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Aurum6

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Everything posted by Aurum6

  1. Ah, that makes sense. Thanks, keep up the awesome work!
  2. Man, I picked a good to start playing KSP again. This mod is awesome! Big thanks to Nertea and everyone else involved. I do have a question about the LV-N engine though. I'm seeing a small glow coming out of the bell even when the engine is turned off. Is this intentional? I also noticed that when Kerbal Atomics and Restock are installed together, the LV-N no longer has an option to run on LH2. I totally understand if this is just something you haven't gotten around to fixing yet. I'm just surprised since Restock only changes the appearance of the engine, not the functionality of it.
  3. When did this community get so cancerous? Come on guys, SQUAD just released an update that took an already amazing game and fixed loads of bugs, added new features, and gave it a very polished (some might even say finished) feel. 1.2 is one of the best updates that has ever been released for this game, and they are still actively working on making it better. What more can you ask from a game dev? And yet here you guys are acting like entitled jerks and hating on SQUAD. Why? Because they changed the devnotes format? Devnotes have always been released once a week, and they still are. The difference is that now they come out on Friday instead of Tuesday, and so far they have all been on time. That, to me, is a good thing. We have lost the other Daily Kerbal sections like Modding Mondays, Video Wenesdays, and Fanwork Fridays, and that's unfortunate. However, it took time out of an employee's day to find the content for those posts and put them together, and frankly, I think that time could be better spent doing something else. Because the devnotes aren't detailed enough? Again, this is nothing new. Sometimes the devs have lots of details to share with us, and sometimes they have next to nothing. The reason for this is simple. If they were to announce that they were working on a feature or fix, and it ended up not being released, there would be a s***storm of hate from the community about it. It has happened before, and they have learned their lesson. Now, they only announce things when they are nearly finished. Nothing's finished for the next update yet, so no info. Get it? Because the console versions are crap badly in need of an update? You're right, they are. But consider this. It's relatively easy for a developer to release an update for a PC game. It's a lot more complicated to do something for consoles. Those updates need to go through Flying Tiger, and then through Microsoft and Sony. It's a long, complex process, and most of it is out of SQUAD's hands. I know it sucks, but console players are just going to have to be patient. And besides, how often do you see other console games get updates after they release? It's becoming more common, but the vast majority still never do. Anyway, /rant. Thank you, SQUAD, for all that you have done and all that you continue to do. I firmly believe that the comments left on these forums do not represent the sentiments of the KSP community, and I am part of a mostly-silent majority that loves this game and appreciates all of your hard work. And a huge thank you to @Badie for dealing with all of the inane, misguided anger coming from certain parts of the community. Keep up the good work, everyone! TL;DR - Grow up, children.
  4. These are some great-looking Saturns, @MattJL! I was working on making something very similar to this the other day, but now I see it's already been done. And probably better than I would have done it! Very cool, I'll try them out when I get home.
  5. I would hazard a guess that the majority of KSP players use the default mouse-and-keyboard control settings to fly their ships. For those of you who don't, I'm curious to hear about what you use. I, for example, have an old Saitek Cyborg joystick that I picked up from a garage sale. I've found that having that in my left hand and using my right hand to control the mouse works pretty well, although I'm not as good of a pilot with the stick as I am with a keyboard (yet). What about you guys?
  6. No worries, real life comes first. At the start of the semester I thought I would have a lot of free time, but that's turning out not to be the case. Because of this, it'll probably be a while before I can start on any new parts. I've got enough on my plate with the parts we have now.
  7. Oooh, pretty textures! Progress is being made on my side of things as well. Ever wonder what the business end of a really big* SRB looks like? This is our 3.75m variety. *Seriously though, this thing is huge. Enormous. Dare I say... Kolossal?
