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StarVision

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Everything posted by StarVision

  1. No idea. Also I've got the flags done. I'm just going to get a download ready then I'll move onto other stuff. Edit: here's the curse page.
  2. No they won't, and I'm not sure on the second one, although that could happen with just regular Interstellar as well, so it's probably fine.
  3. Alright, here's the folding flag animation. All that's left to do now are the flags that wrap around cylinders and some basic flat ones.
  4. Well last Time I checked interstellar wasn't actually updated to 0,24, so that's probably why.
  5. Is it really that long? I guess I'm to blame for that. Anyways, you can just middle click and drag to adjust the camera, that should do it.
  6. I'd promised someone that I would revive my Flag Decal mod, so that's what I'm doing now, as well as some other modeling projects. I plan on a folding flag, some flat ones, and some round ones. I already made the folding animation, but there were some weird glitches in it, so I'll try again today. After I do that I'll try and finish up the Tardis and the Flying Saucer. Both have a partly finished IVA, but the exterior is finished. I should have some updates to post later today.
  7. The reason you never got the .blend file was simply because I wanted to figure it out myself and find out what I did wrong, but if you do actually need it go ahead: Download. Make sure to remove all the mesh renderer components from collider1, 2, 3, etc... and stick on a convex mesh collider. You may have to change the rotation. I can't remember which way is down in the SPH. I'm surprised people still ask this question, but it's Better Atmospheres + Environmental Visual Enhancements. I don't really see the relevance with rescue missions, but maybe that's because I've never seen Thunderbirds. (so probably not)
  8. Looking good so far. Just make sure you add the edgesplit modifier, it makes it look a lot better. And you can't just link from your computer. You'll have to upload it somewhere like you did for the last picture.
  9. Okay, I released the ships on Curseforge, as well as updated the Phoenix's file structure. After I revisit the flag mod I made I'll convert all the Phoenix textures to .tga, then they'll be a lot smaller. Here's the album showing Voyager and the Enterprise, get them both on the Curseforge page here.
  10. Original post updated. The Enterprise, Voyager, and a Borg cube are now together on Curseforge. The Enterprise also got redone for the second time. It is much prettier now. Older ships have been rehosted and will eventually be put into the main download.
  11. Multiple shuttlebays shouldn't be a problem for my ships. Glad you got the system working fine. I'll include the colliders in Voyager and the Enterprise. Also I got the Enterprise's Shuttlebay done.I'll try and release it tonight. Did you look at the Readme for the Plugin? All you have to do is copy/paste these modules into voy_saucer/part.cfg. MODULE { name = LCARS_ImpulseDrive RESOURCE { name = ElectricCharge rate = 0.1 } } MODULE { name = LCARS_ShuttleBay volume = 450 } MODULE { name = LCARS_CargoBay maxTonnage = 200 } MODULE { name = LCARS_CloakingDevice } MODULE { name = LCARS_StructuralIntegrityField } MODULE { name = LCARS_FuelTransfer } MODULE { name = LCARS_CrewQuartier } MODULE { name = LCARS_TransporterSystem } MODULE { name = LCARS_WeaponSystems } MODULE { name = LCARS_PhotonTorpedo } MODULE { name = LCARS_TractorBeam } MODULE { name = LCARS_SensorArray }
  12. I know what you mean about looking at others work. Sometimes I'll spend hours just browsing sites like SciFimeshes. Also what you have planned for collision sounds exactly like what I'm doing for all my ships. Also I decided to not release Voyager today(sunday). Instead I'm going to release both Voyager and the Enterprise tomorrow. There's no shuttlebay right now. I may or may not get it done tomorrow. I've also been working on a video using Kerbcam and Voyager. I'm not sure if anything will come of it, but here's a clip I just recorded anyways.
  13. If there's someone that wants it, sure. I'll do that right after I release Voyager, so probably tomorrow. Now that I've figured out animating it should be easy to create a folding flag, among other things.
  14. That's looking pretty awesome. Are you planning on having different parts to assemble? Or just one big station? I guess the size of the VAB might make it hard to assemble. Also how are you going to do collision? Just lots of broken up bits? All I have done with Enterprise is little fixes, like moving the internal to fit with the new model. I also shrunk it a bit to be more of a kerbal size. I've 100% finished Voyager, I just need to include some alternate cfgs for KSPI and Philotical's LCARS plugin. I'm doing those now, so release will be today.
  15. Do you mean when you click on it in the VAB/SPH? Normally outdated cfgs don't crash the game. Have you tried it without the plugin?
