Matrix Aran

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About Matrix Aran

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  1. Funny enough, I've had them flop about with cubic struts node attached. I've had them also create all sorts of weird phantom force behavior when stationary on the ground. They seem to only work reliably if under no outside forces at all, which somewhat seems to defeat their purpose.
  2. I've had them flop even on orbit. I've had them start causing phantom forces. I've had them start of at arbitrary angles. All sorts of wierd behaviour.
  3. So, I'm trying to figure out what exactly causes hinges to be floppy. I've noticed that even locking them, they sometimes sag on my craft. Other times I'll reload a quicksave of a craft only to find that one of the hinges has completely moved out of position. So the purpose of this thread is more than anything to ask, what are some of the best practices to use the new robotics parts so that they will endure on a craft beyond just one mission?
  4. I've found plenty of colideable rocks much like the one in the kspedia screenshot for collectable features, hoever none of them allow me to pick them up.
  5. @Bottle Rocketeer 500 Not a worry. A lot of times it takes modeling out a piece before you really get a sense of how the shape is actually formed in real life. The moment I flattened in the windows like that in that screenshot, I realized they were probably not designed to be flat, as evidenced by the odd spacing between the frame and the fuselage. If I may offer some free advice though. Whenever you plan to punch holes into a cylindrical shape, it pays to keep a copy of the untouched mesh around. You've probably already noticed the pinching artifacts that have crept up around the centerline near the window cutouts. When you start If you keep a copy of the untouched mesh around, you can use it as a target for the shrinkwrap modifier and get back your perfect curvature, while still being able to throw in plenty of new loop cuts.
  6. I don't see any reference images in the file, but I take it you want something that looks somewhat like this? Where the window panes are perfectly flat sheets of glass? http://prntscr.com/kle9ur
  7. Very awesome and good to hear. This is exactly what I was looking for in the original post but couldn't find, and it makes me very excited to get home and start to work with it.
  8. So just to be clear, if I were to build an IVA with MAS and ASET props, I would not need to have RPM as a dependancy? The original post isn't quite clear on how MAS departs from RPM and I'm curious what improvements you've made over RPM.
  9. Well the key question is, what part of the process do you want to start with? Do you need to know about modeling the parts? Texturing? Animating? Programming? Its important because things like modeling I can help with. But I know nothing about working with config files that would be helpful to any of your questions. In general, if you're starting from scratch, you probably want to make a really simple 3d model that you can use to prototype your decoupler or fairing and see what pieces and sizes you need. You can then go back and model them with confidence that you won't need to have to make painful fixes to your art after the fact.
  10. Yes. Some screenshots and reference for where you are and what you want to achieve would be helpful.
  11. Dmagic's Science parts currently don't support US II unless I'm mistaken.
  12. Watching the above video, that plugin for zbrush isn't really doing anything revolutionary for poly modeling, it just has a nicer interface than blender 2.7 has. Its still doing basic loop operations just like you would in max, maya or blender, just with a different interface. Zbrush generally is used for its sculpting toolset which is used to make highpoly meshes that aren't suitable for use in games or texture painting for that matter. If you're looking for a more visually intuitive free product you can try the experimental 2.8 blender builds which implement more visual widgets for modeling that function similarly to zmodeler. In any event, 99.9% of rocket models are considered hard surface so as no doubt others uave said, so long as your model looks good and doesn't crash KSP, it really doesn't matter what tool you use to make it, so long as you're willing to learn that tool.
  13. If you could post some screenshots of what the models look like, and what sort of texturing style you're looking for, I may have some free time to be able to make some textures for you, however I've never yet made a part for KSP, so I can't help with the config files.
  14. Hopefully you've figured out a solution by now, but if not, here's a few ways to get the result you want: -Enable the LoopTools addon packaged with blender and use the Flatten tool on the selected faces. -Alternatively, switch to the 'Normal' transform orientations, and scale the faces along the Z axis (Press S, and then Z twice to scale along the normal Z axis)