Leszek Posted March 23, 2015 Share Posted March 23, 2015 Look a few posts up. ROFL, I looked and looked and didn't recognize the link. Got it now thanks. Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted March 23, 2015 Share Posted March 23, 2015 The fact that it's all one part is going to make it VERY difficult to configure properly. Quote Link to comment Share on other sites More sharing options...
Beale Posted March 23, 2015 Author Share Posted March 23, 2015 Is there a beta download I can use to test it? Perhaps I can do something with the CFG file.Tygoo has helped you find it! Any help is greatly appreciated!The fact that it's all one part is going to make it VERY difficult to configure properly.Yeah, I guess this is true. If the problem proves too difficult, some separate Elevon parts will not be too difficult. Oh, one thing I noticed, the new antennae for the LK aren't configured for RemoteTech, which is a shame. I'd assume the L-LG1 should me an omni-antenna with a range of 500km like your other standard antennae, and the L-HG1 should be directional with a range of about 50Mm, going by the description?EDIT: Ok, after looking in the extras: remote tech config, it seems like they ARE configured, which is very odd, as in game KSP was displaying their stock stats. I'm very confused now.There was a syntax error kindly pointed out. Remove the extra "}" from the last remote tech patch before the LK stuff I'll upload a fixed version tomorrow (half midnight here). Quote Link to comment Share on other sites More sharing options...
DGatsby Posted March 23, 2015 Share Posted March 23, 2015 Took it out for a little spin! Javascript is disabled. View full album Quote Link to comment Share on other sites More sharing options...
Beale Posted March 23, 2015 Author Share Posted March 23, 2015 Took it out for a little spin! http://imgur.com/a/9D0SOYou fast person!Great little mission!Sadly cannot rep on mobile.You found launch/entry okay? Quote Link to comment Share on other sites More sharing options...
mostlydave Posted March 23, 2015 Share Posted March 23, 2015 bobcat had a kliper that actually would glide pretty well, but it had seperate wings and flaps Quote Link to comment Share on other sites More sharing options...
Leszek Posted March 23, 2015 Share Posted March 23, 2015 (edited) Well I had some trouble getting used to stock aero again. (My rockets kept flipping over, oh yeah, fairings don't work in stock!!!) I moved the CoM from .45 to .15 which is still ahead of the CoL and I have had some success. I even landed it without parachutes.Now I figure it has too much drag and maybe not enough lift but I am still working. It occurs to me though is there some standard set of parts I should be putting on this thing instead of plain by itself? Under what conditions does it need to be stable?____________ UPDATE __________________With just the plain capsule by itself I have been flying and landing this thing with no trouble with the following changes. I am not sure what kind of parts you envision this thing having on it during landing so I am not sure the changes are satisfactory.CoMOffset = 0.0,0.15,0.0dragModelType = defaultmaximum_drag = 0.1minimum_drag = 0.05angularDrag = 1crashTolerance = 45maxTemp = 3400vesselType = ShipdragCoeff = 0.3____________ UPDATE __________________Trying to make it fly with torque disabled now. Edited March 23, 2015 by Leszek Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 23, 2015 Share Posted March 23, 2015 Starting to feel very Soviet - 4 launch failures so far, requiring strut spamming the N1 decouplers to prevent breakups... On the padRecovery after a failure - Seems to suffer from "The Sheppard Effect" (IE it's sinking - well not sinking but it floats pretty darn low...) Quote Link to comment Share on other sites More sharing options...
RobotsAndSpaceships Posted March 23, 2015 Share Posted March 23, 2015 @tg626, How did you get those FX on the FASA towers? Quote Link to comment Share on other sites More sharing options...
DGatsby Posted March 23, 2015 Share Posted March 23, 2015 You fast person!Great little mission!Sadly cannot rep on mobile.You found launch/entry okay? Yeah, it flew great! It was a very simple set-up, but I had no control issues at all. It looks a little silly in the water, because the COM is so far forward, but that's not a big deal. Quote Link to comment Share on other sites More sharing options...
