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Porkjet

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Everything posted by Porkjet

  1. Nert, if you're not going for the NTR stuff, I have two half finished engines that I've been tweaking around on between other projects. The one is a LANTR slightly smaller than the LV-N, the other is a heavy gas core lightbulb with ISP around 1200. Maybe we can work out something and make them like an addon to NFP or something IDK. Not quite sure what to do with them atm.
  2. Yes, it might be good to have one, however, I see this mk2 system as a medium sized spaceplane thing for 15t-20t or heavier planes and for these, the big fuel tanks are all you'll need. If you wanna go smaller and lighter, the mk1 system should be used. Theres only a few cases where I personally wished for a shorter tank version such as radial attached tanks. You can also use a small cargobay and put a rocket fuel tank in it. Or what do you think? Guess I will make a short one sooner or later, but the part request list is pretty long and I wanna avoid the so called 'part bloat'
  3. Yes, you need a hightmap that turns a sphere into a cube. Look at the super eve planet pack, it has a cube moon called asthsho.
  4. That's easy. You need a gameobject with a collider in front of the window, thats the clickable region. Then you need a transform for the window viewpoint, blue arrow points into view direction, green arrow is up, as allways. Name them something you can remember and reference them in the CFG like this (from hitchhiker) MODULE { name = InternalCameraSwitch colliderTransformName = Window1FocusPoint cameraTransformName = Window1EyeTransform } To make things more simple you can also just use the collider for both things, provided its oriented correctly. That's what i do. As for the actual window in your model, it can be as simple as a hole in the model that you look through. You can put a transparent pane with whatever color and texture in the hole if you wanna go advanced.
  5. No idea sry. Is it even possible to manipulate ground scatter at all? Because on small minmus based bodies the ground scatter is allways so dense it kills my framerate.
  6. Ah ok. I hope krag gets back to update and improve this further. It's just way too awesome to be forgotten. After some time i kinda figured out how to work around the few limitations and get some stuff done. Visual enhancements mod also helps a lot to workaround some things like atmosphere colors. This might actually turn into a full planet back eventually heh. I'm working on a kerbal version of the saturn system. GP2 you could say. The rings are a problem tho. There is this workaround to use atmosphere layers to make rings, but honestly, that looks crap from most angles. So I put several of those very close to eachother to get at least one thin somewhat OK looking ring. I've put Eeloo as a moon into its orbit but since I can't remove the original Eeloo its called Eeloo2... I also have a Neptune analogue that is 2000km in diameter and uses Eve as its template (cos I can't properly resize Jool) Visual enhancements mod provided a nice workaround to cover the purple atmosphere. Here's what I got so far
  7. Nope. Seats aren't even props, you gonna have to make your own seats and put them in the model.
  8. So can planets made with CE be installed into the regular Planetfactory Mod?
  9. Damn! That's amazing! And those vectoring engines! superb job sir.
  10. What format are you exporting? COLLADA .dae seems to work best for me, it properly saves all the edge breaks and shading. Maybe try using that if you havn't.
  11. Iapetus analog wish there was a way to get rid of the green shine
  12. Nice! Is that a 2m turbofan engine and intake? You'll probably wanna give it similar stats to the basic jet engine but with like 4x thrust and higher efficiency.
  13. Extra Polys are involved. 4 windows for 4 kerbals, why add more? Want them spaced closer together? Since its a Spacecraft and not some airliner I think the spacing is ok. There could be life support utilities or supplies where you would cram in 20 more passangers in an airliner.
  14. Is it possible to change the color of a star? I wanna try to make a red dwarf.
  15. Yes, eventually. Not soon tho. I need to warn you guys, in the next update I will make changes to the cockpit that will probably kill your crafts. SO, everyone whos using the parts right now, you should evacuate your kerbals and undock the things from your stations etc. I'm sry about that, but things like this have to be expected with WIP things. As someone mentioned earlier I should change the reference name to something more unique. So yea, one word changed in the config, all crafts deleted in-game. such is life... Next part I'll work on is the inline cockpit. This will also be the last part for this pack for now. I'm looking forward to release it and take a break.
  16. Done. Finally a replacement for that ugly placeholder. gedditnowyo
  17. You have to create these layers. Use the "Kerbal" layer. This has to be layer 16 for some reason. Pretty much every object in the IVA must be in that layer. Oh and yea I think this might be the reason why your prop doesnt show up.
  18. That's exactly what I'm thinking about doing. I was hoping you guys would say 4. Just seems more practical to do it this way.
  19. You write the props out with part tools like normal parts. The only difference is their CFG, check out the stock props CFG's to see how they're set up. That internal script is just for adding the finished props to an IVA. The prop url points to the folder that contains all the props that you want to add to the IVA. They will appear in a list that lets you spawn em to the IVA once you set it up. Before you do that tho you spawn the IVA you want to work on, it will appear black and white. All the script actually does is write down what props to place at which location in the IVA into the CFG. Technically you could write that manually but thats extremely impractical cos it uses quarternion rotation values.
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