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Imaginer1

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Everything posted by Imaginer1

  1. I've had this 'trouble' too, but I think it's just so that you don't accidentally dock things together when you're trying to undock. Just use the RCS to zoom around for a minute and go back to dock with it and it'll work.
  2. Thanks so much for your help, man. I just got unity 4 and I might get unity 3 if I need to make thruster or particle effects (for this mod I'll need neither). If anyone is interested in helping me texture or something in case I don't figure it out, this is my current model for a Magnetron part. However, when used ingame it is stretched significantly? Like it approximately fits the 3 person command module when I wanted it to fit a small probe body. The height is correct but the width has been significantly increased and I don't know why? I'll be adding a screenshot soon. Edit: Here are the screenshots. How it is supposed to appear: How it does appear: Edit: Before you say, yes I know that if it's 1 meter wide I need to scale it 0.5 to make it a probe-sized part but I forgot to do that. It still doesn't fix it.
  3. Alright, I just got Unity and I agree with Reign, it looks much cleaner (especially more so than Blender) I'm going to find out how to import the model I currently have into it and work with it there as per scarsz' suggestion
  4. Oh Gosh. Scarsz, I haven't been using Unity at all. Which is probably very frowned upon. I've been exporting the model as a .dae from Blender. I'm getting Unity right now.
  5. That's super nice, yeah! If you want, I've just started learning how to make the models... If you want you could do the texture instead? ^^; Edited addition: This is incredibly difficult. I made a model and got it ingame but it's the wrong size (even though I made sure to size it according to the rockomax engine) and the collision mesh doesn't quite work (even though it should) and I can't get the texture working- and to be honest I wouldn't know how, since, like, once you make the unwrapped UV and it goes into the directory how does the model 'know' it's the texture?
  6. I have the coding done for it, given the stats of an ion drive in existence and the stats given by an article in Eureka Magazine et al. It currently uses the xenon tank and mini rockomax engine as models, and uses a resource called MicrowaveRadiation. (I didn't want to use XenonGas because then it could be exploited for infinite free xenon, and it wasn't difficult so it adds to the immersion...? i guess) Some people here are talking about this like it's a 100% true thing but I've heard there's a lot of controversy around it. I've downloaded a 3d modeling program but realize it can't read .mu files; which ones can? Unrelated: I'm thinking about using this kind of thing to make a solar sail- using the solar panels coding on sun exposure and using it to produce a little thrust with some buffer resource. Edit @Drmike: Forgive me if I'm way wrong, but could the distance traveled by the groups in these areas be changing your calculations? i'm pretty sure the waves wouldn't be traveling exclusively up and down the cavity but surely the geometry of it could change something? Nevermind. I'm not making sense.
  7. But it hasn't been delivered. At this rate I'll just learn how to make my own models and release it myself.
  8. Comparing a quantum vacuum thruster with a wheel, huh? But really it is more complicated than a wheel, it's like a drawing. A drawing that I'm copying to practice, because I'm a bad artist. Do you understand? I feel you're being excessively condescending and it's making me uncomfortable. Do you want me to apologize for thinking others might have taken interest in such a mod? By your own words in another thread the interest exists ('at least a dozen threads must have started about it since the news broke...' or something). Please read what I wrote before: 'maybe other people want that, too- something way simpler so you can see what the EmDrive is like without doing everything in the Interstellar mod.' What I did was take numbers from various papers and scale them compared to a real life ion engine and the ingame ion engine, so I would have a more physically accurate one (if the papers themselves are physically accurate, that is) Oh, and I forgot to link the new thread and I made consecutive posts, I'm using such bad etiquette :X
  9. Ok, I stand corrected... But either way I kinda want to make it myself? So I have it without all the extra stuff that Interstellar has, and so that I can actually learn something about modding. And maybe other people want that, too- something way simpler so you can see what the EmDrive is like without doing everything in the Interstellar mod.
  10. KSP interstellar doesn't have an EmDrive. It has a warp drive but that isn't the same thing. The EmDrive is essentially an ion drive with no propellant. It doesn't have an OP amount of thrust and you don't need to spend hours harvesting dark matter to discover it and it isn't made for FTL or even relativistic travel. Either you don't understand KSP interstellar or you don't understand what I want from this mod I'm making. I'm just asking for someone to make a model that looks like the picture, alright?
  11. The EmDrive is a pretty touchy subject. The EmDrive is a method of propulsion recently discovered that, if viable, would not require propellant. Only a bunch of electricity. If you like Kerbal Space Program you can see why it would be awesome- it creates the potential for infinite delta-v with a nice solar panel array. Now, I'm not gonna talk about the physics of how it works (because it's very complicated and scientists are still trying to figure it out) but I wanted to make a KSP part for it! There are various researchers that have implemented the EmDrive to varying degrees of success, but my part is going to be based off the data taken from this paper and maybe this one and lastly, the most important one actually done by NASA. Taking a real life ion drive and comparing the statistics of them with the ion drive ingame, and with the EmDrive as observed in this paper, I want to make a KSP part! I can do the coding for the part, but I'm wondering if anyone could make the model for it? If not, I can probably just use the model for the ion engine or small rockomax engine.
  12. Ok, I only just got this mod and it looks real cool, but there are a bunch of settings that I want to mess with and I'm scared if I mess it up too much I won't be able to reset it to default settings. I can't find any defaults button or anything so o.o
  13. I just can't figure out how the 'kill' option works for you to choose what yield nuke you're firing.
  14. *Sigh* I'm annoyed and disappointed to tell you the problem fixed itself.
  15. I can't find any info on this, but I'm told that the parts from remotetech2 are supposed to be integrated into the tech tree, and they're not. In fact, I downloaded the most recent version and none of the part.cfg files have the required information. Is it somewhere else? Here are the file paths I have... /KSP/GameData/ModuleManager2.1.5.dll /KSP/GameData/RemoteTech2/etc... What am I doing wrong?
  16. Thanks for doing the math here, I'm glad to know how much living space Kerbals like ^.^
  17. I'm waiting eagerly to get this, space shuttles are hard to make and this looks GREAT and aaaaahhh man
  18. Keep in mind that delta-v doesn't account for gravity on Kerbin or atmospheric drag almost 100% of the time, so if you're doing the math shave off a little bit.
  19. These are the kinds of bases I can accomplish. I still think they're wonderful.
  20. I just don't understand how to get surface bases to work. I'd love to make them but I can't get modules together...
  21. I'm still not clear on surface bases, like, at all. Getting them docked together and stuff, I can never do it.
  22. Here you go: The ISP of multiple engines. All original equations come from http://www.grc.nasa.gov/WWW/k-12/airplane/specimp.html
  23. http://www.grc.nasa.gov/WWW/k-12/airplane/specimp.html Okay, there are the actual equations. Let me do some math, alright?
  24. Don't overthink it. You only need one of those four engines (well, of course, in the center) to lift plenty of weight on the Mun. Heheh.
  25. I once saw an Apollo mockup that was done in such a way that ladders could easily take the Kerbals from the command module to the lander, but sadly other than that you have to use RCS jetpacks.
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