to the future, considering that you only have 1 part for a booster, versus the 40 or so parts that go into asparagusing, a fourth of which are the motors themselves which are a bit spendy iirc. -
I tried out your bullet K and it isn't working for me. All I have to do is press 4 when I'm outside of the atmosphere, and it turns on?
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H-O-R-S-E Challenge Game: Rebirth
SpaceK531 replied to kahlzun's topic in KSP1 Challenges & Mission ideas
Apparently while I was out doing the challenge, you posted some pics. Unfortunately for me the default binding for screenshots is F1 and not F10 like I expected, soo I have no photos except the aftermath. ^I did not spend almost an hour for nothing ^the glider itself. No power except 2 SRBs that were ejected after successfully deteriorating the orbit, and the surviving kerbal on the flight deck ladder. CHALLENGE: the higher-ups at Kerbal Space Center have heard of a revolutionary 'new' technology called "Infinigliding" and would like a safe demonstration of the concept. Fly an infiniglider around the KSC and land safely on the runway. Hopefully they like what you've designed and implement it further! RULES: over-land speed must be less than 200 m/s distance over land must be greater than 5,000 meters (a lap around KSC) distance over land must be less than 10,000 meters (no getting side-tracked) you must land the same way you took off on the KSC main runway (e.g. if you took off east, you must land facing east) rocket engines, jets, propellers are forbidden and may not be used you may not have ANY parts fall off, get destroyed, or be ejected for any reason. bonus points for infinigliding with FAR enabled. to prove that it's still possible in .23: EDIT: since it seems people have not been posting about this challenge, I figured I would make a short write-up on infinigliders to spur some intrest: infinigliders work using a bug in the control surfaces in stock KSP. Basically, when a flap is being moved, it generates forward thrust. On heavy planes this has almost no effect, but on really light airplanes, it is super effective. -
H-O-R-S-E Challenge Game: Rebirth
SpaceK531 replied to kahlzun's topic in KSP1 Challenges & Mission ideas
provide some pics and it will be easier to believe