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liquidhype

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Everything posted by liquidhype

  1. Final render of Titan 403B. All the fairings, payload adapters and upper stages are all also modeled, textured and in the game at this point. I'll get some renders of those up as well once I have some more spare time.
  2. There were never one single color scheme for the Titan IV tanks. Depending on what image you are looking at, they range from a metallic grey to a light brown-ish gold color. I went with this style for my tanks
  3. PART:NEEDS[HabitatPack] won't do you any good, as you are not referencing a specific part with that line. The line needs to be @PART[partname]:NEEDS[HabitatPack] and then you can fill in whatever you need in curly brackets underneath.
  4. Hobby, lifestyle, obsession. I don't really know what to call it at this point. It's taken over my life
  5. Yea I can attest to that. I've been using RSB for quite a while and the game plays smooth as butter. It is a very well optimized pack all around.
  6. I believe KSP uses C#. Most people who make part mods uses Blender for modeling. It's free, and easy to get support from fellow forum dwellers. To make textures you can use GIMP (which is free), Photoshop or any other image manipulation software. To "put it all together" you have to import your assets (textures, models) into Unity and export them through it. I suggest reading up on this page in order to familiarize yourself with how the process works. EDIT: Well dang, I posted this literally 2 seconds after you @passinglurker
  7. Looking good so far. Are you planning on doing Titan 3s as well? If so, then I'll just stop working on my Titans, as I've also modeled all the Titan 3 and 4 variants, although a lot more detailed. I see no point in multiple people working on the same lifters.
  8. I just had to pop back in and express how impressed I am with your progress. 2 weeks ago you had just learnt how to make some basics shapes that had some resemblance to Soyuz in whatever 3D-modeling program you are using. Now, you have actual working parts in the game that looks very good. I am also rather impressed by how quick you picked up on texturing, as that is usually the part people struggle with in the beginning. Keep up the great work! This is looking very promising. I'll be sure to keep up to date on your progress.
  9. SSTU and CryoEngines comes to mind immediately.
  10. I never use the kerbals, I prefer realism and find them weird and annoying. Rather than having them available, I put them in various habitable pods and launched them into the sun in RSS using my Delta IV Heavy replica I modeled a while back. RIP kerbals, you will not be missed.
  11. I haven't used HyperEdit for other than drop testing shuttles, but using it to move planets and moons all over the place sounds like a really, really bad idea.
  12. Most people start out by modeling a simple fuel tank, so I greatly admire you for going straight for Soyuz. Keep up the great work and don't forget to have fun
  13. Nice to see more people getting into modeling. Also cool that someone as busy as RoverDude taking the time to motivate the beginners. I must say, you chose quite the complicated machine for your first project. Soyuz, or any R7 derived lifter is no easy undertaking. Multiple people have already made Soyuz (and its cousins) for KSP though, like Raidernick, DECQ, BobCat and myself. But I'm guessing your goal here is just to learn modeling, and not intending to release it as a mod (at least not yet). In any case, if you need some reference material for your models, you can find my Soyuz STa model here. It's basically the same as what you are trying to model, with the main differences being mine does not include the shroud, LES or the spacecraft itself. Instead it has payload fairings, Fregat upper stage and a payload dispenser. The engines might also be slightly different, depending on which version of Soyuz you are going for. Good luck with your project, and don't be shy if you have any questions when it comes to modeling, config files, Unity and all of that. People here are very helpfull. Looking forward to see your end result
  14. Don't pay attention to the amount of engines in that image I linked, as that was not what I was referring to. I know exactly how many engines it is going to have when it finally does fly. I was referring to the aerospike thrust-centering cone, it is open, not bulbous. I would not make such a noob mistake as to give the aerospike 10 engines instead of 12
  15. Looks good. I made Firefly Alpha/Beta and the Electron rockets ages ago. Have fun setting up the gimbal acutators for each nozzle on that FRE-2 Doing it for 1 engine is time-consuming enough as is, doing it for 12 on a single model is a real pain in the you-know-what. Also the aerospike cone looks like this, not bulbous like you've got in your image.
