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noonespecial

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Everything posted by noonespecial

  1. So here is an experiment I did, partly to see if KSP supported it and mostly just to see if it were fracking possible. Step One: The control model. A 3.5 Million Triangle monstrosity that took me all of 5 minutes to model in Blender. As can be expected, the result was a complete disaster. Firstly, the model exported out of blender at just over 150mb. It took me about 4 attempts (with various export tweaks) to even get Unity to import the model without crashing. It took several other attempts to even get PartTools to export it without crashing. And, as could be expected, it essentially took a base bones unmodded KSP to load the model and even then, it didn't like it. Loading it in the VAB dropped the FPS to 1 and essentially froze KSP. End result: Absolute failure. As expected. Step Two: Experimental model using Duplicate Faces. Start by recreating a section of the previous monstrosity. Then create a cube, subdivided into equal squares roughly the same dimensions of the honeycomb section. Then, parent the honeycomb to the cube, select the cube and active the duplicate faces option. Which results in a total triangle count of just under 6 thousand while having roughly the same display as the first honeycomb cube. I could have done some neater work to make each section line up better, but this was just experiment, so frack it. Anyway. The blend file saved out to 715k (as opposed to the 150m file of the original). Unity import and displayed the part without a hiccup and even PartTools exported it without trouble. Although, I did notice that the resulting mu file was about 400mb in size. Then, the final test. I load up KSP and.... It worked! The load screen hiccuped when it hit the file, but only delayed for a few seconds. Load it up in the VAB was okay (FPS took a pretty big hit, from 60 to 45 FPS). Stuck it on a rocket and launched it into orbit. And.. I'm going to continue to experiment with this with more practical applications, but I'm wondering if anyone else has ever attempted similar experiments and what were your levels of success(es)?
  2. Sorry, didn't mean to take so long to answer this. The new forums "activities" are a poor replacement for the old "subscriptions". Yeah.... that pod was based on some earlier concept art for the Altair. Personally, I hate it. To me, it looks like it was roughly designed by a modeler with zero concept of rocket design. If you look at the schematics for that thing, the passenger seats were literally back to back with the engine housing. Although.... that would be very kerbal. haha
  3. P.S. It's 'noonespecial'. NoOneSpecial sounds.... too special. Although.... noonespacial also has a nice ring to it. Oh no, identity crisis pending atmospheric re-entry in mark 5...4...3...
  4. I'm not a good blogger, so I have no intention of writing a blog. Especially since I'm in the latter stages of development. FYI. The WIP for the full orion. Capsule, Heatshield, Parachute module, cover. https://sketchfab.com/models/3761380c5a824250bf406452c80c56af (Seems there is absolutely zero support for sketchfab in the new forum...)
  5. Yeah I'm still working on this. The SLS curse is a rough thing. But hopefully since someone else has actually released a low poly SLS, the SLS curse will leave me alone. So far, I've been hit with a harddrive crash that made me start from scratch. Then I was hospitalized for a while. Then I took a break to level up my modeling and texturing skills (thanks to Digital Tutors/Pluralsight). Now, the models are done. But instead of releasing it now, I'm working on PBR textures for Unity 5. The Diffuse textures used by KSP now has an entirely different workflow than PBR textures. So I chose to only do one set of textures as opposed to doing to set of textures with different workflows. TL:DR version: It will be released when Squad release KSP 1.1
  6. I'll just leave this here. [sketchfab]22eec92c79e64d268aaf81f0eba41b4b[/sketchfab] [url=https://sketchfab.com/models/22eec92c79e64d268aaf81f0eba41b4b]Nov2015 Orion[/url] by [url=https://sketchfab.com/noonespecial]noonespecial[/url] on [url=https://sketchfab.com]Sketchfab[/url]
  7. [quote name='lynwoodm']From what I understand from the devs, and I could be wrong, there won't be much to do for the 1.1 update than to make the mods to operate on a 64 bit os. The actual transfer of collision models, thermodynamics and all those things were done with the 1.0.5 patch. I only gathered bits and pieces of info on the gap between these two updates and as I stated before, there maybe more to it than just releasing it for 1.0.5 and having to go back and doing it again with 1.1. But, I also look at it like this: It's your mod, you can do what you want with it. If you feel comfortable waiting and working on 1.1, by all means, wait for the next update. If you feel you can roll a few systems out that's compatible with 1.0.5, that would be great, too. I for one would love to put this mod back into action again, but I also understand that making mods compatible and re doing all your work is a pain. As I stated before, I'm no expert mod maker, I just mod it till it crashes. In any case, do what you feel is right for you. If too many people complain about you not working on your mod and it's dead, you can always ignore them, but I am happy to hear that you are interested in our thoughts on this.[/QUOTE] The biggest change for 1.1 will be with the shader. Unity 5 uses a PBR shader, which allows for significantly greater control over textures. Currently, KSP is using a flat diffuse shader, which means that things like reflective surfaces (metal, glass, gloss plastics, ceramics) either have to left dull or have the reflection faked in the texture. The PBR shader allows for real time reflections with a great degree of control. Which means, you'll be able to tell the difference between chrome and brushed stainless steel by nothing more than the reflective properties. In other words, it'll be much more realistic. So as far as the parts go, there should be no change. As far as the textures go, the changes can be and probably will be significant. Here is an example someone made to demonstrate the difference potential. [IMG]https://i.imgur.com/b8fzpHm.jpg[/IMG]
  8. [quote name='lynwoodm']Since I don't make mods, I can only speculate on the work that's going to be entailed to make that conversion. I'm sure to some it will be easy, while others (as seen in the OP's replies on this mod) will find it difficult to track down everything to convert it. I've used Chaka for the longest time and admire the work that's been put into this mod (esp. that nos munar lander, i loved that thing).[/QUOTE] [IMG]http://cdn.meme.am/instances/55471789.jpg[/IMG]
  9. Look here https://www.nasa.gov/press-release/nasa-completes-critical-design-review-for-space-launch-system Caption under the picture: "The SLS Program has completed its critical design review, and the program has concluded that the core stage of the rocket will remain orange along with the Launch Vehicle Stage Adapter, which is the natural color of the insulation that will cover those elements." Which is a shame, I prefer the paint
  10. Here is the (final final final) Orion with WIP textures. Opinions? Orion MPCV (Oct 2015) by noonespecial on Sketchfab
  11. Yeah.... It's a problem of lack of experience and being a bit of a perfectionist. A year ago, I knew absolutely nothing about 3D modeling. So everytime I've done the Orion, I learn how I could have done it better. So, I do it better from scratch. Most of the time, it's caused by a small imperfection in the mesh. Like, here: and here. But the latest one appears to be perfect (or at least, free of visual artifacts.)