  8. If I'm understanding your question right, the circular parts, like the fuel tanks and the tops of the engines, have 24 sides. That's pretty standard in both stock parts and most mods. 24 sides means that 2, 3, 4, 6, and 8-sided symmetry will work nicely, and it strikes a good balance between making the part look round and not using a ton of polygons. If you're worried that the preview pictures look blocky, just remember that those pics were from Blender's edit mode, with flat shading. The finished product will look a lot smoother and rounder in the places it needs to, I promise! Gotcha. And that would make the "Storm" analogous to the Saturn V second stage, right? That definitely gives me some ideas for adding detail to the models. Thanks for your input!
  9. After a productive Thanksgiving break, here's a preview of what's to come:
  10. [quote name='Nookos']It will show up as an option when you add that mesh collider component on the desired object. And that object should still have a mesh filter on it in order to appear in the list. Then you delete the mesh renderer component if you only want it to behave as a collider.[/QUOTE] Thanks for the info, I think I understand what you're saying. Gah, working with Unity can be frustrating. But you guys make it much less so. :) aurum6
  11. Thanks for the tip, that worked perfectly. However, I'd still love to know why the mesh didn't show up as an option, in case I run into this problem again.
  12. I am working on making a part by following [URL="http://forum.kerbalspaceprogram.com/entries/3242-Part-Modding-Tutorial-4-5-Unity-Import-Export-To-Game"]this[/URL] wonderful tutorial written by Beale. I have been successful at getting several parts into the game already, but this time I've run into a problem. I'm at the point where I am trying to add a mesh collider to the part. As you can see, I have a separate model, a simple rectangle, that will serve as a collider. When I try to select which mesh to use, however, this doesn't show up as an option. Shouldn't any model in the Assets folder show up as an option here? Does anyone know why this one isn't? [img]http://i.imgur.com/Jkr4FiAh.png[/img]
  13. I've been watching the development of this mod since it was just a couple of gas planets, but I've never actually tried it until today. And all I can say is... WOW. I was blown away by the quality of this mod. The planets and moons all seem like they belong in the Kerbal Solar System. The moons all have features that make them unique, without going too far and being "gimmicky" like a lot of other planet mods do. I'd like to share a moment I had while testing this. I was taking a tour of the solar system using HyperEdit, just to make sure everything was working properly. I teleported into orbit around Ovok, and panned the camera up just in time to see Sarnus rise over the horizon. The view made me stop everything I was doing and stare for a solid minute. The view was absolutely breathtaking. I think more than anything I was struck by the sense of scale of it all. This game is full of beautiful moments, but for me, this was particularly memorable. Oh, and this was on a clean 1.0.4 install, and everything seemed to work fine. All of the planets tended to wander off their orbits and leave the solar system after a while, but I blame that on HyperEdit shenanigans.
  14. When I first saw this mod I absolutely loved the concept, but I was a bit disappointed that it re-purposed stock parts instead of having a custom part. I completely understand the reason - modeling a new part is a lot of work. However, I was inspired to take on the challenge myself. It's still very much a WIP (as you can see here) but my plan is for the finished result to use the modules from this mod to allow it to function as an inline Sabatier reactor. It's 1.25m wide and about the same size as a Science Jr., which to me seems like the perfect size to include on a small-to-medium size lander.
  15. This project began as an attempt to create a custom part to go along with this mod. It's a great idea that I'd like to use in my own game, but I was a bit put off that it re-purposed stock parts rather than using a custom part. However, rather than complain to the mod's creator, I decided to make one myself. Here's my model: As you can see, I only have a placeholder texture so far (just the AO layered over a metallic texture I downloaded). This is where I need help. I don't really have an eye for this type of thing, so everything I've tried adding to it so far has looked... strange. I'm looking for suggestions for how I should texture this model: what the tanks should look like, any decals or warning labels, etc. Just to clarify, I'm not asking how to texture, I think I know my way around GIMP and Blender well enough. What I want to know is how to make it looks like it belongs in KSP. Any advice is appreciated, Aurum6
  16. First off, I'd like to say that I love this mod. It's one of my go-to mods for every install, and it seems like there's more cool stuff being added all the time, so thank you for all of the work you put into it, and for updating it to 1.0 so freakin' fast. That said, while taking a quick trip to the Mun and back, I noticed a problem. When I re-entered the atmosphere at 3.1 km/s with an 11km periapsis, none of the heatshield's Ablator was consumed. It looks like undercoveryankee has had the same problem. Hopefully this is an easy fix, I'd hate to have to switch to the stock heatshield. The Taurus one looks a lot better. Thanks!
