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KSP2 Release Notes
Everything posted by 7499275
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I agree, need to see a screenie of the landing!
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Personally, Steam, auto updates and has trading cards plus keeps track of your in game time. And backing up and modding isn't any harder, just have to go through a few more folders to get to the root ksp install folder. So in short, STEAM!
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So I got the model which is just a 2m cylinder... Into Unity, now I'm assuming just drag and drop textures like you can do in GMAX? But I mostly need to know what do I need to do to this thing in Unity to make it KSP ready?
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Well I have one question that needs answered before I can even begin, if I make a model in GMAX or sketchup that is 2m in diameter will be that in game? Or does that all depend on the scaling in the CFG?
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Okay just an idea, since you will be working with Kerbtown and I have no idea where that mod is headed exactly... So just hear me out. You have this launcher located somewhere on kerbin away from the KSC maybe the KSC 2? Anyway... Along with what Kerbtown has add a road way or rail way system and have to build a custom transport to fit that rocket or space plane. For example the Soyuz has a custom rail car to transport it from VAB to launch pad. That same basic idea, I just think it would be cool I like seeing things complicated and realistic lol
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Hey guys, some of you may have seen my CFG edit for a drogue parachute in the addon release thread where I have mentioned an idea but more on that later. I have decided to try my hand at modding KSP that way if I need a certain part, I can have that certain part and also release things to the community. A little back ground information about my modding experience, I have modded several games in several ways but simcity 4 being my biggest. I have modeled many things and textured them all, most of the time making custom textures. I used google sketchup and GMAX to model everything so I have NO experience in Unity. But from my understanding you can create in other programs and export into unity, and just do a couple things then export out of there? Someone please correct me on it if I am wrong! As for the idea that I mentioned earlier. A converter such as the Kethane converter found in the Kethane mod. The difference being this converter is avaliable in 1.25 meter and 2 meter versions and takes Xenon gas, and MASSIVE amounts of power to convert a small amount of liquid fuel and oxidizer. Now I say massive amounts of power because I have seen many many people making extremely large space stations that have many batteries and are capable of stores thousands upon thousands of units of electricty and solar panels being able to replenish that rather quickly. I have always thought that the power in the game is unbalacned and needs a use which is why I say lots of power. Lastly, I know that in real life there would be no way of converting a gas into rocket fuel using a converter and electricty... This is a game that is LOOSELY based on real life situations so it is perfectly acceptable. Because of the ration of Xenon gas, and power to the amount of rocket fuel you get will be around a 10 in = 0.5 out it does add a challenge but at the same time a little bit easier for interplanetary missions. I just need some help and clarifacation if anyone would be willing I would greatly greatly appreciate it! Thanks guys! 7499275
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Indeed it is, although this guy doesnt sound so mad after all, just lucky.
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Wow, great graph you have I was actually thinking of looking for one of these later on just to see what earlier players used. I see all the time people saying they came in on .15 or .17 something like that and curious what they had to work with. I came into the picture with .18 and already a lot of progress has been made!
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best way to build rockets, blow up all those crappy ones virtually.
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Xenon gas with massive amounts of power. I'm not going for realism just got for functionality, for example xenon gas isn't widely used because ion engines are crappy.
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Kethane, Mechjeb, Tac life support, Remotech, Nova punch, B9 ( if you plan on building space planes )
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Don't let age get you down, I'm only 3 years older then you, and also, as long as your not real childish and bouncing off the walls I would give you a shot. What's your native language? Even if you have a heavy accent it still might to be good to watch some accents add to the style of the video. Look at Scott Manley.
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Hello fellow Kerbalnauts one and all! I have been working on for a while now a little project! A lets play series of Kerbal Space Program, had a few set backs in the series such as the .21 update which forced me to restart but no big deal right? Right! I have based my space program around nothing special but being able to visit all the planets, with a relativly small craft because we will have Kethane mining operations set up all over the solar system. As my pc isn't a super computer a interplanetary craft needs to be under 250 parts, which makes it going to need to refuel at some point! Now, that's enough talking, I'm going to leave you with the first episode I ever made which is far from the best, as the more video's I made the more I realized what I needed to do. Also, At the bottom I will post a link to the entire playlist! All I ask is to get some sort of feed back and see if I should really continue to do this or not! The play list link:
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First off, "Having a kethane rig on Jool" Cannot be done. Second if you had a mic I would check ya out. I think everyone is capable of making a good youtube series of KSP it just takes the right materials and time to do so. Check out my series if you want, up to episode 12 link in my signature.
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I think that if it is a standard type rocket doing a normal sat launch I find it extremely boring, adding an odd shape though, or a abnormal rocket always make it more interesting in my opinion.
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Hey guys, does anyone have a suggestion on how to express some creativity? I've tried my hand at RPG making, writing music, photoshopping, modeling, texture making, and writing, all of which I have grown bored. Any ideas?
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Maybe even use Xenon gas and convert using massive amounts of electricty.
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[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
7499275 replied to Normak's topic in KSP1 Mod Releases
I would love to see a accuratly scaled version of the N-1 always facinated by the Soviets designs and idea during the space race although it is hard to find a good model of the N1 for KSP. -
Basically I will give the short version of the idea, and if I can get some help I will post a thread in addon dev but anyway... We all see people with massive amounts of solar panels and batteries and that power is going no where... A 2m and a 1m version of a part that will take maybe 30 electricty a second and convert it into 0.5 fuel and 0.4 oxidizer per second.
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This is one of the most epic posts I have ever seen... I say this as I silently weep for poor Meldorf's family.
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Sorry for the delay, didn't have internet for a little while as I was on the road, anyway... Thank you Dave for the orange texture! Looks amazing, which is now part of the download, updated the download link obviously. Lastly updated the CFG file no longer should it replace the default radial mounted chute! Also I have an idea for a mod if anyone would like to help me create it, I have some expericnce making and textuing items and modeling.
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Yeah, I know how to mod some games, Simcity 4 mostly and KSP I never have tried to mod so I have no clue how to retexture or remodel anything yet... Thinking about learning though if I could find someone to help teach me how KSP works and all. Edit: I would love that texture just how do I implement it?