Trolllception

Members
  • Content Count

    201
  • Joined

  • Last visited

Community Reputation

58 Excellent

About Trolllception

  • Rank
    Spacecraft Engineer

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Trolllception

    [1.3] - Launch Pad Lamp

    PM Sent. Lets get this on CKAN. Makes it easier for me to add it to my installs anyways as I am an avid CKAN fan.
  2. Trolllception

    [1.3] - Launch Pad Lamp

    About This part was created for the eventual usage in a future Launch Pad lighting mod. I wanted to release the spotlight as is since it can be used as part of a portable launch pad light rig as shown below or used on vessels or space stations. The lamp has the ability to be rotated and tilted to point the light source wherever you may need it. The colors can be set in the VAB/SPH prior to launching a vessel. To install place the LaunchPadLamp folder in your gamedata directory. The part uses all stock modules and doesn't require any dependencies. Download LaunchPadLampV1 License This work is shared under CC BY-NC-SA 3.0 license.
  3. Trolllception

    Launchpad Lights

    So now the question is how do we get this to track vessels and spawn when something is launched? Edit: Does anyone want to create the DLL? I am not sure I want to start learning C# right now. I honestly want to improve my modeling/texturing before I start on something like learning C#. If there are no volunteers then I may think about it in the future.
  4. Trolllception

    Launchpad Lights

    Well I am moving along but have gotten stuck at the texturing phase. I always seem to struggle with trying to get appealing textures. This is what I have so far. Not sure if anyone has any ideas for texturing this model. The struggle is real when it comes to texturing! Edit: I think this (below) will be the final model/textures?. I am going to work on getting the animations and CFG file setup and put it in game and see where we can go from there. I don't have any idea how to get the lights to actually track a target via just config files. I think maybe some code is in order? And fully illuminated
  5. Trolllception

    Launchpad Lights

    I remade the arms of the light since I didn't like the last result. I also think I am more or less complete with the model portion. I want to get some opinions on if the light can looks too squared off and if I should add more polys. Also if I should put more detail in the tilt mechanism at the bottom or just leave it extra simple since the lights will usually not be zoomed in on specifically. Not sure if anyone knows the best way to do the light in unity. I think it might be a good idea to have the light cone show so give it more of a spotlight effect. I currently have a plane in front of where the light might go but not sure if KSP can handle a decent transparent shader to let light pass through and give it a slight reflection to simulate a lens on the spotlight.
  6. Trolllception

    Launchpad Lights

    Making some progress here. I've been tweaking the model to try to keep the poly count down as I am at 770 tris currently which should hopefully be okay. I don't have much experience with animation but from what I've read I will just handle this from within Unity since its a basic animation, just pivoting. Hopefully I'll have more progress to share soon.
  7. Trolllception

    Launchpad Lights

    Maybe something like this would look modern and spacey. A light like this could easily be mounted on a small truss structure that anchored to the ground. I don't imagine too much difficulty creating the model but rigging it for animation in KSP will be harder since I haven't really done any animation yet with my modeling.
  8. Trolllception

    Launchpad Lights

    I may be interested in making a model or two. Need a good reason to start learning Blender a bit more. Do you have any reference images in mind?
  9. This is great. I think I need to start considering a way to have fun with a sandbox save. It seems I never get to use the more advanced parts since gathering 20K+ science to unlock the last nodes is such a chore. Nertea perhaps the chart you posted should go on the main page to help describe some of the engines and their benefits. Congrats on the next release!
  10. Will version v1.4.1.0 still work with KSP 1.1.3? Thanks for so adding the feature to disable the power manager so quickly! Keep up the great work.
  11. I'll add the request right now. I should say I am playing RP-0 and the telemetry is handled by avionics units which already require a hefty amount of power to operate.
  12. Additionally it appears the AmpYear power manager consumes electric charge. I was attempting to use the mod with Realism overhaul but turning off the manager every time was a bit tiresome. I tried to look at the configuration setting to see if all AmpYear power consumption could be disabled by default but was unable to find such a setting. In realism overhaul often times the solar power is just barely enough to power the probe core and antennas so the added power draw of the manager was an issue.
  13. I agree. A stripped down version of AmpYear which simply displays usage / calculates power in the VAB would be great.
  14. Trolllception

    [1.3] Starshine Industries: Extendable Nozzle

    Are there any working download links to this? I see this mod recommended by the RP-0 mod but the download links all appear the be broken.