tg626 Posted March 23, 2015 Share Posted March 23, 2015 (edited) @tg626, How did you get those FX on the FASA towers?I made custom configs for Coolrockets. I've made them for the FASA umbilical tower, the stock launch clamp, and several of the TantaresLV engines, as well as the ice shedding for the TLV and ALV tanks. // Nozzle MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform debug=false width = 2.8 height = 16 xOffset = 0 yOffset = -0.5 zOffset = 0 numP = 80 speedX = 0 speedY = -0.3 speedZ = 0 size = 1.5 } // Exhaust MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine2 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform debug=true width = 1 height = 16 xOffset = 0 yOffset = -0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -0.3 speedZ = 0 size = 1.5 }}@PART[ALV_Engine_A]{ MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = 1.4 yOffset = 0 zOffset = 0.8 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = -1.4 yOffset = 0 zOffset = 0.8 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = 1.4 yOffset = 0 zOffset = -0.8 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = -1.4 yOffset = 0 zOffset = -0.8 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = 0 yOffset = 0 zOffset = -1.6 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, -7, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = gimbalTransform debug = false width = 0.2 height = 14 xOffset = 0 yOffset = 0 zOffset = 1.6 numP = 25 speedX = 0 speedY = -0.2 speedZ = 0 size = 1.5 random = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 0.8 zOffset = 0 numP = 25 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 0.8 zOffset = 0 numP = 40 speedX = 0 speedY = -5 speedZ = 0 size = 0.2 rndVelocity = 0.1 } }@PART[TLV_Engine_A]{ // Nozzle MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform width = 0 height = 16 xOffset = 0 yOffset = -0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -0.3 speedZ = 0 size = 1.5 } // Exhaust MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine2 checkBottomNode = true width = 0 height = 2 xOffset = -0.5 yOffset = -0.4 zOffset = 0 numP = 15 speedX = -0.2 speedY = -0.6 speedZ = 0 size = 0.4 }}@PART[TLV_Engine_B]{ // Nozzle MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform width = 0 height = 16 xOffset = 0 yOffset = -0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -0.3 speedZ = 0 size = 1.5 } // Exhaust MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine2 checkBottomNode = true width = 0 height = 2 xOffset = -0.5 yOffset = -0.4 zOffset = 0 numP = 15 speedX = -0.2 speedY = -0.6 speedZ = 0 size = 0.4 }}// Small radial@PART[Almach_Engine_C]{ MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = true model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform width = 0 height = 6 xOffset = 0 yOffset = -0.35 zOffset = 0 numP = 20 speedX = 0 speedY = -0.05 speedZ = 0 size = 0.1 }}@PART[TLV_LFO_A]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 20 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 40 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 }}@PART[TLV_LFO_B]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.2 rndVelocity = 0.1 }}@PART[TLV_LFO_C]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.5 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.2 rndVelocity = 0.1 }}@PART[TLV_LFO_D]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.9 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 0.6 height = 2 xOffset = 0 yOffset = 0.9 zOffset = 0 numP = 30 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 }}@PART[ALV_LFO_A]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 20 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 40 speedX = 0 speedY = -5 speedZ = 0 size = 0.2 rndVelocity = 0.1 } }@PART[ALV_LFO_B]{ MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce1 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 20 speedX = 0 speedY = -5 speedZ = 0 size = 0.5 rndVelocity = 0.1 } MODULE { name = KM_PostLaunchEffect_SmkS effectName = PreLaunchEffectIce2 debug = false model = CoolRockets/FX/cryo-ice/model position = 0.0, 0.0, 0.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = thrustTransform checkBottomNode = false runningTime = 0.5 softDecrease = true width = 1.3 height = 2 xOffset = 0 yOffset = 1.8 zOffset = 0 numP = 40 speedX = 0 speedY = -5 speedZ = 0 size = 0.2 rndVelocity = 0.1 } }@PART[launchClamp1]{ MODULE { name = KM_PreLaunchEffect_SmkS effectName = PreLaunchEffectEngine1 checkBottomNode = false model = CoolRockets/FX/cryo-1m/model position = 0.0, 1.5, 0.65 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = node_attach width = 0 height = 9 xOffset = 0 yOffset = -0.35 zOffset = 0 numP = 20 speedX = 0 speedY = -0.05 speedZ = 0 size = 0.1 }}@PART[FASAUmbilicalTower]{ MODULE { name = KM_PreLaunchEffect_SmkS // the name of the plugin. Don't change! effectName = PreLaunchEffectEngine1 // the name of the particle system in the .mu. You can have several systems with same or different names. checkBottomNode = false // deactivate if something is attached at the bottom node (for engines) model = CoolRockets/FX/cryo-1m/model position = 0.0, 0.0, 3.0 scale = 1.0, 1.0, 1.0 rotation = 0, 0, 0 parent = node_attach debug = false // show or don't show the debug context menu in the VAB tweakables. runningTime = 0 // stop x seconds after launch width = 0 // width of the particle system height = 9 // height or lifetime of the particles xOffset = 0 // move the whole thing on the x,y, and z axes yOffset = 2.8 zOffset = 1.8 numP = 40 // number of active particles in the system speedX = 0 // direction of the particles speedY = -0.20 speedZ = 0 size = 0.75 // sizeof the particles. It ranges from x/2 to x rndVelocity = 0 // random movement in all directions }}@PART[LLV_Engine_A]{ Edited March 23, 2015 by tg626 Quote Link to comment Share on other sites More sharing options...
boosters++ Posted March 23, 2015 Share Posted March 23, 2015 Some Tantares ISS action for y'all. Thanks as always for making it possible, Beale. Quote Link to comment Share on other sites More sharing options...
