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Astra Infinitum

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Posts posted by Astra Infinitum

  1. On 12/16/2023 at 2:07 PM, JadeOfMaar said:

    Finally getting around to those after quite a while... They'll be released along with the XXL solar panel in previous post.

    • 0.2m height for 0.625m, 1.25m, 1.875m, Mk2
    • 0.3m width (linear, 2m height steps)
    • 0.4m height for 2.5m

    aHeIl5Q.png

    The timing is pretty good. Gonna make sure every kerbal can cheaply power their Christmas lights.

    lovely! we've been needing some more shaped solar panels especially for mk2. i dont recall anyone whos made any that fit the shape of mk2 parts. And more round ones are great too. theres too few out there.

    On 10/30/2023 at 8:47 PM, JadeOfMaar said:

    Giant Shields

    10m, 25m, 50m.

    • White armor. Standard spaceplane hull-alike. Includes some active radiator capacity. Not optimal for aerocapture shenanigans.
    • (Dark) Coated armor. Can hold Ablator and (Kerbalism or Kerbal Health) shielding resource. Optimal for aerocapture shenanigans.
    • (Pale gloss) Perfect mirror sun shield. For use by Sun-diver enthusiasts.
    • (Dark gloss) Weaker sun shield but also a solar thermal panel (for powering a low Sun orbit station ;) ) or beamed power receiver.

    5iXqiJr.png

      Reveal hidden contents

    FbHRQKY.png

     

    The black tiled heat shields have always been my fav for any capsule heat shields. are you going to make a tan colored variant too? like similar to the one included with benji10 Artemis Kit for orion

  2. 14 hours ago, AstroWolfie said:

    I got Jedi Survivor and Stray for the PS5 on Christmas. Both are pretty fun. Anybody else play these?

    Yep been playin Jedi Survivor like crazy on Xbox Series X over here. 

     

    and also... GOAT SIMULATOR 3 lmao its so ridiculous its actually hilariously fun

  3. If anyone ever needs it i created a PDF document from the Kopernicus Wiki  site for offline use and quicker reference when creating KSP thingies using kopernicus.. Every section is broken down and bookmarked for easy searching and organization. I made it to ease going back and forth from browser to game to notepad++ then having to jump around the wiki and have pages always loading. This seemed like a good option to have if you're doing to the same.

    TIP: You can also click the blue links on each page and it will bring you to the same linked page as it would it you were online. IE The links on the pages themselves work within the pdf.

    You download it here  from my google drive.

     

    NOTICE: I did not make or create this wiki or documentation,. I only printed to wiki contents to pdf and compiled it into a single pdf and added organizational bookmarks.

    Screenshots:

    9mlyCxh.jpg

     

     

    KRTgnwR.jpg

     

     

    4k6Oxsu.jpg

     

    rKVsSer.jpg+++

     

     

     

     

     

  4. Didnt know where to post this because it's not a mod im working on or will robably ever be a mod so I think this is the best place.

     

    I've been spending alot of time making planet maps and textures, star textures, planet and star configs, and learning Kopernicus much more in-depth. I though about making a Quntuple system being that I've never seen one in any KSP planet pack, correct me if I'm wrong. So I made one recently. It consists of 2 binary pairs that each orbit their barycenter, and those 2 barycenters which are the center for each binary, orbit a singularity/black hole. I made a quick video to show what I made. Here's to much more learning.

     

     

    Check it out below!

     

     

     

     

    Update: 4/10/2024

    Thanks for the amazing feedback everyone, I really appreciate the constructive criticism. I couldn't thank you enough for how much it means. Thanks. I will take your recommendations and advice and incorporate them into my creations for all future endeavors. 

     

    George - No I did not but now that you mention it, I will definitely try that out!! Ill post results.

    Dr. J.D. Peabody - I'm a bit confused on the 3rd step in your explanation, but everything you mentioned leading into the 3rd step I actually wholeheartedly agree with because believe it or not I already have firsthand experience with the tripled razor theory of the internal destabilization vectors so I knew they would have to be maintained on equal fronts in all planes. I could fill you in on all of my research or even send you my files. Aside from that, It's just the work of getting there without disorienting the universal aspect of the entire quasi-modal self-ionization of positive and negative gravimetric functional calibrations.

  5. On 2/1/2022 at 7:13 AM, Randazzo said:

    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.

     

    You can I do it often to make KK statics of multiple joined-together .mu models from different mods

    On 1/31/2022 at 12:26 PM, Waifu Art Thou Romeo said:

    EDIT: It's not solved, but I've finally figured out what's happening. I don't think it has anything to do with KSP and is just a Blender issue. For reasons I haven't yet figured out, it's not adjusting the translations to be relative to the new parent. I have no idea why that's happening or why I have to reload to see if it happened.