  16. Don't worry that you posted more than me. It brought some life to the thread. I wish you luck on your mission. On another note, Voyager is basically ready to be released. I'm just going to include a navball on the helms console, change the floor colour, and make the cfgs a bit neater. After that I'll finish up the Enterprise. All I have to do for that is create some better colliders, and move the bridge IVA.
  17. I've already included the new modules in my config. Also the videos looking good, although I can tell your computer is suffering. Here's the latest progress on Voyager's texture. I removed most of the fake light sources. I think it's finally done. A release should happen sometime this week. Before/After:
  18. I'll get around to starbases at somepoint. I just have a lot on my plate at the moment, But it's definitely planned. I'd like to, and for the past couple of hours I've been trying to get it working, but the airlock refuses to work. I've done this plenty of times before, but for some reason it doesn't work this time. If anyone really wants it they can give it a shot. Here's a download link with the part and the .blend file. Hopefully I'll get it figured out eventually, but anyones welcome to try it. Legacy Cockpit Download You've gotten me interested. I've seen that design before, but I think I'd prefer to create this one. It just seems more "Star Trek". Mind you this is all in the future. I'll decide later. Those banners are looking really good, although it brings up a question. Do you never raise the landing gear? In your videos and that image the landing gear is always down. Is there a reason? Long post... Anyways, I'm back for another month of staying at home, so I should be able to do more work. First goal is to complete and release Voyager. That should be finished this week. After that I'll finish up all my half-done projects, then other stuff.
  19. Increase the torque in the Reaction wheel module. I had to do this for the Enterprise with the 0.23.5 update.
  20. Despite it being kind of low on the poll, I plan on creating it eventually. Probably starbug first. Although Red Dwarf is more iconic, it's pretty massive. I'll create another list on my plan, mostly for my benefit. 1. Release Voyager (fix some texture issues) 2. Release Tardis v3, K-57-D, and Enterprise v3 (all partly finished) 3. Something not Star Trek (Starbug?) 4. Modular Starship parts.
  21. You're never going to get up to "par" by doing nothing. I couldn't have imagined creating Voyager when I first started, yet here I am... I don't really take requests. If I've seen the show, chances are the ship is already on my list. I have not seen any Stargate, but I believe Mjy is creating the Daedalus, He posted a picture in my dev thread. I'm not sure what his plans are, or if he's planning on releasing it, but you might be able to ask him next time he appears in said thread.
  22. I'm not really sure what to do with shaders. Aside from the default KSP ones I have no idea, and even then I know very little. Regarding animations, you can only have one per part, and you have to make sure it's set to legacy when importing. Just look through the stickied tutorial thread and you'll know what I mean. Also I got the model working in-game fine, but there's something you should do that is crucial. Separate the model into several pieces. If you're using convex colliders You'll need to separate it, otherwise ships won't be able to get inside the station pylons. Another solution is to have non-convex colliders, but then you'd need convex somewhere, otherwise it won't collide with the ground. Basically look into the tutorial thread. I'm not really sure. I guess I still have to fix some texture issues, and maybe up the quality on the windows. Aside from that I think it's basically done. I'll probably release Voyager apart from the plugin in the main thread, then there can be a module manager config to add Impulse drive support.
  23. I see what you mean with the animation. I'm not really sure if it's possible to apply an animation. I do have one possibility. When I was testing the Tardis, I noticed that you could not see Voyager through it, just the stars. I might be able to create a box that has an opacity of 0, then you could just create that model around the ship, rendering it invisible. One problem is you might be able to zoom inside of it, so I'm not sure. Regarding the shuttlebay: It's not like I'm going to be modeling many of them. Creating the collider is really easy. Just tell me how you want it and I can get it done. Also I've got the exterior of the Tardis done in-game now, including a take-off animation made possible by BahamutoD's plugin.
  24. The blend file would be great, then I could see if I could fix it. Your Unity scene file would be great as well, then I could actually tell you what was going wrong. That sounds good. maybe I'll shrink them to tail light size and only put on a few. I've already thought of this beforehand. It should be like airlocks and ladders. I'll just add a box collider in the shuttlebay with the correct tags and layers. I can do that tomorrow hopefully. Luckily this week I'll have my computer, I just won't be as active as usual, but possibly more productive. In other news, I've discovered something in Unity I had never tried before. That is using the opacity values in animations. This will allow the Tardis to fade out, and the Car to cloak (although I'll probably redo it anyways). Of course Star Trek cloaking is another possibility. All it would take is a simple button to activate an animation and you'd have a cloaking device. I'd probably need to use a plugin for multiple animations, but I think it's worth it. The next week I'm going to focus on finishing up half finished projects, like the Tardis, the Enterprise, and the Saucer. Then I'll finally release the whole mod.
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