  17. This is incorrect, version 0.90 is still available from the KSP website. You can re-download it and install it into a different folder, as noted above. Then, you can copy your save file from the updated copy to your new 0.90 install, and everything should work nicely. If you bought the game through Steam, I would imagine it's possible do do something similar, but I'm not the guy to ask about that.
  18. Thanks for the tip, proper shading really does make a big difference. In other news, I tried adding a pipe running up the side like the real Ares design had and really liked how it looked, but when I went to bake the AO it caused some weird issues. I spent a significant amount of time trying to fix it, but in the end I decided to just leave the pipe out. After all, this is really just a learning project for me, I don't want to get bogged down with details just yet.
  19. Yes, if it's good enough for stock parts it's good enough for me. Exactly, thank you. I like using SRB's as first stages, but the stock ones don't do that well, unless you cluster a bunch of them. I really like the big 2.5m boosters from KW Rocketry, so this is meant to kind of fill in the gap between the stock NASA SRB and those.
  20. I've been teaching myself how to navigate Blender for a couple of weeks now, and have decided to try to make something for KSP. For a first attempt, I settled on an SRB styled after the first stage of the proposed Ares 1 launcher. The booster has a 1.875m diameter, which widens to 2.5m at the top to be compatible with standard parts. I debated leaving the top 1.875m and making a separate 2.5m adapter so that the booster could be used radially as well, but having non-standard sized attachment nodes bothers me greatly. I imported a stock 2.5m fuel tank to make sure I had the size right, and I have to say I'm very pleased with the result. I've still got a long way to go, but I'm happy with the progress I've made so far. - UPDATE - After spending several hours tweaking the model (and learning Blender lessons the hard way) I think I'm finished with the model. I might try to add some details, like a pipe running down the side, but I'm happy with the overall shape. Next up is texturing, which I'm much less comfortable with. I know how to do it, but making it look good is something else entirely. Fortunately, I've seen several tutorials here on the forum. Anyways, here's what I have so far. Thanks for your comments, any feedback is appreciated.
  21. Inspired by the "Kurvy" shape of the new Mk2 - Mk3 adapter, along with the upcoming release of third installation of The Hobbit, I present to you: Smaug the Unflyable! .craft file: Mediafire Action Groups: 1 - Toggle Fire Breath That's about it. My only focus when building this was making it look good. If anyone is able to fiddle with the design and make it fly, I'd love to see it.
  22. I just wanted to pop in and say that I love this mod! I'm using this tech tree in my current playthrough, with B9, KW, and the Near Future packs to fill out the nodes, and I'm having the most fun I've ever had playing this game. It feels like I actually have a choice in where the game goes next, instead of the very linear stock progression. There are lots of tech tree mods out there, but this is exactly what I have been looking for for a long time. Keep up the good work!
  23. Hey guys, first post by a long-time lurker. I recently acquired a USB gamepad that is laid out just like a PlayStation controller, and was thinking about how I could use it in KSP. Obviously you can't play the entire game with so few buttons, but you can certainly cover all of the basic flight controls. How would you guys make use of it? Here's what I was thinking: Left Analog - Pitch and Yaw Right Analog - Roll and Camera zoom D-Pad - move camera R1 and R2 - Decrease/Increase throttle L1 and L2 - Switch active vessel "X" button - Stage "Square" button - Toggle SAS "Circle" button - Toggle RCS "Triangle" button - Kill Throttle R3 (Press right analog in) - Alt key, mostly for adjusting trim L3 - Toggle fine control What are your thoughts? Did I miss any critical functions? Again, I know I'll never be able to play keyboard-free, that's not the point. I just like the idea of being able to lean back while flying a plane or executing a burn.
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