    I am brand new to modelling and Blender, so this might have a very obvious answer, but googling has not helped so far. I am using taniwha's Blender (2.83+) .mu import/export addon and Blender 2.83

    I am working on some models someone else created for wheels, and I am trying to format the parent/child relationships in the model to look more like the stock wheels. However, when I reparent using "keep transform" the transforms are not preserved. Initially, they appear to be preserved (the model looks exactly the same as before reparenting), but when I export the model and re-import it, the model looks as though I reparented without "keep transform".

    If it helps, this is the model I'm working on. I am creating an empty at the part origin, making that empty a child of the part, and then making the bay doors children of that empty. Again, it appears to work until export.

    Is this an issue anyone already knows about and are there any solutions for it? If more information is needed, I am happy to provide it, but I don't know what else will be needed since, again, I am brand new to this.

    P.S. I have seen that "keep transform" does not work with skew transformations, but I don't think deformation of any kind is occurring with these models, and that does not appear to be the problem.

     

    EDIT: So far, the only clue I've found is that I can get the same effect as the error by manually rotating the object around the root into the position/rotation I want and then selecting "clear parent inverse". This puts it back into the same wrong position as just reparenting

     Not sure if its the same thing you mean, but i believe if you hold shift while dragging to the parent you want it under- thats how to set it.

  6. For those waiting, and anyone else interested here's a TweakScale patch for ACK. Just download and place anywhere in your GameData folder. It adds a tweakscale module to most parts from this mod. Its currently on Revision Q so it's been tested and refined quote a bit and is currently working flawlessly on every part it tweaks.

     

    Artemis Construction Kit TweakScale Patch Download

    (Link to .cfg file on my google drive)

  7. probably a dumb question or request but have you ever thought of appending the version number to the end of the filename on github? Its always just Buffalo2. I add my own "...v1.6.0.zip" to the end but i was just wondering because i think it would help people to keep track of the newest version if it were there. If I remember correctly i think its the same with all your mods because i know i always add the version number to blueshift as well. On my ksp storage I keep every version of every mod Ive ever downloaded (i realize not veryone may do that) along with the source code also, but in the case of my keeping every version release it absolutely helps to have the version of the release on the filename. So I just wanted to suggest adding it. But thats up to you. I just wanted to give my absolutely worthless opinion on something nobody ever asked me about regarding a meticulous matter that means nothing in the end in reality so either way its all good. Good day sir. In the end I cant really complain of having to take an incredibly whopping maybe 1.5 seconds at the worst to type literally  5-10 characters when saving a file. First world problems. SMH at myself. This was probably a dumb post.

  8. For those who were waiting, sorry for the delay but I've been busy and just had my first day off in over 100 days so anyways, heres the TweakScale patch that I was supposed to post eons ago. Its updated and includes the new shuttle boattail and nosecone parts from last update

    Click the link and download it, and drop it anywhere in your GameData folder, but I'd drop it in the ORANGES folder or your own patch folder if you have one. The link is to my google drive shared file, its safe.

     

    ORANGES TweakScale Patch Download Link

     

    Have fun. You will need TweakScale....and...ORANGES installed to make use of this, obviously but theres always that someone so I just wanted to clarify.

    Bonus - Heres my other TweakScale patches for @EStreetRockets Mods

     

    RMM - RocketMotorMenagerie TweakScale Patch Download Link

    Eisenhower Astronautics TweakScale Patch Download Link

    Ziegler Launch System TweakScale Patch Download Link

     

     

    On 5/5/2023 at 7:33 PM, M - Kerbonaut said:

    @Astra Infinitum What part and painting is the lower stage main tank the upper pics? It looks so diffrent from the inline ET with the blue panting

    thats the engine mount from @benjee10's reDirect pack

  9. On 3/22/2023 at 12:59 AM, Blufor878 said:

    I posted something like this elsewhere for NLS-3 (or NLS Centaur, anyway). I felt like doing more of these. This time Jupiter-120 Orion.
    52763987443_60021ab64a_o.png
    This is resized, the full size version is admittedly kind of obnoxiously big. I'm gonna post that elsewhere. But for those who haven't seen the other one, I'm basically doing these hypothetical information packet covers inspired by pamphlets and spaceflight concept books from the 70's-early 90's.
     

    might do you good to read through NASA's graphic standards manual if you've never

  10. On 8/4/2023 at 1:12 AM, Lisias said:

    NOTAM

    TweakScale 2.5.0.60 **BETA** is on the wild, and available on github only.

