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Everything posted by AtleSt
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AtleSt replied to Ger_space's topic in KSP1 Mod Releases
ok thanks. honestly i would much rather make separate low poly mesh colliders instead of using primitives. i just wanted to know if i could get working colliders without having to open unity(ugh). -
[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AtleSt replied to Ger_space's topic in KSP1 Mod Releases
Hey, i just started making my own statics, but it seems to be impossible to have concave colliders. how do i make colliders for my statics? also btw i looked around for a while and there is almost no documentation on the creation of the models them self, if someone could link me anything or explain the process i would be very grateful. -
Kerbin City Restored (patch for 1.8.x - 1.1.x)
AtleSt replied to Aerospacer's topic in KSP1 Mod Releases
I have som modelling skills and i have been looking into some of the beta content of kerbin city, if anyone wants to organize anything just PM me (i check this forum almost daily) beta image imgur gallery: https://imgur.com/a/GcL2iXw- 56 replies
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- static objects
- kk content
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i just watched the announcement and it felt unreal, i never expected this to be happening but i am incredibly happy that it is.
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AtleSt replied to Ger_space's topic in KSP1 Mod Releases
there was a devlog where they said they were going to rework it and ad it in 1.1, but that never happened. i've never actually seen a squad member respond to anything about the tier 0 buildings so i assume they are trying to put it behind them. -
its 1.5 i guess it is in the advanced tweakables, which for some reason wasn't turned on. and yeah i know its timewarping that is at fault, but once this thing gets started it never stops
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why has my sr71 suddenly become a wannabe lowrider?
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[1.8.1] Kerbal Konstructs - 1.8.1.15 - 15.Dec.2019
AtleSt replied to Ger_space's topic in KSP1 Mod Releases
what mod are you guys using to get that metalic sheen on everything, i installed textures unlimited but that did nothing -
i used to do this (((stock))) and some others from my time did too, i kinda lost my love for ksp and then my oldest thread vanished. one other big one was mulbin, but none of his photos remain so they are probably gone forever. i will take a guess and say there are many people who still do this, i just think that people don't care as much about sharing it anymore.
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I've been spending my day in blender (for some unknown reason) and i decided i wanted to test out my fire materials. so i made this short little vid (horrible quality btw, rendering this stuff takes time). im thinking about making it more kerbal themed with images of kerbals in the background and some kerbal noises, and then i'll properly render it in 1080p anyways i want feedback and pointers for the kerbal aesthetic and if someone could link me to a nice sounding rocket test fire and the sound of a kerbal screaming that would be appreciated
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im confused, in the description you keep talking about a bdarmory expansion, but if my 5 mins of googling is right that means you never made it, you should update the post or clearify what this bdarmory expansion thing is or was
- 1,046 replies
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- contract configurator
- contract pack
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yeah, the fokker dr.I weighs roughly 0.4 tons in real life, but i cant get it under 3 tons in ksp since most parts are made of metal in game, and cloth would probably be hard to implement.
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ok, the planes are pretty weak (biplanes) they are using modded propellers (airplane plus) and the engines are pretty useless. i could probably understand why the ai cant handle it
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having a problem with the flight ai, my planes will go up very slowly and once they hit the minimum alititude they immediatley dive below the minimum altitude and start the cycle all over again, they never kill each other
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its good to know both you and this mod are still alive, really looking forward to the next update
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
AtleSt replied to ferram4's topic in KSP1 Mod Releases
im very interested but i dont know how to recompile a mod, any chance someone could send me a link to an already compiled file?- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[KSP 1.12.2] Physics Range Extender v1.21.0 (04 Sep 2021)
AtleSt replied to jrodriguez's topic in KSP1 Mod Releases
im getting extreme amounts of z-fighting in the latest release even when physics range is only set to 20km is there any fix or do i just have to start deleting clutter and unused vessels covering my ksc? -
version 1.4.2 bda version 1.2 the pink lines are debug aiming lines in the bdarmory options
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the howitzers have a bug for me, for some reason the bullets stay in mid air https://gyazo.com/072c04e1e453267fa6994a3dd5c0a352 my mod list is pretty big so it may be something there vesselmover take command infernal robotics hullcam vds kerbal foundaries thoose are the only ones that should interfere with bdarmory and the rest are just visual mods
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Purist or not? Do you use DLC parts in your creations?
AtleSt replied to lodger's topic in KSP1 Discussion
i use the the dlc parts but not for my replica crafts (i know that sounds counter intuitive)- 51 replies
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Any idea where kerbals at war might have been filmed?
AtleSt replied to AtleSt's topic in KSP Fan Works
thanks, i rarely go outside kerbins sphere of influence so i dont know what duna used to look like but i do miss the lake between the mountains and the ksc (i got the game in version 0.17) -
anyone remember this? well i was just wondering for curiosity's sake where this might have been filmed. a picture on the map screen would be preferred but anything will do.