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qnistNAMEERF

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Everything posted by qnistNAMEERF

  1. The cockpit, cargo bay, and rear fuselage are all one piece. So it should be easier (read: less tail-first) for reentry without having to dump all your fuel since it shouldn't be tail-heavy like an empty KSO with fuel in the rear fuselage.
  2. I like how that mun door slides opens. This thing is just gorgeous. Your talent really shines through your work.
  3. I apologize. I thought I could provide a link with the search term "0.23.5" already populated, but it appears the link is unique each time I try it. So perform the thread search manually yourself and search for "0.23.5" without the quotes. EDIT: =1"]This link appears to work. Just hit the "Search Now" button. Anyway this is the post you want.
  4. You misunderstand. He created a copy of the left and right wing parts and gave them modified textures.
  5. You're Super 25 shuttle is coming along great. I especially like the main gear animation. I hope you don't mind, I made a GIF of it to show here.
  6. That is just amazing. Especially this one: yowza.
  7. The texture work on the Super 25 is looking outstanding. Great work!
  8. Here's the comparison shots from earlier in the thread to give you an idea of how big it is but I believe this is an old design and has since been modified/facelifted. Original post.
  9. Looking great! I can't remember if this was asked before but figured I'd ask anyway. Will the wings have the ailerons and flaps built in or will the ailerons have to be placed manually like the original KSO?
  10. Nice! I am very excited for this shuttle. It looks like you're doing quite well on it.
  11. Thread search for all posts containing "0.23.5"
  12. Please see the first post of this thread or read below: That's not to say there are not cfg's out there to support these mods. You'll just have to search for them.
  13. If you haven't already, I recommend you get in touch with Nazari from the KSOS mod. He does all the unity importing for the KSOS. He would be a valuable source of information regarding getting this shuttle in game.
  14. Looking great! I like seeing the dev shots like from the KSO's dev thread. Thanks for sharing. That new load-textures-on-demand plugin is looking promising for those with low system resources.
  15. I believe it's currently at 0.23. I don't know why it's still referenced as 0.22. Please see the quoted post below.
  16. Ah, haha. I tried playing with this shuttle a few months ago and had a similar experience. Didn't realize this wasn't the current development thread for it. Thanks for the link.
  17. Haha, sorry man. I'm not hitting anything with this one. I'm guessing the xyz's of the sum of all the welded parts are not centered. The VAB has a few quirks when it comes to attaching things to asymmetrical parts. For instance, I'm assuming the center beam where all your panels are attached is supposed to be the center of your part, but the X value of the node point from your last post is -18.49584 which leads me to believe it is not centered. Maybe try welding it again until you get a zero or near zero (number that ends with an E) for the X position of your centered node point and see if that corrects the problem. Probably wouldn't hurt to check if your other parts aren't centered.
  18. I placed reaction wheels everywhere. Still highly unstable. Didn't like to recover from the gravity turn. Then again, it's a shuttle and not really designed for inline lifters. I have only played with it enough to say I've done it once. Took about two or three dozen launches to get it right. Even then it was no where near as easy as the provided lifter so I didn't bother refining the design. I do not have FAR.
  19. I wish you all the best with this mod. I have absolutely no experience modding for this game but maybe there's others out there that'll help you out if you want help.
  20. Try rotating your assembly so it's vertical (nose up or down) and see if it'll allow you to align it properly that way. You can rotate it back after attached.
  21. If I understand you right, you're trying to surface attach this part to your other parts from the front where it comes to a point? Someone please correct me if I'm wrong, but I believe that the origin of the welded part config is by default used when you select the part from the list in VAB. Can you place it on your ship as is and then click on the beam at the front to move it and surface attach it that way or is it locking you onto a specific node point?
  22. Nice landing! I was wondering if Jeb was gonna make it when you were pointing at it upside-down. Hehe.
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