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About liquidhype

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  1. @linuxgurugamer What kind of parts are you looking to make? The export process itself is generally the same, but setting up the parts varies greatly depending on what part you are making. How to get a highly detailed engine with multiple meshes, gimbal and moving actuators using lookAt constrains with an emissive animation is a lot more complicated than a fuel tank with a collider and a couple of nodes. I've been doing 3D modeling for years and have been making part mods for KSP for personal use for about 4 years now, so I could whip up an image-by-image tutorial for you. Just let me know what part(s) you wish to make and I'll see what I can do.
  2. Right, I'll give it a try. I just figured since this addon uses its own .dll, the latest version might need to be exported using the 1.3.1 files.
  3. Would it be possible to get an up to date version of this mod for KSP 1.3.1? I want to use this mod, but I also want to play in Realism Overhaul.
  4. liquidhype

    RSSVE 1.3.1 Help needed [SOLVED]

    Yea I definitely did not follow *exactly* what PhineasFreak wrote. I used the 0.0324 version on Scatterer. I just tested the install with 0.0320b and it worked like a charm. Thank you very much for the help!
  5. I am trying to get an RSSRO install going with RSSVE in KSP 1.3.1 and I am running into a rather annoying issue. At various points during flight the Scatterer layer seems to turn off and on without any rhyme or reason. As seen in the images below, up until 95ish km everything looks just fine, but at 135km or so in altitude the Scatterer layer just turns off. It then gradually starts to re-appear at about 247km in altitude, but it only lasts for a short while. When in orbit the effect turns on and off every 5 minutes or so. My installed mods can be seen here: If anyone knows how to resolve this issue I would be very thankful.
  6. liquidhype

    [1.6.x] Animated Decouplers 1.4.2

    Is there an example of how to set this up for a part using an anchored decoupler module?
  7. Not to be rude or anything, but Blender and Unity are the least of your problems if you can't even manage to create a UV-map for something as simple as a cylinder and a cube, which by the way, are the simplest primitive meshes one can uv-unwrap. Instead of focusing on the more "complex" aspects of modding such as using Blender and Unity, I suggest you spend some time looking up tutorials on the basics of Wings3D, Blender and Unity, as there are plenty of wonderful tutorials (both in written and video form) out there for you to learn from. Creating a uv-map is really not difficult, you just need to watch and/or read a couple of "how-to's" and you'll get the hang of it in no time.
  8. The Galactic Core skybox is absolutely stunning!
  9. liquidhype

    Engine Warmup Mod?

    Of course, but only slightly. How much it affects node burns depends on the AccelereationSpeed and DeceleraionSpeed values you set for the engines. Note that this is not an issue in real life when using restartable engines which requires up to a couple of seconds to achieve full throttle, or solid kicker stages with varible thrustprofiles, so it should not be a huge issue in KSP. There is a reason why most spacecraft perform course-correction maneuvers.
  10. For anyone wanting to use this, I recommend messing around with "engineAccelerationSpeed" and "engineDecelerationSpeed" values. Obviously the lower the number the more time it takes for the engine to spool up/down and vice versa. 1.65 for AccelerationSpeed and 1.90 for DecelerationSpeed might not give you exactly what you want. Realisticly some engines would have a much, much lower number than 1.65 for AccelereationSpeed. Real-world examples for low to semi-low AccelerationSpeed would be RD-107A/108A, RS-68A, RS-25, RD-170/171 etc.
  11. liquidhype

    Engine Warmup Mod?

    No mod needed, the stock game can already do this. You can add these 3 lines to the "ModuleEnginesFX" module; - useEngineResponseTime = True // True or false - engineAccelerationSpeed = 1.65 // How fast the engine accelerates once ignited - engineDecelerationSpeed = 1.90 // How fast the decelerates once throttle is cut
  12. liquidhype

    Blender modeling tips?

    I quickly made a model that somewhat resembles the one you are working on just to show you how to sharpen up the edges. As you can see, the first model (left) is just the basic mesh, no modifiers with 48 faces around (24 works fine too). The middle model has "Smooth shading" applied to it with 3 horizontal edge loops, and the one to the right has an "Edge Split" modifier applied to it. If the Edge Split modifier does not sharpen up the model as you'd like, I suggest either marking seams as "sharp" or selecting faces like I've done in the image and press Y to split them off from the rest.
  13. liquidhype

    Rocket Lab's Electron

    Yea I already sort of did that a while ago. Never got around to releasing it as a mod due to it being of very little use and kind of boring. As is, I have only configured the parts for RSS and Real Fuels, never got around to balancing it for stock. If there are people interested in having it released as a mod, I guess I can find someone to release and maintain it, as I have no intention of doing so. Anyways, here is a quick render of the thing.
  14. I think by "stockalike" they meant the art-style of the engines/parts, not how they are configured. I am not against having them balanced for both stock and RSS/RO. I just prefer having the engines look like they are supposed to, instead of that terrible stock art-style
  15. The title of the mod is RealEnginesPack, emphasis on the REAL. For the love of all the space gods, do not make these stockalike.