  12. Mostly keeping with the same model (hahaha). I have finished a complete overhault of the MPCV. Nothing you'd notice, but it's a much cleaner mesh and easier to work with UV Map now. All that remains is the finishing touched on the models and textures. Then starts to the fun and exciting [/sarcasm] part.cfg testing and configurations.
  13. Wow. Felbourn, I could just kiss you! That's amazing and thank you so very very much. I'll take a look at these config changes ASAP.
  14. Hi guys. My health issues are over (mostly) and I'm getting ready to get back into the full swing and finish this damn cursed SLS mod. To tell the truth, my health has been better for a little while now, but I've been a bit distracted by other things. Namely, this: Allow me to introduce the new Mrs. NoOneSpecial. That being said, time to get back business and finish this thing. My apologies for the extended delay(s).
  15. Updating PartTools eh? Will there be support for BlendShape animations?
  16. Update It's been nearly a month since I "called in sick", thanks for all the well wishes. That being said, I am recovering once again. Not yet well enough to start modeling again in earnest, but I'm close. Just want to drop a note to let you guys know that I'm still alive and this project isn't abandoned
  17. Update A spot of bad news guys. About four months ago, I announced that I had to take a break due to health reasons. Well, my treatment is on going but recently I've taken a turn for the worse. Don't worry, it's nothing life threatening. I haven't touched a model in about two weeks because currently I find it uncomfortable to sit in any one position for any length of time. So instead of leaving you guys wondering what's up with no status updates, I'm leaving this note. I'm not sure how long it will be, but I probably won't be doing any modeling in the near future. Best case scenario would be a few weeks, I'm seeing my doctor again tomorrow to see about having my treatment adjusted. Worst case scenario will be two or three months. Don't worry though, this mod is close to 90% completion and I plan to take it that last 10% under any circumstances. I apologize for the delay. I know many of you are eagerly waiting for this.
  18. Progressing Forward I've made it no secret, that when it comes to doing the part.cfg files, I really have no idea what I'm doing. Each of the parts in this release have cfg files that are little more than copy and pastes from similar stock parts. What I would like help with, if anyone is willing, is someone to help me figure out what should be in the various fields. The fields that are really needed are things like weight, drag, fuel capacity, and engine parameters. Like I said, I want help figuring it out, not simply having someone do it for me. How does one, for example, calculate what the weight and fuel capacity of the primary fuel tank? And so on...
  19. For the past two weeks, I've been trying to get the H2B decoupler working, using the AnimatedDecoupler plugin. After several experimental models, different Unity compiles, etc., I haven't been able to get it work. It either does nothing (animated just clips through the SRB), explodes, or launches the SRBs away at light speed. If it is possible to make the JAXA HIIB decouplers, then I'm just inadequate to the task . That, and I'm getting burnt out playing with it. So, I'm sad to say, there will be animated decoupler for the H2B.
  20. Err... Uhm... you mean the Will Farrel remake of the 1974 TV show? That's just beautiful... P.S. Why do I suddenly have the desire to rename one of my mods to "SLEESTAK"?
  21. It's a monkey named Chaka.........................
  22. Perhaps. But that is why the Orion has an Aeroshield during launch. As far as not liking the placement and not taking the word of renderings. How about photos! Notice the placement of the umbilical receptical. It most definitely NOT centered. P.S. Aeroshield. Notice how the umbilical is flush with the aeroshield. Thus, no drag.
  23. THATS why you want it ORANGE! Because it will match CHAKAs FUR! The conspiracy is solved! Hold the phone while I call the national papers.
  24. Is it possible to have animations in IVA that can be triggered by a specific event? The event in question I'm looking for is switching from inFlight to IVA. Is this possible with stock or any available plugins?
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