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prefim

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Everything posted by prefim

  1. A lot of my parts use existing configs so I may have missed something (i remove all but my dev parts to speed loading times) so you may need to tickle the cfg file and change the part name etc.
  2. I can have a look at a pod type thing for them but as we cannot do glass yet, it would just have to have a hole in it. I\'ll see what I can come up with.
  3. You inspired me! Riding the Europallet!!!! - Just sat there because safety costs money so no duct tape! You are welcome to the model if you want to add it to the pack. Mat
  4. Epic work!!! At first glance I thought, hang on his eyes have gone but then I spotted the aviators!!!!! Lovin it!
  5. So loved the moon landings!! and I love even more the sheet of hardboard and duct tape!!!!
  6. someone post some mun people pics please. I had a couple of goes but things weren\'t happening!
  7. OH HELL YEAH. First was kerbanauts obviously but then theres mini satelites, bombs, space junk etc.!!!!
  8. Yep but it does a nice job of popping door panels off. you don\'t really need it, you can fly with exposed kerbanauts!
  9. Kerbanaut and deployment chassis Can be Downloaded here:- http://www./?se44qbi53j43et3 Requires Quabits Quad decoupler, clutch and shroud. Found here! http://kerbalspaceprogram.com/forum/index.php?topic=537.0 Single pod launch - High altitude Pop the doors off! Go free my minions! mind the camera! Floating Off! He\'s going to need saving! Low altitude deployment, mini chutes activate! Floating down. Stay on target. STAY ON TARGET!!! Oh, 1 out of 3 aint too bad!! The \'Hotel\' Model. Many doors. BYE!!!! No chutes, they are all DOOMED!!! Hope you like it, thanks to technical ben etc. for helping me with the parachute problem. and thanks to Quabit for his decoupler and shroud etc. Enjoy Mat
  10. That also worked well. cheers again. Not having used blender before it was a bit of a learning curve but figured out parenting (eventually) and was able to make a smaller parachute which worked well for another project (watch this space!)
  11. Do we know a way to import existing DAE into blender? i\'m just getting parsing errors.
  12. Hi Ben, I get what you are saying but I\'m not using blender, thats lightwave 10 in the screenshot. and I spit out OBJ files not DAE which for everything else in the game seem to work (see my tardis and orion releases) but for this the canopy object behaves differently to the other parts of the object. From my images you can see the I have the chute the right way round in game (even if its off in lightwave) but it rotates around its centre not its tip so the string waggles back and forth (and i found out recently that if I turn the ship the chute does some very bizarre things!). its all to do with the object origin i know but I don\'t see how to change it with what I have. Whats the cheat in blender BTW?
  13. Hi Guys, I\'m struggling to put together what needs to be right for parachute making. I\'ve kind of figured out you have to have 4 things called. base cap canopy node_collider but there seems to be issue with placing and orienting the canopy which behaves differently to the other layers (and other normal objects!) any advice welcomes! mat EDIT: Heres my problem. As you can see the chute is centred but above the base and cap. Also, the chute wants to be rotated over 90 degrees. The problem is the rotation point of the canopy is its middle (not the origin of the scene and not the end of the string. Any ideas?
  14. Looking nice. I too am trying to figure out landing for planes (wheels or strong stuts is where i going so far). recommendations would be to slice the nose of and make that a sas module. I did this with the light on the top of my tardis.
  15. Just tried this, maybe its the version of software (im on 12x4 at the mo). I took her up, fired across and renentered at about 2900m/s sideways. no damage. in fact the only damage I suffered was when it twatted into the deck! Any minor twisting or lateral when landing either just throws the ship over when it digs into the ground or rips the ship apart because it was too fast anyway. I\'m not seeing what you are describing.
  16. The Orion 3 - From 2001 Space Odyssey. Been busy on a biggie. took some messing around getting and off centre engine to work but sussed it in the end. Heres the parts and a sample ship. Done as seperate sas, engine, fuel and pod. made from existing http://www./?qb2dx24ggbhyvoh Enjoy, Mat
  17. Update here:- http://kerbalspaceprogram.com/forum/index.php?topic=4276.0
  18. Dalek V1 (fuel tank) Use as a fuel tank and drop onto existing ships. txt in config needs changing but this was a quick one for someone who requested it! Downloadble here! http://www./?ciorc7dwm33a4ib
  19. TARDIS V2 Oh yes, It can be flown! seperate engine, fuel, sas and pod. even custom wheezing donkey sound (although it suffers like all engine sounds do at present - if it starts to crackle, throttle off and back on). Flew to the moon and landed no problem. Prebuilt ship included but its about as difficult as lego to put together! Polygon count was dropped from 6500+ to about 600 all in! Here it is for download! http://www./?ylxy8jb9o2p5ibw
  20. I\'d just like to say, took a couple of hours to do, Built in lightwave (I\'ll do a workflow post if people are interested) and i was really amazed that even though the tardis model is over 6000 polys (10 times what I wanted for the model!) KSP still just handelled it like a boss!
  21. Jeb found this and decided to give it a try! He didnt know what he was doing but fiddled with some dials and buttons and poof! he was in space! Created as a pod you can fly (with additional fuel and engine to get into space) or as a fuel tank you can jettison to see fly by! http://www./?e8ft744gzyty9ic
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