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Ledenko

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Everything posted by Ledenko

  1. Some time ago, when I added the built-in decoupler, I was warned to have it set to activate via right click on the module only. What's the story behind that? I toyed around with stage offsets and if I build a simple SM - chute+CM+fuel+engine and start with the chute as the root part, automatic staging seems to work fine, but I don't want to mess something up further down the line.
  2. Of course, go ahead And I'll go ahead and add those RCS transforms, it doesn't cost anything after all and can be controlled via configs.
  3. In that case, I'll pass on RCS for now, if it doesn't add anything but trouble. Frizzank's solution sounds best given how things are right now, but there's the part inflation again. Taki: You got it
  4. I tried something anyway - I made a test object, just a cube with a transform and added a ModuleRCS to it. I set thruster power to 0, deleted the resource line and it worked - didn't exert any power and didn't use up fuel, basically all it did was provide a cosmetic effect. Which was wrong, because I don't know how to properly set up thrusters so I tested with the same config on stock RCS thrusters and got the effect as it should be. It's hackish, but hey, it's an RCS effect. Yes, there are problems, it only shows up if you enable RCS. Reaction wheels and RCS are totally separate and would not work well without a mod.
  5. Really? Well, it's on my to-do list then Can I contact you if it turns out I can't figure it out?
  6. Heh, I should add the RCS bit to OP as a FAQ I decided against trying to put that in because the RCS thrusters in Apollo were used for rotation and the same effect is already achieved in the game with reaction wheels. Mihara suggested changing the config to make the SAS expend monopropellant instead of electricity. There would be no visible effect though. Making the drogue type docking ring would be really easy and I could add it as a pure option - my goal from the start was to make an alternative for the Mk1-2 pod, mostly just in looks, meaning I didn't want to cause part inflation (the module is already two parts because of the way parachutes work - mental note, ask stupid_chris if it would be possible to make it one part with realchutes) because I didn't want to do a parts pack, there are others out there which make awesome packs which can be used to build a kerbalized apollo. Even the built-in decoupler could easily be a separate part but that would add clutter to parts and I'm not sure if I want to do that. Neutrinovore: You flatter me way too much, but thanks! The issue you have with part placement on modules is due to the collision mesh - there are limitations to it and as a consequence, it's usually of lower detail than the parent object. This means anything you attach to it visually sinks into the object or, if it's placed on the edge of the collision mesh, it'll wiggle because it can't align itself. In this case, I can rotate the collision mesh so it's not the edge that's on the cardinal directions but the poly (so a flat surface). If you attach anything on it then, it'll sink slightly into the model, but it shouldn't be too bad. When texturing the module, I placed the exhaust ports in places I scientifically calculated as "ok, looks good enough here", so I'd have to position them properly which would require proper maths, man! I can't do maths, I don't even know how off the CoM is, could be complete science fiction for all I know!
  7. Good news! The heat shield looks like total crap and I get to remap the texture for the outside model again! Is there anything else you've noticed that's not an artistic choice (an excuse for being lazy)? Now's a good a time as any to do some changes.
  8. Just curious, did anyone notice this thread lived and died in May of last year?
  9. At this point, I'm going to call the modeling of IVA done and move on to textures: This is not an in-game render, but that's obvious After that, the plan is to make/model all the various gizmos (that appear more than once) RPM props so there's clickable buttons.
  10. AeTIos: I'll change them from numbers to A_1, A_2 etc Orbital: They follow the shape of the exterior model, it's probably the perspective that makes them look different.
  11. Also, courtesy of Chris, for anyone who wants to use RealChutes:
  12. Whoops, I have to stop missing replies to the thread, thanks Banana! Progress is slow because, well, I'm me. But I've made a switch prop! This switched is animated and can be clicked which fires off action group 1 - this wouldn't have been possible without Mihara's RPM. Other awesome things RPM allows is a sound played when you flick the switch and the numbers are done using a single texture (there will be switches number 0 through 9) because his mod allows you to specify a texture offset, so it'll use a different part of the texture. Wonderful stuff!
  13. It will be affected by the position and rotation of the model itself, so try rotating it in unity or even better, in your 3d modeling app.
  14. Can you explain what the fairing is supposed to do? There's a few problems as you have it right now, if you check the nuclear engine config, you'll see there are two entries with ModuleJettison, one for each part of the fairing that gets jettisoned. If you have a single object, it won't look right and while I'm not sure, I think the jettisoned parts need colliders.
  15. First of all, did you set isFairing = True or False? (False makes objects like the LVN fairing that shoot out)
  16. I *think* that might be due to the engine expecting a normal but getting a grayscale bump map or vice versa.
  17. Yes! In fact, the plan is to make it primarily a RPM glass cockpit because I like it so much
  18. Just to let you know I didn't forget about this: It's slow going. I pointed out several times I'm still learning as I go along and IVA is being a huge pain in the ass - I'm used to modeling things inside out, not the other way around so it's not so strange to see me staring at something for a long time with no idea how to proceed. I think I'm getting there ever so slowly though. And on the subject of IVAs, how do you make the interior lights only work for the IVA? I'm not putting them on the right layer or something because the launchpad is lit...
  19. This might be difficult to debug - I had the same issue with my module and at the same time, didn't - I couldn't exit on one install but could on another on a different computer. No idea why. edit: both installs were clean and unmodded, same version.
  20. I was looking at the project a few hours ago and now it's been deleted? What gives :S
  21. Don't be sorry! If you want to make it, make it - anyone who only wants to use the capsule can do that or you can even make a separate download. And about the pipes - 24 sides is way to much, I use 6 sided tubes with pretty rough bends and at the scale it's visible, it works well. You could probably get away with square tubes if you can crank the smoothing higher than 90 degrees.
  22. Nice, but oof on the poly count. One area I can see are the pipes, you could get away with 6 sided cylinders and they would still look fine with smoothing.
  23. That's really weird. I just tried a fresh install with nothing but KP0110 added and it worked fine. Something must be missing somewhere in your install.
  24. What does hi-poly modeling have to do with a very well designed low poly game model? S3416130 - this is wonderful, keep up the good work!
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