  16. I am pretty certain that Sobol, like myself and many others, is using Texture Replacer for reflective parts. It is easy to use and gives you a semi-realistic reflective feel. All you need to do is add this module: MODULE { name = TRReflection shader = Reflective/Bumped Specular colour = 0.5 0.5 0.5 interval = 1 meshes = } For more specific information on how to set it up, go read a little in the TR thread.
  17. Ignore whatever old tutorial you've seen on youtube and start your pitch program (turning over) much, much earlier than 9 km. No one in their right mind starts pitching over that late, especially not a 45 degree turn. A rocket with an initial TWR of 1.25-1.35 can start turning as early as 30-40m/s. Those are just ball-park numbers, but they should give you an idea of how to fly these rockets.
  18. I was on YouTube searching for flight simulator videos (I was heavily into flight sims) and stumbled upon a few Scott Manley videos. I had no idea what the game was about, nor did I understand any of the words that came out of Scotts mouth. Not that I didn't understand his accent, but rather all the fancy technical terms. I've always been into rockets and space, so I decided to watch a few of his videos. Long story short, I bought the game an never looked back. Thats why, or rather how, I started playing KSP.
  19. Just another minor update. I got bored of texturing, so I decided to finally start working on the early versions of Ariane (1-2-3). I took some rough work-in-progress images of some of the models just to show a bit of progress at least. I tend to leave people in the dark a bit too often when it comes to this mod, so I figured I'd show something. The images are only of Ariane 3, as the two earlier versions are basically the same with the only differences being different engine variants, slightly shorter 3rd stage (in the case of Ariane 1), different placements of the retro and ullage motors and so on. I still need to do a fair bit of modeling, as there are still a few things missing, like 3rd stage ullage motors, details on the aft section of the 3rd stage, fuel line caps on the 1st stage, etc. Anyways, enough rambling.
  20. I don't see why it shouldn't be possible to surface attach parts to the mk3 cargobay doors. Looking at the config file for that specific part, it does allow parts to surface attach to it (attach rules = 1,0,1,1,1), and I know for a fact that the cargobay doors have colliders. So in theory it should be possible to surface attach any surface attachable part to the doors. I don't use the stock parts, so I have not tested out the mk3 cargobay, but maybe @Porkjet can shed some light on why surface attaching parts to the cargobay doors apparently does not work.
  21. My previous reply was to Triston, not you, hence why I quoted him specifically. I'm just saying if someone is going to rip off models and textures from either Orbiter or NASA, they need to either ask permission or give proper credit.
  22. Make sure to either ask for permission or give proper credit if you are going to rip textures and models from other peoples work
  23. If there are multiple qualities available, you can just have the low-res textures as standard, and include the higher res textures either with the mod, or as a separate download. Much like Laztek's SpaceX mod did back in the day. Most people these days use the 64 bit version of KSP and have pretty beefy PCs, so 2K, 4K and 8K textures shouldn't be that big of an issue.
  24. Are you planning on making them from scratch, or are you using one of the many ISS textures available on the Orbiter forum and NASA 3D resources? I'm fine with either, as long as they are in fact better quality.
  25. Well there are a few different things you can do. First off I would recommend unwrapping everything onto a Color Grid/UV Grid instead of a single-color image or a transparent layer. This screenshot of my old Ariane 5 illustrates what I mean. Doing it this way allows you to manually resize the UV islands along the X,Y and Z axis' to get rid of any squeeze or stretch that might have occured during unwrapping. Set the viewport shading to "Texture" and see the results in real time. Your end goal should be to have all the squares on the Color Grid/UV Grid appear as, well, squares on your model. There are also quite a few addons for Blender that does a pretty good job at figuring out how to unwrap the mesh properly. Lastly you can try different unwrap methods, like "Project" From View" and so on. Going into Orthograpic view and unwrapping using "Project From View" is very useful for flat areas on your models.
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