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Squiggsy

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Everything posted by Squiggsy

  1. ahaha yeah I have no idea where to start with wings3d I've always used blender, searching on google a bit just now has assured me that they are so different that the edge split modifier in blender doesnt seem to have a clear equivalent in Wings and you can't flip normals for just select vertices in Wings either so both my suggestions get thrown out the window. how about you spend ages learning blender just so I can actually help you eh? haha no sorry I couldn't be of more help I hope someone comes along with better knowledge of the program, but I am willing to bet that it isn't a problem in unity but a problem in wings with the model
  2. when this has happened to me in the past it has invariably been a problem with the normals in blender or with how I've shaded it, either you have some fipped normals in which case (if you are using blender) you can just select all in edit mode and hit control+ n and flip normals. If it's not that you might have shading problems in which case you just need to select all in object mode, then on your toolbar select smooth shading and then go around marking which edges you want to be sharp in edit mode by selecting them and pressing control+e then "mark sharp". then go to the modifiers menu and select the edge split modifier. sorry if it's neither of these or if you already know all of this, thought i'd explain in as much detail as possible in case you didn't, also sorry if you're not using Blender, I don't know how to use any other programs! Hope this helps though!
  3. yeah I learnt it from Bob Fitch's Project Odyssey (if you haven't seen it then you should, its just one big advert for this mod seriously it's the reason I came to download it) it's really useful, I've founda few other odd things, like if you weld something with an animation that isn't from a stock animation module then it often results in a black screen and then view of space on launch and errors spamming (I didn't realize the chaka monkey/fustek cupola's had a fustekanimategeneric module), it's also not mentioned in the OP but struts and fuel lines seem to just not show up on my welds at all. I haven't yet checked but I'd assume that any stock animation module will stay in whatever position it was welded in, i'd have to experiment a bit but it could prove useful for certain things. if you hadn't guessed I REALLY enjoy this mod, just the fact that I've managed to build this whole space station out of a total of 36 parts!!! THIRTY SIX!: I mean I still get a lot of lag because of all the lights and my pixel light count is set way up and the complexity of the models, but it runs at a healthy 28fps and isn't so time dilated that I can't do things by any means, which considering if it wasn't welded this would probably be in the region of about 500-600 parts by now is incredible! so really thank you for your work on this mod I'm able to enjoy building space stations again!
  4. If you turn the lights on, place them, and then weld it, the lights will stay permanently on, I've been doing this quite a lot because it makes my spacestation look nice, but the GUI button to turn the lights on/off will only affect the last light that was placed. so if you are using them just for visual cues then that should work fine
  5. sorry for the very late reply! I wanted to do something like this but it kinda becomes impossible when you think about the fact that the fairing is procedural, and won't always be the same size/shape depending on how the Microsat is built, I do have plans for a better radial decoupler though which will be somewhat along these lines I am getting back working on this today! I'm going to go through textures and configs today and sort things out, then I'll start on the resource scanner again. Reason why I'm going over textures is I've got a lot better at normal mapping so should be able to make em look nicer now
  6. hahaha no not a toaster... not quite sure why you're calling me deluded... yes the game needs to be optimized, and the fact that it isn't means that packs like this will inevitably have a larger hit on performance for computers without great specs (mine aren't terrible, but they aren't great for ksp, running a lowish clock quadcore processor) and considering 64 bit is not a thing and will not be until after 1.1 outside of Linux it is rather easy to run out of memory. In fact if I try to run KSP with EVE (not the low res one, that works fine) then the game crashes while loading, considering this makes use of EVE and more I somehow think my computer would struggle a bit yes, I'll just have to do what I'm doing at the moment and pick and choose enough of bits from the pack that make the game look beautiful without taking so much that I end up with crashes or low framerates, until I upgrade my PC and can enjoy the full awesomeness of this beautiful pack
  7. awesome stuff! how does KSP handle the foldable wings? does it successfully stop them working and stop the control surfaces from working while folded away? I was considering making something similar to them a while back but held off because I didn't think it would work, but you have given me hope! really like the ideas in this mod
  8. I haven't got round to doing it yet but looking at it i'd assume you would want to change the rescale factor and the model scale instead of the nodes so take for example the 1.25m one: MODEL { model = blackheart/ProceduralFairings/KW_Fairing_Base scale = 1.15, 1.15, 1.15 } scale = 1 rescaleFactor = 0.75 if you delete that " scale = 1.15, 1.15, 1.15" and work out how to change the rescaleFactor to account for that extra change instead (brain isn't working for the arithmetic right this second) it should be fine, since the rescaleFactor moves the nodes along with it, but the scale in MODEL doesn't. Edit: maybe 0.8625 as rescale factor? try that, if not then I was right and my brain isn't working today. so it would be this instead: MODEL { model = blackheart/ProceduralFairings/KW_Fairing_Base } scale = 1 rescaleFactor = 0.8625 if you don't get the chance to see this before I try it myself I'll confirm/deny whether that sorts it out Edit: Nope that didn't help at all, hmm I was sure that would at least change it a bit, well I wanna use these anyway so I'm going to mess around with the nodes I'll report back when I'm done with em. ok so much more than just the nodes need to be changed, and when I do that (updating the module to the new PF modules) everything goes wrong, the 1.25m base is determined to be 2.5m even though in every way it is set to not being, the nodes don't move no matter how much I move them, and it just generally doesn't work at all. so I think it might be easier for now to take a fairing base from KW rocketry's actual pack, delete the stock ModuleProceduralFairing and then copy all the necessary stuff out from the procedural fairings config.
