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Randazzo

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Everything posted by Randazzo

  1. If you have not launched makeshift missiles of some sort at the KSC buildings, you're a better person than I.
  2. Never before have I heard it referred to as a Zompi drive. Kraken drive has been around a long time.
  3. I spent all my sick free time working on engines and not playing
  4. I spent nearly 5 hours fixing and troubleshooting these two - but at last they are in and everything works.
  5. If you're just wanting to change the texture, it is no longer necessary to alter or create a new model. You can use ModulePartVariants to add your own variant, probably best with a Module Manager patch. MODULE { name = ModulePartVariants primaryColor = #000000 secondaryColor = #000000 useMultipleDragCubes = false VARIANT { name = MyVariant displayName = Custom Variant primaryColor = #ffffff // set these to match your part secondaryColor = #000000 // set these to match your part TEXTURE { mainTextureURL = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_BW // this would be your custom directory path _BumpMap = Squad/Parts/FuelTank/Size1_Tanks/125Tanks_N // only use this with Bumped Specular (it's your bump map) shader = KSP/Bumped Specular // could also be KSP/Diffuse, or KSP/Specular } } } Incidentally I don't think the mapping is wrong, it looks like the faces are triangles instead of rectangles is all.
  6. Well, Happy Birthday! That sounds like a nice PC for stressing out a physics engine. Not digressing, that's the best part. Congratulations, truly. I went after 16 years away from school and I think that gives a person the perspective to truly appreciate the institution. Took me three years, but graduated in December 2019, right before the end times started again.
  7. Well yesterday was rather long and miserable - came down sick at work, got sent home just in case. Got tested, it's not the bad thing, just a cold. On the upside I had more time than usual to do Kerbal things. Sent a nuclear tanker to Minmus to pick up fuel just to prove it can be done, and finished an engine.
  8. And the impulse is complete (I think) with only a couple minor hiccups getting it in game. Obviously the thrust was supposed to generate in front of the craft... Next will be the 2.5m version of this engine. After that I'm thinking Constellation in 1.875, and maybe Pulsar in 3.75m. Everything will be getting a pass on the emissive animations regardless of model updates.
  9. In the event anyone is wondering where this went, I'm in the process of rebuilding a couple of old engine models for use on the Bellerophon capsules. This has caused a delay in the Project, as you might expect.
  10. Your probe is really neat! That's a cool design though. I admit I'm confused by the Octopus section in the back but it's unconventional anyway.
  11. When I tried it, the animations would "play" but nothing went the direction it should. So a foldable radiator became an explodable radiator. Kudos on getting that to work, I would not have thought it possible!
  12. That is what makes me particularly skeptical, the animations. It's been a long time since I started but way back when I salvaged a couple animated parts from Zzz and Unity was the only option. There used to be a lot of folks kicking around in here to offer help but time has taken its toll. Suffice it to say that if I can do it, you can too. I still suggest getting your hands on Unity as that will show you most issues before you load it up in game. Begging their pardon now, pinging @Angel-125 and @CobaltWolf to perhaps spare us a minute from their exceedingly busy schedules.
  13. So far as I am aware, you cannot export to a .mu file directly from blender even with Taniwha's plugin. You will need Unity and the KSP part tools to create a usable .mu file.
  14. What do you mean by it appears to work until export? What are you exporting to? Why would you re-import versus just opening your .blend file?
  15. I've spent the weekend getting adjusted to Blender 2.9 and while it is different it is also better. Made decent progress on the engine this afternoon. Still needs extra bits but the basic frame is done. I also started a lot of fuss on the surface of Minmus.. not sure what I'm going to do with all this fuel. Unfortunately I forgot you needed those resource transfer station thingies for KAS and not just the receptacle ports so I had to daisy-chain some things.
  16. I mean, not precisely a glitch, just that things are wobbly. Struts do fix the wobble, but as for the way they drop it's a balance thing. The radial decouplers have a bit of force when they blow off the SRBs. If that force is too far below the SRB's center of gravity, it will cause it to tilt nose-first into your rocket. Anything attached to the booster could cause drag effects that make for weird behavior too. It's only a mistake if you don't learn from it.
  17. Made significant progress on an engine model only to decide that I hate it and need to start over. Also put some stuff on Minmus while waiting for the Dres window.
  18. The next stage of the Project is set to commence: The designing of new crew capsules (Bellephoron), and cargo capsule (Gorgon)
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