    Some changes, fixes and refactorings were made since the last one, and since the change log is getting somewhat extensive, i will just link issue #42 where I'm tracking the Beta releases. And there's also the CHANGE LOG.

    Known Issues: The engine's plumes are not being scaled correctly… :/ SmokeScreen and Waterfall, however, may work fine.

    HOWEVER… The Beta is still a very new codebase, and unexpected things may still happen. Use it with caution.

    People in need to migrate from older Craft files and Savegames where the ScaleTypes for some parts had changed over time, as well people that uses All Tweak and got themselves some new TweakScale patching for parts that didn't had them before, will need to install TweakScale Beta 2.5.0.60 to salvage them. Load and Save, and you are done.

    Savegames and craft files will be backwards compatible to the current mainstream, 2.4.7.x series.

    Keeping 2.5.0.x BETA for ongoing gaming, however, may be hazardous. As I said, it's a ongoing development branch and some implementation decisions may fireback unexpectedly. Unless you are willing to help me on beta testing the thing (and, so, no playing your valuable savegames on it), I recommend to roll back to the current Release 2.4.7.x after converting your assets.

    What I expect to be the new 2.4.7.3 release is, right now, work in progress.  :) I will play with 2.5.0.60 for some time myself before pushing 2.4.7.3, as I want to be sure about some structural changes I made due a (yet another) problem I recently diagnosed on KSP.

    Cheers.

    — — POST EDIT 2023-0805 (one day later) — — 

    I just realised I had uploaded the wrong binaries into GitHub. (sigh). Just fixed it.

    Did you ever get around to checking out the issue with SAF Fairings? I totally forgot about sending you the config i was using. I will do it shortly

  11. Sorry is this is a stupid question but is there a way that I can re-load edited/changed modulemanager configs in-game without having to exit and restart the entire game. To be clear lets say i have a patch im testing for tweakscale and i try a first option  using xx module type, and that didnt work, so i re-write that patch using a xx module type and want to test if that takes care of the problem i need, but instead of having to save my game, exit, and close out KSP and then open and reload everything...... any way i can force my ksp to  reload the config while i stay in the editor..... ya know... to save like 20 damn minutes lol. 

    Let me also state that I have tried the CTRL+ALT F10 modmgr menu but it never seems to really workj right. Sooo... any ideas??

     

    And for anyone that may post a reply or fix, will that work for any type of config using modulemanager syntax? As in, for any mod i can write configs/patches for using module manager syntax?

     

    What about Kopernicus? Or is that a whole other ballgame? Tbh I'd love to be able to refresh and reload stars and planets i work on without having to reboot game everytime

  12. On 4/23/2022 at 9:13 AM, KersatMG said:

    Hello:),

    I'm texturing some big custom assets and I want them to look similar to the stock space center buildings. Do you know where I can find their interior and exterior textures? Or are they hardcoded?

    Any help would be appreciated. Thanks!

    You cant really export them BUT once you build your models and you can apply the same textures used ingame to your models through KK configs, which is how Omegas stockalike structures KK mod did it and everyone else did. Contrary to earlier comment, KSC extended does not have the KSP building textures in it. They cant bc it goes against licensing b.s. yadda yadda.

     

    i spent hours trying to do the same thing, find a way to export the textures, ane everyone who replied with help made me aware of the same thing.

     

    to use them you hve to have KerbalKonstructs and Advanced textures mods installed. Read through their documentation and it explains everything.

    as far as a list of KSP's built-in textures, you can find them on the Kerbal Konstructs GitHub Wiki HERE

  13.  

    On 7/30/2023 at 1:15 PM, Derpistheword said:

    @Astra Infinitum

    Well i know how to configure the config file for them, i just do not know how to set animation transforms within the model, i have to way to open up one of the mu files and see how it works, so how does one set an animation transform? Also that PDF will be handy, i have been looking through every page by the way it just sometimes references things like these animation transforms with no context. Would these be set in Unity with the parttools addon or is it some functionality i was never told about in the mu addon for blender?

     

    The PDF is posted in that last comment i made, Its the link in bold blue letters "KerbalKonstructs_Consolidated_Documenation.pdf" you may have overlooked it on accident but its a clickable link. If it doesnt work let me know.

    According to KK wiki..

     

    MODULE
    {
        // Mandatory, always the same
        namespace = KerbalKonstructs
        name = DishAnimate
    
        // Mandatory
        RotationTrasform = <name> // The name of the transform for controlling th rotation
        ElevationTransform = <name> // the transform which will controll the angle above the ground
        // Optional Parameters
        MaxSpeed = 10
        FakeTimeWarp =  1
        MaxElevation = 10
        MinElevation = 90
    }

     

            RotationTrasform = <name> // The name of the transform for controlling th rotation
        ElevationTransform = <name> // the transform which will controll the angle above the ground

    basically just use the same name as the name of the transform in blender (if youre using blender... idk why i assume that but idk lol)

    Thats the most i can explain, i havent really used that module in any config before so im not too familiar with it but just wanted to help.

