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Everything posted by Starwhip

  1. Alas, there is some kind of widespread issue on the internet and a bunch of sites don't feel like working. I'll get some better pictures eventually. Giving the good ol' Sabertooth II some tweaks for the latest KSP version.
  2. Silverfish II, electric boogaloo. Might make another attempt at the circumnavigation challenge. Also, still not dead.
  3. All the engines I have available are real-world analogs, and I don't yet have the engines to make Juno I or an R-7 yet, so it is difficult or even impossible to get anything to orbit so far.
  4. I have been fighting against the rocket equation in a Real Solar System/Realism Overhaul career mode save. This design is 4x heavier than my launchpad can handle and would take several years to build and still cannot make it to orbit. I'm probably going to need to do some additional science experiments and contracts to get the necessary technology and facility upgrades to get up there.
  5. Solution: Needed to do several things to fix this, and the rest of the save. #1, uninstall Ven's Stock Revamp, since the version Realism Overhaul wants is not available and conflicts with ReStock #2, install the missing PatchManager #3, install the missing TexturesUnlimited
  6. I have recently started a masochist install with a full suite of realism overhauls, and I'm having an issue with the starting probe cores, and probably some other parts that I haven't found yet. They are supposed to be 0.3 meters in diameter, but they're 3 meters in diameter. Am I missing some kind of dependency? UPDATE: Image included. Seems like the correct 0.3m part is there but the mesh for the SAS unit is also added. Where would this conflict be coming from?
  7. While I've been away, I've given Blender a fair shake. Check these renders and models out. I'm sure I've done other works, but these were what I've felt were done enough to upload somewhere Procedural Earthlike with Rings More angles at https://imgur.com/a/VreBjiU Mechwarrior Locust cockpit Procedural Marslike PBR test - Rubik's Cube
  8. I may have installed approximately all the mods
  9. What's it been, 3 years? I might poke around here again, figure out what people have done in my absence. Might even give the game another go around and see what's changed before I inevitably mod it into the ground.
  10. Here's a Laythe test. FINALLY got water working properly, and definitely some better atmosphere setup. EDIT: I know the shore is a little funky. I need to poke the bump map a little. It's also not the same resolution as the color map, so some issues may arise there.
  11. I would need to know what mods are installed first. And even then there's no guarantee that it'll work properly.
  12. Well, is there a way to get the entire maximum resolution map at once? I have only ever gotten chunks or one low-res image.
  13. @Pine, sounds like a plan! Need an ice field though... should not be too hard. I hope. Still need a Laythe model for @spacebrick3's render. I think a friend linked a mod with some nice big planet textures, and if anything else I may be able to make my own. Perhaps even with Blender.
  14. @DMSP's Sahara vehicle ascends above Kerbin, awaiting sattelite deployment. Well, I'm going to grab some higher-resolution Kerbin textures, methinks. And figure out how to do water better, though it kinda looks like that in-game. :/ With the new GPU, this render only took five minutes instead of an hour or two! It is so strange.
  15. Aaaallllright! I have a new computer, with a proper graphics card, GTX 960M! I tested it this morning on that Blackbird render, took 1:57 instead of 45:00+, at 600 samples instead of 300. Once I get everything all set up, I'm hitting these requests again. ^-^
  16. Yeah I'm not getting any issues either. :/ Are you browsing the forum on Mobile or something? It may also be the fact that your monitor's aspect ratio is bizarre, if that image is an accurate representation.
  17. Since I've already got a thread for showing mine off, I'll show off a little bit of the process I used to make my last, which you can find here: You may be wondering how I did the shiny dish on the satellite. A few months ago I was poking around in the node tree on the part shaders, and found a node that plugged into the part's glossy material output. Setting that node to small numbers, such as the dish's 0.01, makes the related part very reflective. It's great for metallic-looking parts. In the second picture you can see the initial state of the render. In Blender I used a spotlight to give me a reference for the smoke and fire on the ground, which is what that blue circle is on the surface. I then drew in the flame, using a transparent light-blue brush to achieve the initial shape, and then filling in more and more towards the center while also changing the color slightly to give the plume its cone shape. A few touches down at the bottom give the plume its final appearance. And in the last image I used a large, jagged brush with a grey transparent color to add in smoke, coloring several passes to make it look like varying thicknesses. Lots of simple steps to make one more complicated image. That's the way I operate when I do my renders.
  18. Oh wow! I absolutely love these things! Really nice work, great style.
  19. This unmanned probe sets down on the Munar highlands, kicking up dust with its main engine as it transmits telemetry back to Kerbin. If you like the craft you can get it here: Mun Lander by @KerbalOmmex I've gotta say, I really love this one. I think that's my best hand-drawn fire/dust effect to date.
  20. Aaaactually, there's a code error in the KSPBlender addon, which I haven't actually checked if it's fixed in the actual plugin yet. But! This was how to fix it on your side.
  21. Okay... I'm still alive, folks. I know I've been AWOL for... wow, a month and a half? It was a bit lot longer than I anticipated, and I apologize. I really lost my art touch for a while. It's a lot like having writers' block, except for rendering. On top of that I had fallen off of KSP again, in favor of a bunch of other games, but as usual I've found my way back. I think that this time, for real, I can at least finish the requests I've got in queue. The other issue had been school wrapping up, but that's been done for a good while now. Immediately after it ended, though, as usual I was up to Michigan to visit family and the internet is a sparse thing there. On top of that I've been working on fixing some stuff around the house. Pro tip: make absolutely certain that the fence post you are trying to re-post has no foundation. It isn't fun to drive a stake down and realize it's embedded in a few cubic feet of concrete. The first render I'll be working on again is @KerbalOmmex's. Then I hope to finish @DMSP's Sahara booster, as he's been waiting for a while, but we may have our first case of my computer not being strong enough for a render with that one, which would be unfortunate. @spacebrick3 your render would be up after that one, but I would need to get a Laythe model working, so it may take a while. Anyways, here is a progress pic of my Munscape, which I'll be using for the first render, perhaps as some proof that I'm back. I took the old one I had, dusted it off a bit, changed the strengths of some modifiers and gave it a new material and a displace node. Now is stands out just a bit more.
  22. Wow, sorry guys. I've been doing waaaaay too many things lately. I think I've cut down enough to pop back here for a while. I have not made any progress since I last got back to you, but I know how to fix the problem I was having before. There really isn't a scale up time based on part count. It depends mainly on the whole scene complexity: What's shiny, what glows, what has volume distortion, what has bump maps, all sorts of background things. It also is highly variable when you change the render quality. A 100x100 pixel render with 10 samples per pixel takes a lot less time than a 1080x1920 one with 300 samples per pixel, as I normally render these. But two renders with the same quality settings of a craft with five parts and Zeke's old 1000+ part shuttle really don't have different render times. (I speak from experience there) Laythe, eh? Hmm. I'll play with that. I don't have a Laythe ready for Blender yet, though I don't suspect it would be too hard.
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