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Everything posted by Socke

  1. Thanks man! I'll incorporate the changed names in the next update. I'll also put the link to the realfuel configs in the OP if you don't mind. Pod exterior is almost finished. Still needs a name, but you should get to test it soon.
  2. Haha, yeah, I realized that when I put the models in Unity. I thought there was a stock reflective shader I could use for the windows. I've been using specular for the fueltanks already.
  3. Remodeled the outer model for the pod today. The windows are now a seperate mesh, so I can give them a more shiny shader. Also the mesh in genral and the UV are much more clean. The heatshield is now a seperate part that will be able to decouple. Textures will follow tomorrow, and then I will probably release it to get some feedback on balancing before making IVAs.
  4. Nice, I almost thought you abandoned this when SPP was integrated into stock Frohe Weihnachten.
  5. Hm, what I do with the tank caps is, I give them a very bright grey on the specular (high opacity in the alpha channel), so they are the most shiny part, making them into a seperate mesh and playing around with the rim falloff color might make it look better too. But of course you could run into the lighting problem you have atm again >_>
  6. I like the idea of color coding stuff. Not a big fan of the green, but hey you found a realy counterpart for it. It would be nice to see the yellow rims from those pictures. What shaders are you using for all this? It could probably look a lot more golden by using a different shader but I didn't play around with that myself too much, so I can't really help you there.
  7. Uploaded a quick update. Didn't find much time to work on anything KSP related but I wanted to release something so the only thing in there are decouplers and the reworked tanks. Hopefully I'll get some stuff done over christmas and new year Here are the decouplers: Keep in mind I renamed the folder and some part dimensions have changed, so delete the old folder before installing this. Sorry for broken crafts.
  8. They look a little extreme in the ingame screenshot, the picture from the 3D software looked better imo.
  9. 3.75m adapter plates are a really good idea. Might also do 5m adapters to work with SpaceY (I use your pack frequently, love those launch clamps you're working on), but the focus after the small parts I'm making right now will definitely be the pod and parts for that. So no engines for a while. About the modpack, it doesn't make too much sense to inclide my parts at this point imo, since they're not really compatible with anything else in there. The only mods I can think of it's compatible to right now would be HGR and Tantares and tweakscaled parts of course. Once I have the first pod and some engines finished I can hopefully say it can be used on it's own Just to clarify, the pod I'll be working on next will be a 1.875m 2/3 man pod. I like the idea of a Dragon sized pod that looks similar, but it's very low on my priority list. And considering how slow I tend work (I'm sorry) it may take quite some time. >_> Also my SM will look very different from the Dragon In other news, I just need to make flat adapters and nosecones for the next update.
  10. I love those solar panels. Also nice to see the batteries actually emitting light, although they'll probably be buried inside fueltanks all the time with the new gizmos Does the new jet engine have animations?
  11. That's the Orion from Space Brothers, a great show. The whole mission profile they fly there is based on the Constellation Program iirc, but they have some aestetic differences, like these solar panels or small boosters on the Ares I rocket.
  12. Made some decouplers today. Don't mind the textures. Also, since people were asking for an SM to fit the pod I'll be making, I searched for some reference material. I already know which solar panels it will get: Have solar panels like these been done before? I know of the round ones from near future solar.
  13. It has come a long way since then. Sure. I'm always curious about other peoples textures.
  14. I just strapped the Polaris onto my standard LKO rocket and tried to reach Mun orbit. Didn't quite make it and had tu use RCS. Guess I have a Munar orbital laboratory now. The torque seemed fine, could even be lowered a bit imo. I'm not really good with balancing either so I don't know about the other stuff. The Mun orbit and return should be possible I think, my testflight wasn't quite perfect. I hope you don't mind me stealing the color of the heatshield :>
  15. I'm wondering, would it be possible to raise the resolution of the heightmaps without it making problems? It would be interesting to try to create a more detailed and realistic heightmap for Kerbin.
  16. Okay, thank you. I assume I need a dummy for the normalmap too then, right?
  17. In the end I was able to put it all into one 1024x1024 texture This texture is used by six fuel tank models I'm still a bit puzzled about the shared texture thing. The MODEL section of the cfg files looks like this: MODEL{ model = SockeAA/Parts/F25/model texture = tank.mbm, SockeAA/Parts/F100/tank.mbm texture = NRM.mbm, SockeAA/Parts/F100/NRM.mbm } The texture lines are the same in all of them but I still need to have the texture saved six times, and according to the debug menu it also is loaded six times. How would I fix this?
  18. Fuel tanks Mk 2 are done. I made a little roadmap for myself, the next update won't include the Pod yet, sadly. It'll just have the fueltanks and some additional parts, a decoupler, stack seperator, battery nosecones, SAS and flat adapters to 1.25m and 2.5m. Bright side is, that I will be able to release it in the next few days. A nice little feature I noticed: The umbilicals of the Soy aren't floating around anymore when used with the F12 tank ~Socke
  19. Remodeled all the fueltanks today and started retexturing them: These are just base colors with a bit AO. The smallest fueltank got a redesign. I've also altered some details with the other ones. Thanks to shared textures I was able to cram them all in one 1024x1024 texture, instead of multiple 512x512 textures. Quality is vastly improved by that while the memory footprint hopefully is smaller Also the textures of the smaller tanks are not distorted anymore. Dataloss has it's benefits ~Socke
  20. Ooh, that explains my problems of course. The sides of the smaller tanks are supposed to look different, only the top and bottom parts will be reused across all of them. Hm, If I put it all on a 1024x1024 texture the quality is drastically reduced, So I'll probably have to go with a single huge 2048x2048x texture. Thanks for your help!
  21. The room I left was on purpose, since I haven't modeled the smaller tanks yet. They will be filled. I found the problem I had too, I was using two UV layouts, which apparently doesn't work. Now I still have a problem, once I export my mdoel to KSP it looks like this: It only shwos the parts that are mapped on the top texture, but with the side texture applied. This is how the mesh is set up in unity:
  22. I'm reworking some easy fueltanks now, and to reduce RAM usage I wanted to put the top and bottom portions one one texture file and all the sides one one texture file. I have already made two UV layouts of the first tank for the two textures: Now I have pretty much no idea on how to assign parts of the mesh to the two textures. I have read some blender tutorials using multiple materials, but they were no real help. I could kinda make it work in blender (though I was not sure what I was actually doing), but ocne I tried getting the thing into Unity the material names and textures were all messed up. So my question is how to get multiple textures on one mesh in Blender and how to set the textures up in Unity. Some examples would be greatly appreciated. Thanks for any help.
  23. Could you make use of something like this? This is just a little Idea I had today, I'll build bigger, and better looking > Edit: thx for the rep Vagani. I'll post a craft when I have a more sophisticated design.