-
Posts
471 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by martinezfg11
-
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Hey everyone, currently working on the next update. The update will include new IVA's, optimized colliders, dependency removal and additions. Oh and a new part. -
[1.8.0-1.12.5] AtmosphereAutopilot 1.6.1
martinezfg11 replied to Boris-Barboris's topic in KSP1 Mod Releases
I noticed you added a coordinated turn feature and it is awesome... Try turning off moderation if using a VTOL, but since AA isn't designed for hovering then you might have a mixed bag of results.- 961 replies
-
- autopilot
- fly-by-wire
-
(and 1 more)
Tagged with:
-
Opinions and feedback on model
martinezfg11 replied to bananashavings's topic in KSP1 Modelling and Texturing Discussion
I agree with hojjiwana, the mesh could be optimized a bit in terms of polycount. But other than that, I like it! -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
martinezfg11 replied to ferram4's topic in KSP1 Mod Releases
Outstanding, thanks for the history lesson as well.- 14,073 replies
-
- 1
-
- ferram aerospace research
- aerodynamics
-
(and 1 more)
Tagged with:
-
Warning Registration failed: Verification code not found. I get this error when clicking the e-mail link. Also, is sending the password in plaintext via e-mail a smart idea? I know it's not a bank account or anything I just don't know about sending a non onetime password like that. It's just me though.
-
Unity: Model not creating materials
martinezfg11 replied to LukeTheYeti's topic in KSP1 Modelling and Texturing Discussion
I just drag the material from the project window to the object in the 3D view, and it always works, try using a new Unity scene maybe something is corrupted? -
Easiest Working Modeling Program
martinezfg11 replied to Andem's topic in KSP1 Modelling and Texturing Discussion
It depends on what you're willing to spend. Blender is very powerful once you get used to it. I personally use MODO which you can get on Steam for about 15 dollars a month I think. There's also Maya, which has an Indie version for about 30 dollars a month, and theres a 30 day trial and even a student version that you can use for 3 years. So download some trails and try them out, see which you like. I started using Blender, and when I switched to Modo, I just could not stop using it. -
508,544 polygons triangulated, you might want to bring that down a a bit... It's a pretty simple part geometrically, you just have so many poly's it's not feasible for a game engine. You can achieve that same model with about a thousand tri's. Don't use Subdivision surfaces either unless you are going to do some kind of high poly to low poly baking. Edit: Here's a link
-
Looking nice! Seems like an engine that size needs more Oomph coming out the back..
-
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
Here's an MK2 Long LFO concept. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
It's worth every minute. Here's some main things to note about IVA's Make the center of your IVA the same as the center of your exterior part - I solve this by making my IVA with a copy of my external model, which is super important especially now with transparent IVA's. Make a Gameobject inside Unity and make your object a child of that Gameobject, then rotate it 180 degrees on the Y axis Your Kerbal transforms need to be Z forward (which means also rotated) and lower than the seated position, that you will learn with trial and error. The depth mask doesn't need to compass your exterior model, it just needs to hide what you don't want visible in the IVA. Once you "write" your IVA part then you will need to bring it in using the KSP Part Tools to put props on it, which will mean you need a config first. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Yeah, notice the video says PT.2. There's 3 in total just find it on @nli2work's youtube channel. Those videos are the main sources I used for making IVA's when I started as far as unity setup and configs. If you need more help just PM me. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
It will definitely use both ASET RPM, and a flavor of my own props. -
The Crisscut Fry-dar
-
[WIP] IVA Everything - WIP Release!
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Development
My idea is to have a "common library" of IVA's for generic parts such as fuel tanks, other parts could probably be approximated. I'll look into the animated opacity option. -
IVA EVERYTHING Get your pre-release download HERE! Concept - Looking at the awesome new IVA shader that lets you see through windows or "cutaways" of IVA's, it gave me an idea. What if the cut-aways were not only for parts with IVA's? What if activating the shader made cutaways of different parts such as fuel tanks? My intent is to create "IVA's" but without any habitation, I would also like to separate the activation of the cutaway from the IVA view button, and even have the cutaway activate in the VAB or SPH. I will probably need a plugin to achieve the desired behavior. PRE-RELEASE NOTES Dependencies JSI Advanced Transparent Pods V0.1.5.0 or greater Parts Added: So far only parts added have been for the MK2 profile. Below are the parts currently supported: MK2 Profile supported parts. mk2FuselageLongLFO mk2Fuselage mk2_1m_Bicoupler mk2_1m_AdapterLong mk2SpacePlaneAdapter Planned parts support and features MK3 profile internals Rocket fuselage and tanks support Wings Mod Support Credits JPLRepo - Without him this would have not left the concept phase.
-
IVA overlay setup
martinezfg11 replied to nli2work's topic in KSP1 Modelling and Texturing Discussion
Yep, @nli2work thanks indeed. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Why do Kerbals have such big heads?? Hornet IVA progress below. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
I'm actively working the IVA for the Hornet, see one of my posts above.