  14. On 7/15/2023 at 8:52 AM, Zoeille said:

    I want to do a little dev post, so here will be just some news about how was made Aurora Space Center (and why it was a pain in the *ss) and how it will be now made today.

    To give you an idea, here are the different stages for a model on Aurora:
    - Design in Sketchup -> Post-processing in blender -> Post-processing in Unity (as for any mod)

    In Blender, I have to take each object (often named "Sketchup.001") and rename it to its texture (as the mod uses the game's textures).

    This used to be a pain, but in 2/3 hours I could manage a static of 20 objects easily.

    Problem: My statics in Aurora (the SLC-6 and the 37B) are so detailed that they contain groups and lots of objects... TOO MANY OBJECTS (2500 objects for the 37B)
    As you can imagine, this process would have taken me three days.

    So I decided to do something about it, and yesterday I worked on a life-saving blender script! (Link here: https://pastebin.com/bgwP1xgP)

    Today, after much trial and error, I can convert a Sketchup model into a Blender-ready one in just 5 minutes thanks to this script.
    This will greatly improve my desire to make more models and improve them too!

    4IVzjvR.png

    -------

    Thanks ! Yes it's what I aim for. I want a really good integration via these mods.  (Tbh I may work on a mod soon that called Aurora Space Center RSS Version with only decal based on satellites imagery)

    Here is what it look like on my launch pad (using the old version of 37B):

    image.png?width=1193&height=671

    going to go over this.. ive been looking for help. i just finished a project, a KK add on mod with 20+ buildings ive worked on for 2 years but i need to know how to get from sketchup to KSP.

     

    id like to use all KSP textures using the BUILTIN textures on my models, well i have to being i designed them to look a certain way, but any help or posts that can guide me to go from sketchup to blender to KSP as a end result would be greatly appreciate.

     

    ive DM'd every person who created KK mods for help but i've never gotten a single response

    On 7/15/2023 at 8:52 AM, Zoeille said:

    I want to do a little dev post, so here will be just some news about how was made Aurora Space Center (and why it was a pain in the *ss) and how it will be now made today.

    To give you an idea, here are the different stages for a model on Aurora:
    - Design in Sketchup -> Post-processing in blender -> Post-processing in Unity (as for any mod)

    In Blender, I have to take each object (often named "Sketchup.001") and rename it to its texture (as the mod uses the game's textures).

    This used to be a pain, but in 2/3 hours I could manage a static of 20 objects easily.

    Problem: My statics in Aurora (the SLC-6 and the 37B) are so detailed that they contain groups and lots of objects... TOO MANY OBJECTS (2500 objects for the 37B)
    As you can imagine, this process would have taken me three days.

    So I decided to do something about it, and yesterday I worked on a life-saving blender script! (Link here: https://pastebin.com/bgwP1xgP)

    Today, after much trial and error, I can convert a Sketchup model into a Blender-ready one in just 5 minutes thanks to this script.
    This will greatly improve my desire to make more models and improve them too!

    4IVzjvR.png

    -------

    Thanks ! Yes it's what I aim for. I want a really good integration via these mods.  (Tbh I may work on a mod soon that called Aurora Space Center RSS Version with only decal based on satellites imagery)

    Here is what it look like on my launch pad (using the old version of 37B):

    image.png?width=1193&height=671

    the blender script pastebin link doesnt work

  15. @Derpistheword

     

    The transform of the model, specifially most likely.. the transform of the animation/animated tranform of the model

    Have you looked at other KK mods' static configs that use the same module? Try looking through a few, i'd look through Tundra Space Center, Omegas Stockalike Structures, and Kerbinside first. Check out all their configs, and see if you can see how they use them and you may be able to figure it out just by doing that..kinda reverse-engineering-ish. Thats how i figured out a bunch of KK stuff.

    in the meantime, heres a PDF i compiled of the KK wiki awhile back. download it and keep it, refer to it when you need, it helps a ton.

    KerbalKonstructs_Consolidated_Documenation.pdf

    -Pages 1-8 is a quick guide by @caerfinon

    -Pages 9-261 is basically directly pulled from the kerbal konstructs github wiki and printed to PDF , made into a document for reference 

     

    I make these for nearly every mod that i frequently need to refer to documentation for.

     

    Go to page 242, this is the section for MODULE: DISHANIMATE

    Or better yet, heres the screenshot:

     

    wWvNmTO.jpg

     

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