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Deathsoul097

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Everything posted by Deathsoul097

  1. Cant click the hatch at all when on EVA or controlling the vessel, but I can use the hatch and ladder while on EVA.
  2. Are these to scale with the real Falcon rockets? Are they 64% size, or are they a stock size work-alike?
  3. Are there any dedicated mod packs for RSS that make 1:1 scale parts to real rockets? Just because I at-least want some real size and power engines before starting up again in RSS.
  4. YES!!!!!!!!!!!!!!!!!! IT WORKED!!!!!!!!!!!!!!!!! The pod has been UV mapped, and the textures show up properly (No invisibility what-so-ever) Oddly though, the hatch doesn't work. (And yes, I followed your tutorial to the letter, I think, so I have no Idea what is going on.) For some reason though, the hatch works when an EVA kerbal tries to get in, but I cant get the kerbals out by clicking on the hatch.
  5. I might try that, but you are a bit late. I have almost finished the UV. Is sketch-up free? If it is then I might do this.
  6. Right. I am going to try this. (IRL has been in the way, but I can continue to work on this now) EDIT: Nope! All it did was turn the pod blue. Oh well, back to trying to UV map it, I guess. It seems KSP only recognizes one of the textures for a part, even though the .mu uses multiple. For some reason, KSP thought it would look good if my entire pod was textured as the windows, except for the windows and heatshield. (Which were, once again, invisible)
  7. Actually Laythe's average ASL temp is approx 4 degrees centigrade, and even if it was lower, it could still be liquid water if there were salts and stuff. Also, nice use of the HOME 2 greenhouses and habs on the Quintessence. I can see a lot of use for a Saturn V workalike HLV (120 Tonnes to orbit) in this situation. Also, laythe is easy enough to get to (Thanks to jool's black hole-like gravity well), dres is a bit harder though (massive inclination difference).
  8. That is because 2d ksp doesn't exist, and there are no options for it.
  9. Just yesterday the deep space kraken swallowed up my dres lander en-route, and spat it out into the deep nothingness which I can only assume to be a black hole, due to the freaky-ness of the altimeter. (The craft was corrupted, and was deleted from the save upon opening the game after a restart.)
  10. PorkJet, would you mind updating the first post please? I spent ages sifting through the thread to find the most recent version, and it might be helpful to others if the most current download is in the OP.
  11. I think the girders are from RLA Stock-alike, not sure about the rings though. I have been trying to find this out myself, as I have always wanted to recreate Kata's mission, as it was one of the first KSP vids I saw on youtube, and pretty much drove me to play the game.
  12. So nobody knows where the auto-land and landing guidance is? I am only asking because that is the only reason I want mechjeb. (My best "Pinpoint landing" near another ship, was nearly 5Km away from the target. I can land. Just not accurately.
  13. Nice! This is looking really good! At this point, you might want to consider using the scarab or ladybug rover bodies from LLL to be a base for some transportation vehicles that can be constructed on-site at the launch pads, for servicing you colonies. TBH, I would focus on laythe more than duna and dres (Still work on those though, they can be vital and incredibly useful if you use them right.). In the long run, it may prove to be the safest and most habitable of all of the bodies, and it would be very hard to hit, considering it's tiny gravity well, it would be much more shielded from radiation than duna, due to the thicker atmosphere, and water and oxygen are readily available on the surface, which means that there would be much less maintanence needed for scrubbers and purifiers, and if radiation shielding was needed, then the colony could be built under the water, or into the sides of the highlands. Yes, I do understand the challenge is to get as many kerbals off of kerbin as possible, as quickly as possible, to as many places as possible. I just think that laythe and duna (Maybe dres as-well, though bop pol vall and tylo may serve you better for construction purposes) should be the core of your galnat. (A term meaning a civilization that has colonized more than one body in the same star system.)
  14. Hmm. You've either given up on this, forgotten about it while playing 0.23, or are just working up to something so amazingly impressive and gigantic that even whackjob would be impressed. Am I right, Kata? Also, BUMP!
  15. In which node on the tree do you unlock the auto-land and landing guidance?
  16. Just as a request, would you ever consider working on something from Halo? Like maybe a Pelican, or maybe a sabre, or this?
  17. Yup, more than enough, and if you time it right you could get ike and mun on the way with fuel to spare.
  18. You would have to be in a Kerbolar (Solar) orbit intersecting Kerbin's orbit, as you cant gain a gravity assist using the body you are in an orbit around.
  19. Yeah, landing is hard. But if you are trying to land on kerbol, you are going to be having a bad time, 'cause I'm pretty sure you cant land on the surface of a star. Lol, I assume thats just a typo though, and you really meant kerbin. (One of my pet peeves is when people call kerbals kerbins or kirbins, or kirbils, or kirbals. Also when people call kerbin kerbal, kerbol, or kirbin, etc.) However, if you are trying to land on the surface of a planet, or moon, you can normally deal with a couple of cm per second sideways (Barring moons or planets with ridiculously low gravity, like gilly or pol.). It seems you woes are more to do with a poorly designed lander. You dont want a lander to bee too tall or top heavy, or have the landing gear too close together. Overall, a good lander will have a low centre of mass and a wide stance with the legs deployed, and shouldnt be too high off the ground with the legs deployed. Also, dont try to slow down too early, That just wastes fuel. On kerbin (over KSC) a good time to start slowing down is between 100m and 50m, depending on your TWR. Also, parachutes on atmospheric bodies help a lot, and most of the time you wont need to use engines.
  20. Just using solid colours. Is it normal for a texture file to not be output when you make the part?
  21. Thats what I did, and it works fine, however, the pod is still mostly invisible, and the hatch is un-clickable because of it. Due to the stubborness of unity and KSP, I have relented and I am optimizing the mesh further to UV map it. Therefore, I will most likely not post for the next couple of days, because I absolutely suck at UV mapping.
  22. Right. I might just try that, but my mesh has approx. 40 sides, and TBH, I don't know how it would look with less, simply because I gave it more sides so that it looked smoother. For now I will put the current one into unity, and see how I fare. It would be better if I used UV mapping, but I am still having trouble with it.
  23. The only problem is the shape, though I guess that doesn't matter in the end, and I don't know how to manipulate meshes in unity. AFAIK, you cant combine panels, but you can remove multiple redundant panels, and replace them with one.
  24. Well, Instead of trying to figure out this pod, I have just made a new one from scratch. Should have less than 1000 pollys. Also, most of the original pod was modelled in squares, but unity auto-converts to tris, which caused some problems. Unfortunately, so was this one, and it is still at about 2500. EDIT: Okay! Down to 1600 Pollys. Turns out the heatshield had almost a thousand pollys. EDIT EDIT: Optimized the thrusters, down to 1544 pollys. EDIT EDIT EDIT: Optimized the top, down to 1224 pollys.
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