Chadley123 Posted March 23, 2015 Share Posted March 23, 2015 I'll be honest, that station made my eyes widen - all I could do was stare at my monitor and say "Woah". You've done an amazing job with that station, built by multiple launches or hyper edited, It's still amazing. (I'll give you the benefit of the doubt and say multiple launches) Quote Link to comment Share on other sites More sharing options...
Kibble Posted March 23, 2015 Share Posted March 23, 2015 That spacecraft has style, I love it! Where'd you get the Truss-looking parts? Quote Link to comment Share on other sites More sharing options...
Gunslinger1 Posted March 23, 2015 Share Posted March 23, 2015 I noticed how those Soyuz vehicles are green. How do I get the alternate texture packs? Also is there a way to make it black like the Soyuz TMA? Quote Link to comment Share on other sites More sharing options...
nothingSpecial Posted March 23, 2015 Share Posted March 23, 2015 Green texture is included into download, just put it from "AlternateTextures" into "GameData/Tantares/Parts". Quote Link to comment Share on other sites More sharing options...
Stealthyboy Posted March 23, 2015 Share Posted March 23, 2015 That spacecraft has style, I love it! Where'd you get the Truss-looking parts?I think they're from Near Future Construction Quote Link to comment Share on other sites More sharing options...
spacecookie Posted March 23, 2015 Share Posted March 23, 2015 Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares . Have a Salyut ! Quote Link to comment Share on other sites More sharing options...
Niemand303 Posted March 23, 2015 Share Posted March 23, 2015 Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares . Have a Salyut !http://i.imgur.com/VujjbQo.png?1http://i.imgur.com/LP3qVPf.png?1http://i.imgur.com/0I3zBHo.png?1What an awesome start on the forum! Welcome, spacecookie, and thanks for sharing such a detailed piece of hardware! Quote Link to comment Share on other sites More sharing options...
Thrall Posted March 23, 2015 Share Posted March 23, 2015 Hi guys, having a small problem with the t-cm and t-om devices. if they are crewed, the kerbals wont show up in the bottom left corner and so i cant go eva or iva. the almach capsule works. anybody with ideas? i searched it but found noone with similar problems. Quote Link to comment Share on other sites More sharing options...
curtquarquesso Posted March 23, 2015 Share Posted March 23, 2015 Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares . Have a Salyut !http://i.imgur.com/VujjbQo.png?1http://i.imgur.com/LP3qVPf.png?1http://i.imgur.com/0I3zBHo.png?1Oh geez... This puts my super accurate Salyut stations from the .craft pack to shame. That is gorgeous, and incredibly detailed. Currently, my .crafts are a balance of authenticity and reasonable part counts. Would you be interested in collaborating on a high-part count, higher authenticity .craft pack? Quote Link to comment Share on other sites More sharing options...
Kibble Posted March 23, 2015 Share Posted March 23, 2015 Hi, I wanted to share my modest contribution to your topic Beale, I love your work, can't play anymore without tantares . Have a Salyut !http://i.imgur.com/VujjbQo.png?1http://i.imgur.com/LP3qVPf.png?1http://i.imgur.com/0I3zBHo.png?1Wow! Have some rep <3 Quote Link to comment Share on other sites More sharing options...
Harry Rhodan Posted March 23, 2015 Share Posted March 23, 2015 Hi guys, having a small problem with the t-cm and t-om devices. if they are crewed, the kerbals wont show up in the bottom left corner and so i cant go eva or iva. the almach capsule works. anybody with ideas? i searched it but found noone with similar problems.You have to click on the hatch. Quote Link to comment Share on other sites More sharing options...
flamerboy67664 Posted March 23, 2015 Share Posted March 23, 2015 I have configs for integrating the old (before revamp) Tantares IVA to the (revamped) Tantares, which doesn't have IVA.Oh well, it's deep night here, posting that tommorow.Cheers, flamerboy67664/SpaceEagle Quote Link to comment Share on other sites More sharing options...
spacecookie Posted March 23, 2015 Share Posted March 23, 2015 Oh geez... This puts my super accurate Salyut stations from the .craft pack to shame. That is gorgeous, and incredibly detailed. Currently, my .crafts are a balance of authenticity and reasonable part counts. Would you be interested in collaborating on a high-part count, higher authenticity .craft pack? That sounds great ! I may help you to build stuff like mir station parts or other crafts from the soviet era.I didn't expect so positive feedbacks , what a community thank you very much ! Quote Link to comment Share on other sites More sharing options...
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