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Enceos

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Everything posted by Enceos

  1. @HansonKerman The collar is a part of the same body mesh and is not removable. Nobody traced all the faces of the collar model to make them invisible. My advice is to try the Kerbal model which comes with the Making History DLC, it doesn't have that bothersome collar. I haven't tried latest versions of TR and KIS, but one of them should be able to remove the helmet from the new Kerbal model.
  2. Oh man, that would be such a cool feature. I'd even buy a DLC which offered just this function.
  3. Yeah, talking about age... many of us here have grand-kids and white hair. I don't take offence because I'm hiding behind an avatar. But being a little more considerate wouldn't hurt.
  4. KSP is 7 years in development, I've been following it and developed my patience as a result.
  5. Now that you mentioned it, I always hear a sound of horn instead of rocket engines... My brain was rewired! o.O
  6. Check out his latest vid, it's hilarious xD. Love Kerbal animations.
  7. I'd say not outdated, but long due to be recognized.
  8. One of my bigger landers, which can carry 5m wide containers between bases and stations. The tank in the cradle is detachable.
  9. @Nivee~ It's always a pleasure to see new modelers in our community. When I made my first part I just couldn't get the texture look right, it was just looking fake and painted on the part. I started looking closely at all the details our best texturers of the community add to their parts, it really helped. But I couldn't reverse engineer some effects like splatter and scratches, then I found quite a bunch of source files of the textures, just studying them closely upped my texturing skills tenfold. Some mods had them published, but I can't find those links now.
  10. @CodeFantastic I took a look at your imgur images. By the looks of things you did an automated UV mapping. We modelers usually do it manually, there's an option in blender to mark edges as seams (Ctrl + E / Mark Seam). Marked edges will turn light blue and during unwrapping the UV ( U / Unwrap) Blender will make separate UV islands for faces surrounded by seams. Basically seams are where Blender will cut the UV island from the rest. After unwrapping we usually merge all similar islands on the map to save space and reuse the texture where possible. Better space management on the texture use the resolution to its fullest. In your texture your tank sides use only 1/4 of the texture space, but they're the most prominent element of the tank, having it use more space will let you add more details and the resolution of those faces will be better in the end. In this image I marked a window frame with seams so that it unwraps as a separate UV island: There are some very good tutorials on youtube about blender UV unwrapping techniques. As for using the UV map as an overlay in your graphic software, make sure that you place it with pixel precision, matching all 4 corners of the map with the 4 corners of your canvas. When I'm working in Photoshop and I drag and drop a UV map onto my canvas - it doesn't always align perfectly, I zoom in and do it manually.
  11. @The Minmus Derp @Virtualgenius It's from RoverDude's MKS
  12. There were some experiments on it in the past, the project is still alive. Needs a modeller to add IVA tunnels and props to every part.
  13. @Gordon Dry @TiktaalikDreaming when quality of a mipmap is essential TGA is the best format, it may take to load a little more time than DDS, but in terms of texture detail it's unbeatable. Only uncompressed DDS is equal in quality, but KSP doesn't support uncompressed DDS for some reason.
  14. Wow, you probably have the oldest forum profile with the least number of posts. Unbelievable O.o
  15. I'm guilty of playing 1.3.1 as well, I have just too many mods, some of them weren't updated to 1.4+ and my save is more than 2 years old. So far I launch 1.4 only when I want to play a Making History mission or participate in a challenge.
  16. Thanks for the reports Azimech. I'd like to mention that both of them lack reproduction steps and expected result sections, those are necessary when a QA manager picks outstanding issues from the bug tracker. Usually a bug report, which is easy to understand and work with, should contain: bug description reproduction steps expected result actual result screenshots (preferably with annotation) savefile / craft file / output_log.txt (depending on the nature of the bug) Plus, as far as I know wheels don't like interacting with each other, clipping one wheel into another is a recipe for trouble. KSP uses a modified wheel script from Vehicle Physic Pro (I could be totally wrong about it, I recollect a mention that they were working with one of the Unity wheels script devs at that time) which came into effect when we saw the Traction and Friction control sliders. It has its own issues, but I doubt devs will ever abandon it in favor of the old Unity stock wheel script.
  17. @Hummingbird Aerospace I also suggest KIS and KAS mods, they help a lot with attaching parts together in space. My stations and bases would have numerous docking ports and would be a big hassle to build without these mods. Reduction of part count increases game performance.
  18. Funny thing is I made this lander in May 2016, BFR reveal was in September 2017. I would say BFR reminded me of my vessel, not the other way around
  19. I’d say stock KSP is really lacking in terms of landing legs. I love SpaceX and wide base landing legs.
  20. I didn't go far yet, my kerbals started experimenting with full scale colonization on Minmus. I use MKS, EPL and USI Life Support mods.
  21. I'm not sure if I ever posted this lander here before. It's been transporting goods and kerbals for more than two years for me. It has been to Mun/Minmus and back at least 50 times. It's the one on the left in this picture: Here it is docked to a station Landed on the Mun Flying shots Landing at a Mimus base P.S. On the first picture you can see early stage of the base, just started colonizing. The last picture is the later stage of the base, the lander is still performing well after all this time.
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