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About vossiewulf

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    Sr. Spacecraft Engineer
  1. I think in editor advanced mode you can just sort by manufacturer. I have the editor filter extensions installed too so I'm not completely sure, but I think sorting by manufacturer is there by default in the advanced mode. I recommend the filter extensions also, although they're not perfect they help a bunch.
  2. Ouch. The up side is the new ones will take 1/4th the time and be better than the first set. Keep that in mind at least while the teeth are being ground down.
  3. Need some roughness and value noise on the honeycomb, what bothers me again is the consistency, not the color. Color could be a tad darker in baseline though. The fill is making you happy since you have nice variation already. From what I've seen in that most recent video however, I'd make it a bit redder still.
  4. Oh and a REALLY interesting episode of MIT Science Reporter that shows the very beginnings of what we're doing here EDM: A Magic Slate where honestly-asked questions include "why would you want a computer to draw something on a cathode ray tube?"
  5. accidental, yes. They're specifically made for use in the technique I use for planking ships but also for general modeling work, and if you make a skew blade you make a matching pair. Or at least you do if you don't want to constantly need the other-handed one. I also do chip carving and made a series of knives for that too. To return to rocketry, here's another cool video that covers the heat shield manufacture in detail, MIT Science Report - Returning from the Moon.
  6. That can't be plain steel. It looks like it has some kind of finish on it, that looks more like gray paint than steel, the reflectivity looks like a non-conductive surface.
  7. This is a pretty good reference. And yes, various alloys can be brighter or a bit darker, but they won't stray too far from the below. Don't get me started on steel, I'm a tools geek also to the point that I buy steel from special sources and grind them to special shapes and make my own carving/modeling tools. Below is a screenshot of a matching pair of L/R single-bevel knives I made with Japanese steel and Amboyna burl (from Australia) wood, with my favorite finish of solid super glue. Brass end balances were made on my small metal lathe, they're sized to make them balance just a bit forward of center, it makes a difference (to me) If you're wondering, yes, if you bounce one into your finger it won't stop until it hits bone.
  8. Bah, found the video. Command module heatshield section starts at 11:15 but I recommend watching the whole thing, interesting stuff. Almost all of the Saturn and Apollo quarterly reports are on youtube, I found a couple playlists with them and stream them to my TV for several hours of intense rocketry geekdom. Another example of the interesting things you can find on youtube these days is General Dynamic's LEM proposal from 1962, that of course eventually went to Grumman. One might even say it would make an interesting addition to a mod
  9. Looks great and love the subtle mesh pattern, just right, more roughness than height. BTW I saw a very good quality Apollo Quarterly Report video on Youtube the other day that had several minutes on the heat shield manufacture and if anything it was redder than the one I posted above. Any interest in a redo of the recolor UI? I'd be happy to put a design together. Actually I think the first one is closer, it's just too blue. Steel, unless you're simulating tempering effects, is pretty much a more neutral gray like you have in the second, but the second one is too dark. So either lighten the value of the gray on the second one, or desaturate the first one and maybe a tinge darker. Just my two cents, your mileage may vary.
  10. I agree on the ports, but what is going on with the falloff on the rubber tires? They look like they're covered in a thin layer of translucent jello. But maybe it's always done that and I'm just noticing because everything else looks so much better.
  11. What it is missing is in the real one each cell has its own slightly variable gradient, what is bothering you (I think, it's what I see) is the excessive consistency compared to our picture showing the ISS' panels. Go back and look at that, the cells aren't perfectly aligned flat with each other and we have bands of brightness and individual cells much brighter than the surrounding cells, and we can also see that in the specular reflections on the non-glowing panels. When you get close like this the remaining sticking points are almost some aspect of excessive consistency in the scene, something is lacking the inherent variability of reality. Your panels have captured the effect almost exactly, but it looks amazingly smooth and unified, and that's only possible if each one of those cells is exactly identical and aligned perfectly flat with each other. An observant visual system is bothered by that. I'm pretty sure I don't have to mention this, but I can think of a couple possible ways to either create a mask with cell by cell variability or better to procedurally modify the normal map so that all the effects of a correct variability in flatness will fall out naturally everywhere it's supposed to. Bah that's not going to be easy, what you really want is each panel having a unique normal map and that's not practical. At best you could have a few normal maps and some logic to randomly choose between them, but not even sure KSP supports identical objects with differing core maps. I assume the real available panels range all over in terms of this effect from glowy yellow to glowy white or blueish to no transmissivity at all. You'll need a default and with your panels at least you could go check pictures of what they're modeled after and get it exactly right. I had missed this post, just saw it and it made me laugh. You are very much one of those guys where one can say hey I think this might work for you and they go no, no, impossible, way too hard, weeks of coding fingers to the bone, blood raining from the skies... well unless I did this, and then did that.... At that point you can walk away because they've already forgotten you're there, and you just need to come back in an hour and they have it working much better than the original suggestion
  12. Think we can score that one a win. And like I said, there's your other killer splash screen. nothing in KSP looks like that.
  13. Parts using fundamentally different shaders are just going to look different, only way to suppress those differences is by suppressing all the value out of a PBR shader with correct metal/rough surface values and accurate environmental reflections.
  14. Agree this is a good idea. Then you can invoke zero G also so we can test our decoupling and other vessel transitions.