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Winston

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Everything posted by Winston

  1. In this case I'm guessing you chose the adapter as your root component. Make a habit of choosing your control module first.
  2. Here you go http://puu.sh/alejp/c59d802e12.zip The rest are included in the pack as subassemblies edit: We're just getting a 2.6b version ready with a couple of bug fixes and tweaks which we'll be hosting on Kerbal Stuff as well as the usual places.
  3. Sorry for not responding the first time It's not a problem I've encountered, I can't think what could be causing it unless it's another 64 bit bug. Try binding Activate Engine and Jettison to two separate action groups and hit your Jettison key after activating the engine.
  4. Sure, I'll get back to you on that. A couple of them I just threw together for the screenshots without testing them, but they should all work reasonably well.
  5. Did you select a fuel tank as your first part instead of a command pod/other part? If so, it's a known bug and currently the only solution is simply not to do that.
  6. "- Power response added to engines relative to their role or size. eg. GriffonXX has a relatively slow throttle up time due to it being a large stage 1 lifting engine." Installing what you mentioned simply means the responses will be instant like stock engines (and my Griffon Century ignition sound effect won't match very well at all) damnit you
  7. We're are almost done with the new version of KW Rocketry. Here's a short taster of what's to come.
  8. You probably installed the NoAutoShroudConfigs in the Extras folder. Try deleting your copy of the mod and re-install it ignoring the Extras folder completely.
  9. Those cameras are pretty poor when it comes to white balance and exposure and tend to show far too much magenta in the blues.
  10. Another thing to think about is what sort of "exposure" you want to shoot for, I myself would much prefer the sort of white levels you'd expect to see as your eyes adjust to the black surrounding the planet therefore slightly overexposing the planet itself. I think the Earthrise image represents that rather well: While this strikes me as far too dark: I'd go more for something like this, both colour and exposure wise:
  11. These sorts of things can be finicky sometimes but usually can be "tricked" into working with some fiddling. Try, for example, constructing the fairings first and then putting the transceiver inside, or failing that, try taking the fairings off by grabbing one of the nose pieces and putting it to one side, attaching the transceiver to the base and then re-applying the fairing.
  12. Download moved to Curseforge http://kerbal.curseforge.com/ksp-mods/220894-kw-rocketry
  13. There isn't. It uses an emissive map, which is based on the texture and therefore the UV mapping of that specific model. http://forum.kerbalspaceprogram.com/threads/25023-Emissive-tutorial
  14. When making, say, a non-modular spacecraft for a mod, it is preferable to make it in as few parts as possible since they have only one use. For example a service module part which creates two stages when attached, one for the engine and one for the decoupler, or a parachute with four stages, backshell jettison, drogue chute deploy, drogue chute decouple, main chute deploy, and so on. This could be specified in the cfg by writing a line like "IsOwnStage = 1" in the modules that you want to have their own stages. The default order of the stages should also be specifiable in the cfg, either by the order in which the modules are placed, top to bottom, or by another line in each module. Additionally I think it would be quite useful to be able to create a stage for an action within the action group menu by selecting a function of a part and clicking a "Create Stage" button or something similar.
  15. As far as I can tell everything seems to be functioning correctly with 0.23, if anyone finds any bugs please do post.
  16. All of the available effects are far from realistic looking, and I'm personally sick of the sight of that big inverted blue cone. Using the RCS effect was, in my opinion, the best of a bad situation. Seeing as the SPS based on the AJ10-137 used in Apollo, a hypergolic motor (essentially a big RCS thruster), the RCS effect is the closest to realistic that there is, at least in a vacuum. If it really bothers you, just change it in the cfg, it's not exactly difficult. Also frankly nobody could give the first crap what you think is "acceptable", we have to make do with what's available.
  17. That's the old one yes, I've remodelled it completely and begun texturing it from scratch. It's not an addition to KW as such, it's something I'm making independently.
  18. Pod is 3 meters in diameter and will carry four to six Kerbals, I've not yet decided. Service module will be a single part with "circular" type folding solar panels. I'm texturing it all myself so the style might be somewhat different to KW. I might show some screenshots at some point, only thing that's stopping me is that I don't want to get anyone's hopes up because it's going to be quite a while before it's released as I mentioned. As for KW pods, we might do a couple soon. Pods are a little daunting what with the interiors to think about and all. We'll see. Sorry for being horrendously vague.
  19. Ceres is an ongoing project for me, I can't really say how long it'll be until it's finished but probably quite a while.
  20. This is really great to hear. I've not yet been fortunate enough to see a launch of any kind myself, but from what I've heard, people's overriding memory is one of big noise. I hoped to encapsulate that with the sounds I collected. There are sounds in there from various rocket launches, movies, IMAX documentaries, tank cannons, howitzers, even car turbochargers and transmissions, mixed and matched to try and create sounds of what are basically slow but powerful explosions combined with savagely violent movement of vast quantities of air, steam, smoke and fire.
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