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Everything posted by Orbital_phoenix
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Work still progressing, just writing up the cfg's and fixing the texture maps. But getting closer to having something playable. The next parts planned are 2x Engine mount, Antenna Kit, and RCS module (dedicated RCS module rather than using the Intelligence module, but still has the swing out RCS) Testing pics using Bluedog Design Bureau docking and engines.
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The work continues .... slowly but surely I've tried to create an engine mount for the 4x engine config seen in some space tug pictures. The actual engines that could have been used with it was always vague, earlier studies said they would use the R-10 engines, but latter studies said a completely new cryogenic engine but with very little information about it, so I'll leave the engines up to the player choice, I might work on one in the future though.
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Intelligence Module now all sorted, textured and mapped. Just some small things left to do then it's done and time to move onto the propellant tanks and engine plates, then hopefully I'll be able to upload a test version. Took quite a lot of time on this one because I spent too long trying to fix issues I had with the animations, but all sorted now.
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After a week of trying to figure out an animation issue with exporting parts into KSP from Unity 2017.1.3p1 Giving me this error code: File error: (null) at (wrapper managed-to-native) UnityEngine.AnimationClip:SetCurve (string,System.Type,string,UnityEngine.AnimationCurve) I came across this handy tip: In addition to setting the animation to legacy, you now need to set the generation to deprecated as well instead of new. It took way way too long to figure that one out Actually this is incorrect, I think I have it figured out to being this: Checking off importing visibility seems to stop the error. Hope this helps anyone in the same boat as me.
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Welcome to the development thread for the Integrated Phoenix Industries Mod This mod is about representing the spacecraft of the post-Apollo plan: Integrated Program Plan. Information about this can be found here: https://www.wired.com/2012/04/integrated-program-plan-maximum-rate-traffic-model-1970/ MORE IMAGES: DOWNLOAD: DONATION: Like my mods! Want to directly support development? Consider donating via Patron or Paypal! With Patreon you also get many other benefits like early access to my work and tutorials on modding and game design. ISSUES: RCS works while stowed (coding issue) Tanks are not balanced yet (needs testers) Lack of parts (and sense) Intelligence Module breaks randomly in 1.6.0 for no reason COMPATIBILITY: Bluedog Design Bureau USI Life Support Connected Living Space Snacks! CHANGELOG: TWEAKSCALE CONFIG: CURRENT PLAN: INTEGRATED PROGRAM PLAN PHASE 1 Space Tug Vehicle Reusable Nuclear Shuttle (NERVA) Space Base Lunar Base INTEGRATED PROGRAM PLAN PHASE 2 Orion Nuclear Pulse Discovery Solar Power Station LICENSE: IntegratePhoenixIndustries is License CC-BY-4.0 https://creativecommons.org/licenses/by/4.0/
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Chaka Monkey - Closed Development Thread
Orbital_phoenix replied to YANFRET's topic in KSP1 Mod Development
Pretty much, just some photos I put together and some light and colour adjustments. I do plan on doing some more if I can find the time. -
Chaka Monkey - Closed Development Thread
Orbital_phoenix replied to YANFRET's topic in KSP1 Mod Development
The level of detail in the texture and models in this mod is amazing, and is one of my favourite mods. I used the EMLV II to make an interesting composite image. -
This is my post for the contest.
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Eyes Turned Skywards UPDATE now with Signup Sheet
Orbital_phoenix replied to NathanKell's topic in KSP1 Mod Development
Thanks e of pi, was struggling to figure out how that worked. -
Eyes Turned Skywards UPDATE now with Signup Sheet
Orbital_phoenix replied to NathanKell's topic in KSP1 Mod Development
Just a quick question about the Spacelab Solar Panels. Do they fold in on themselves, because it doesn't seem like the outer panel can fit inside the inner panels shroud? -
Eyes Turned Skywards UPDATE now with Signup Sheet
Orbital_phoenix replied to NathanKell's topic in KSP1 Mod Development
Just a heads up, I'm still currently working on Spacelab, just a bit delayed with .24 being released and having to transition to a new 3D Modeling program for Uni. Not sure about everyone else, but I'm hoping to have Spacelab done completely by the end of the month, including IVA and science experiments.