Silvester
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its weird, i test it on my latest progres and it still say no engineers , but when i try on new game sandbox mode, it dont have that problem
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- ship construction
- launchpad
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can i know why i get "no engineers in the workshop" everytime i press construct kit while i use it with MKS?
- 1,554 replies
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- ship construction
- launchpad
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(and 1 more)
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The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
I get a headache making my model low poly since it has many poly to reduce small rcs tank has 10k vert lol -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
new model -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
try include this in cfg MODULE { name = ModuleSAS } if more than 2 resource is in a part a bug happened -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
question: which more memory friendly, make small detail in the model or texture ? -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
rough modeling so how do i calculate the volume for each resource? -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
whoa, looks like many full fledge modder are in looks like we need some soft of price for the winner other than picking next part... -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
my opinion is we can use whatever 3d software we want as long as we get the model center of origin ( center of mass in unity thus ksp ) right -
The Open Part Mod - Week of 4/11 project started
Silvester replied to frizzank's topic in KSP1 Mod Development
i too use blender last time i try to mod ksp since its on the tutorial can i use spaceclaim , UV layout and materialize magic without blender to export to unity? -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
look at first post for truck and fuel tank -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
update on development -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
on development Tower for kerbal sleeping, and another that hadn't finished a Fuel Tower and a miner i dont know what i'm thinking while making this, so hope you guys find it usefull and i had make a rover for moving this while in box form -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
sorry my english is not that good, umm cycle = motorbike? -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
rover update -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
Umm, the kerbal uncontrolable after eva and the portait of kerbal dont disapear So quick question , so we define hatch by tag an object , the object is model or empty? -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
ready for release just eva bug in development kerbal can't get in after get out ..... -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
umm, anybody can teach me how to make rover wheel? -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
thank you, i updated the discription yes, by theory or by logic it can use for any type electricity consume type parts i set it to be stackable and radial attach -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
well i think the model is mk 4 that he build in his own home and when he throw it to the ocean it magicly teleported to my garbage can LOL -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
i will try it to replicate the texture but and orangangis glow style tripe and circle -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
ok, i'll take that into consideration, thanks Anybody Up for Arc Reactor rgt? look at first post -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
thank you guys, your nice comment really mean a lot to me , a nice moral suport for next release so i guess next target is adapter, decoupler , batt and rgts what do you think about sleave type extension tank? (hose like tank that warp the original tank ) for ex batteries or kethane or any another type and what about glow color? ps: i'm not german , by chance sylvester stallone movie Rambo gets hits when i'm about to be born -
Silvester Industries (09/03/2013)Truck and magic box Update
Silvester replied to Silvester's topic in KSP1 Mod Releases
- it does consume electricity 0.01 rate (1/4 from stock spotlight ) - can be toogle by light key [ U ]