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heliobyte

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Everything posted by heliobyte

  1. Deleting stock parts is no different from deleting certain parts from other mods. A lot of people pick and chose which parts they want from different mods. I usually delete all the fuel tanks from AIES but keep the rest. Removing the stock parts has no negative impact what so ever.
  2. Same, only I delete most stock parts as well. Maybe except for the probe parts and computer cores. All the stock parts needs a serious overhaul. Good thing there are plenty of part mods out there
  3. How would one go about using MM to add thrustCurves? What module would I need to the SRB part, and does adding thrustCurves not require other mods?
  4. If I did not already own KSP, I'd be more than happy to pay $20 more than what the game currently costs. I really appreciate the free updates, and of course I prefer the updates to be free, but I would not hesitate for a second to pay for an update if Squad decided to do a giant update (basically a KSP 2.0).
  5. I'm surprised to see the amount of people having issues with 1.1.2. I have not had any issues with the newest patch. In fact, this version has been the single most stable version since pre-release came out. The game has not crashed once and the overall performance is much better (for me personally) compared to any earlier version.
  6. If there is indeed an actual thrust curve feature in 1.1.+ I think summoning @NathanKell would be your best bet for answers.
  7. Awesome NathanKell! A big thanks to you and everyone else who contributes to everything RSS
  8. It does indeed look like an interesting engine. Looks very easy to model, but balancing it for the game might be a tad bit harder. Especially when there is little to no information on it, such as engine weight, length, ISP, thrust, mixture ratio and so on. But good luck nonetheless!
  9. Thank you @ferram4! FAR is my ultimate must-have-mod, so your hard work on keeping it up to date for us is greatly appreciated.
  10. Sorry for not responing yesterday, I was rather busy at work. However, I had a little bit of time this morning to mess around with your model, so I did a quick re-unwrap of the model and made you a UV map you can use for texturing. I also exported the new UV-unwrapped model as a .dae file in order for you to see how I unwrapped it and so that you can continue working on it. Note, I unwrapped the meshes in a hurry so the UVs are not up to my usual standard, but they should work just fine for your texturing needs. I did make a simple base color texture for the model and applied it to the model, and the texture came out just fine. I'll add a dropbox link for a .rar file which includes the new .dae file, the UV map and a quick render of the model with the texture. Side note: I did remove some loose verts floating around and other minor adjustments. I also did not join any of the meshes together, as I'm unsure of if you are going to animate it or not. Unfortunately I did not have time to maticulously optimize the UV map and the size of the UV map is 1024x1024. You can (and should) change the size and you can re-arrange the UV islands. If you don't know how to do that, I can do it once I have some spare time. Anyways, here ya go --> linky
  11. I'll tell you what, if you can't figure it out by tomorrow I'll help you out. It's getting pretty late in this part of the world, so I won't be doing any UV-unwrapping tonight. In the mean time, feel free to upload what you've managed to do so far. Maybe someone else will help you out. If not I'll fix it for you tomorrow.
  12. I'm sure someone would be happy to do it for you. However I don't recommend going that route, as it's much better for you to learn by trial and error. UV-unwrapping is very easy, it just can be kind of frustrating to learn. When I started with 3D modeling, I literally just added a cylinder in Blender and started messing around with it by extruding, subdividing, re-sizing, applying different modifiers to it and so on. Of course using google and youtube to look up tutorials is also something that is recommended. I never went to school for 3D modeling, so I basically just "researched" my way to understanding it. If there is ever something you want to know, or are unsure of how to do, open google and type "how to...". There are answers for everything. Edit: There seem to be quite a few unrwapping tutorials on youtube for Cinema4D (which I believe is your choice of 3D modeling software)
  13. Yes, people really need to stop parenting details. If it doesn't need to move and if it isn't animated, it doesn't need to be a separate mesh parented to the main mesh. Parts like engines, solar arrays and so on are fine, but the rest can be joined to the main mesh. Also, some modders needs to learn how to optimize colliders. Believe it or not, some of them actually duplicate the entire part (often times a high-poly mesh) and uses it as the collider. That is a big no-no in my book. Finally, optimizing the UV map. I think people would be amazed with how much you cram into one 1024 UVmap if you know how to utilize the space available. I usually try to fit 3-4 parts worth of texture on one UV map. Unless it's a high def replica lifter with a bunch of logos, one can easily have 3-4 parts share 1 UV map.
  14. There is not need for me to take a look. You do not need to unwrap the entire mesh of each propeller blade in one go. Simply select the top half of the faces and unwrap those, select the bottom half of the faces and unwrap those. Quick and easy. The same goes for most meshes, unwrap the faces that makes sence, then unwrap the rest.
  15. No, it is not supposed to do that. In the UV Editor, the horizontal edges needs to be aligned to Y, and the vertical edges needs to be aligned to X. Remember to use ctrl+E to mark seams before your unwrap. Especially when unwrapping cylindrical/semi cylindical meshes.
  16. I took a quick look at your model and your UVs are easy to fix. You just need to straighten them out. Alt+Right Click, then press W and select "align x" and "align y". You can also try different types of unwrapping (depending of the shape of the mesh). That little things shouldn't take more than a couple of minutes to sort out. Once you've got your UVs done, then simply export the UVmap as an image and import it into PS or GIMP and start texturing
  17. I'm not a big fan of stockalike, so Tundra Exploration is out of the question for me. It's a great mod, but I prefer actual replicas. Most of the parts within LazTek's SpaceX mod can easily be fixed by simply flipping the nodes and adding a few lines in the .cfg files. As far as I'm aware, all the colliders for the individual parts have no issues, though I have not tested them all. I'm fairly certain that LazTek was smart about how he did the colliders, i.e using multiple colliders for parts such as interstages and fairings.
  18. Everything from the trunk "decoupler" and up is from LazTek's SpaceX mod. I really wish someone would make the Dragon and Dragon V2 components to the same standard as KK's mod. LazTek's stuff is good and all, but if you look at his Dragon, it is basically just a capsule-shaped cylinder with normal maps and the solar panels a bright blue (which is not the case in real life). What do you say Kartoffelkuchen, any plans on making Dragon V1 and 2?
  19. No, but Necrobones is working on one for one of his mods. Also there is Kartoffelkuchens mod, but it has not been updated yet I believe. Hopefully this mod will be released when 1.1 is officially hits. It has been quiet for quite a while now so im getting worried. I'm not a big fan of anything stockalike, so crossing my fingers for this and other real scale and accurate mods being available after 1.1 is officially a thing.
  20. Oops, my bad. Guess I got a bit too excited there Been struggeling with trying to figure this for a few days now, so glad to have an answer.
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