  9. yeah I assumed it would be just one that works, it was actually flat panel non animated ones I was thinking of doing it with, and I still might since there are already plenty of solar panels on the station, this was just for appearances so I might just remove the module all together and go for it thanks for your reply!
  10. Hey, thanks so much for your work on this mod! I discovered it when I moved over from 0.25 to 0.90 and it hadn't been updated, then forgot about it until just a couple of days ago and have been using it ever since, I have a pretty bad processor so this has made me finally able to make the kind of space station I've ways wanted to without suffering the lags. It's a shame about the multiple solar panel limitation but that does seem to make sense, I was wondering what actually happened if you did it? would it not work at all or would it just register one of the solar panels as working?
  11. Hahahahahahahahah oh god why did you pick today... So yesterday I downloaded the old version and spent most of the day trawling through configs getting the parts I wanted to work No but really thanks for the release! Love this pack. Now I need to download it and go back through picking out the parts I want though.. just wondering are all the parts that were there in the 0.90 version there in this version?
  12. ahahah thanks for mentioning this I said the wrong thing what I meant was: thermalMassModifier = 4.0 the grey fairings don't have it but the other two do, they kept exploding on me suddenly.
  13. just a heads up I think your fairings need the line emissiveConstant = 0.4 because they kept exploding on me and I guessed it would be a lack of this, 0.4 is the default but that seems to make it so they don't explode on me (they might if I went too fast through the atmosphere though, haven't tried that yet )
  14. hehe thanks, was probably my favorite build I've ever done in this game. I really need to write up the final bit of the journey but I have started a new game and its getting intense I'm having to go through hundreds of old and awesome parts packs and refresh the configs on the parts I like to work in 1.0.2 and it has taken up my entire day today mostly just doing Chaka Monkey and AIES! I will try and tear myself away to get writing later on this evening though
  15. this is pretty much exactly what I was looking for for my latest custom career save! and it's cool you put the KSC on the southern continent, while I was doing the Elcano challenge driving through there was one of my favorite bits of the journey, the views are just awesome! edit: hahaha this is even more fun than I thought it would be, I decided to not look at any real info about it and making a rocket and trying to go to space like "are we there yet?? where does the atmosphere actually end?!" is just great fun, I got up there and now my kerbals are unable to return and having played a bit more i realize that I went way too high, does the atmosphere actually still end at the same place?
  16. MeCripps patches have been added, still haven't done the Bulkhead Profiles fix (thanks for reporting that btw Kerbas_ad_astra I don't really use that feature so it would have slipped my notice if you hadn't mentioned it) but it should be antenna range compatible (although I've been looking at their thread and it seems things are changing so I'll have to double check whether I need to add anything more) Also, as you can see by my signature I have completed my circumnavigation ( you can click the pic if you feel like reading about it, people seem to like the crane I built ) this means I will be returning to work on this very soon!
  17. congrats! Nicely done and I love that ship at the end, seriously cool stuff
  18. thank you! the crane was definitely the most entertaining part of the voyage oh and it's not actually going 177m/s thats on target mode which gives orbital speed when you are heading right for the target on the surface, it actually goes 35m/s (it does 120m/s on the ice caps though!) yes I had two replacements, the MkIII made it to the finish line though! thank you! yeah the task would never have been accomplished without the support crew, most noteably Zely and Hermes, they honestly did so much work for the mission in the end I just kept picking them for new tasks
  19. I AM FINISHED!!! I'll update this post with a link to my thread when I've updated the final part of the story it'll be there for you to review whenever you have the time. the last few days doing it have been especially epic but I must admit a part of me is glad it's over, simply because that build of KSP was getting more and more laggy and I spent a lot fo time dealing with about 10fps towards the end (it even dropped to 3.33 for a whole hour at one point) so I'm looking forward to the new version of KSP I'm planning which will hopefully be designed around reducing lag!
  20. SO NEARLY THERE That thing I'm targeting right there? That is my start flag outside the astronauts complex! WE'RE COMING HOMEEEE EDIT: WE'VE MADE IT! 16 Days and 70 flag plantings ago this wonderful crew set off in the Banzai! to make Kerbal history (in their timeline at least) and now they return, victorious! I'll update the OP at somepoint soon with the final stretch of the voyage, including showing the polar base and the way they got down into the water at the other side of the ice caps. It has been an incredible journey, I saw the most amazing things and encountered situations I never thought I would in KSC, it really made me think on my feet and get inventive, which I think is just so perfectly in line with the spirit of this game. thanks to all who supported my journey and especially to Fengist for setting up the challenge!! alllll the flags (the big gap is the huge stretch of water between the KSC and the South Pole)
  21. This is just so great, I kind of avoided this at first thinking they would look a bit naff but when I decided to try it out I realized it was a mistake to make that assumption! I can finally make a rocket that looks cohesive from top to bottom! I think I'll start out on making some textures for these too, have done some texturing before and they would only be relatively simplistic anyway. I will post a link here when I'm happy with them. thanks again for maintaining this mod! edit: having got to work on textures I've found that they look like they have some weird shader on them, and it seems to be only when I use a normal map, are there any limitations you know of on using normal maps? any specific things I should be doing? when I took a peek at at MainSailor's NRM's they were very pink, and he is the only person who uses them who has made texture packs for this mod who's textures don't seem to add this odd looking shading. I've never seen pink NRM's before though! and have no idea if that even has anything to do with it. sorry I'm rambling a bit aren't I? in short do you know of any specific reasons why normals might come out looking a bit odd on these parts? been scratching my head over it and can't find the solution.
  22. I was thinking this when I first saw this lil mod, would reduce clutter in VAB and generally be more convenient. this is awesome though! I just got procedural parts for the first time and this along with that gives me so much freedom now to make a lifter that looks exactly like I want it to
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