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Found 21 results

  1. As the title says: wasn't the model for Wolfhound engine used somewhere else a looong time before? I definitely remember seeing it in an old version about 7, 8 years ago - namely the rectangular bump on a flat circular plate and small yellow circle on the underside around the nozzle. It was certainly modified, but these two thing jumped at me when I first touched them today. Was it perhaps and old Terrier, Poodle or maybe some weird monoprop motor added by a popular mod years ago? Any input?
  2. Hello, I'm developing a shader that requires the use of double precision values. To do this, I must use at least Shader Model (SM) 4.6. SM 4.6 is supported by DX11, which is what KSP uses by default now. Moving from SM 3.0 to SM 4.x was causing the shader to appear pink in-game, so I tested this on a completely default, fresh surface shader. I also tested it on a vert-frag shader to be sure. The results were the same - It wasn't working, even when I forced DX11. The shader works fine on SM 3.0. The line I'm referring to is #pragma target 4.6. It's worth keeping in mind that SM 4.6 works fine in the Unity editor. The code for the very basic shader is here: Shader "Custom/Shader" { Properties { _Color("Color", Color) = (1,1,1,1) _MainTex("Albedo (RGB)", 2D) = "white" {} _Glossiness("Smoothness", Range(0,1)) = 0.5 _Metallic("Metallic", Range(0,1)) = 0.0 } SubShader { Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard fullforwardshadows #pragma target 4.6 sampler2D _MainTex; struct Input { float2 uv_MainTex; }; half _Glossiness; half _Metallic; fixed4 _Color; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; } ENDCG } } The code for the shader that I'll actually be moving over to SM 4.6 is here: https://github.com/Gameslinx/Parallax-Occlusion/blob/master/Shaders/ParallaxOcclusion.shader How come using SM 4.0 and above just doesn't work, even though it should be supported by KSP? Am I doing something wrong?
  3. My lander took off from Minmus and put itself into a prep orbit to return to Kerbin; it was a low orbit but I checked the trajectory in map view and it looked like it had comfortable clearance. But as I followed the ship, its altitude above the surface dwindled to 87 meters before increasing again. Well, whatever, I made it ... but then I had another close encounter a mere 26 meters above the surface! Map view shows a gap between trajectory and surface that should plainly be bigger than that. Conversely, in the past I've seen the path sink into the "ground" on map view while I was still a hundred meters up. I had thought it was just because I was suborbital and "close enough" to the ground, but now I'm wondering if it was the same phenomenon in reverse. Is this a known issue?
  4. Hey there ya'll! So I decided that since I like model making, it would be a fun idea to make a thread where you guys show off your work and we can discuss everything from tabletop wargaming to large-scale models. I'll start with a diorama I did the other day. I love Naval models, especially the Kriegsmarine from WWII, because of their gorgeous battleships, notably the Bismarck and Tirpitz. This was just a test of different things, and I used Semi-gloss paint because I didn't have any flat. The water is made from Toilet-paper and glue, and the ship models come from the game Axis And Allies. Smoke is made with cotton, and the "water" is painted with acrylic. Another shot of the diorama, this time showing the wake of both ships and the water in entirety. (Yes, the wake is too large, I know, it's just that I tried like 5 times to get it right.) The one on the right is the SMS Bismark, the one on the left is an unknown cruiser class. I'll just say it's the SMS Graf Spee and be done with it. I have also made a German aircraft carrier, the SMS Graf Zeppelin, and a few Panther tanks, but they wouldn't come in focus for a photo. I look forward to seeing your builds!
  5. I want to 3D-print my rocket. So I need the function “output 'obj'models”. Is it possible?
  6. So i made my texturing on a mesh directly in unity, without uv mapping in 3d software. And i set my material to ksp shader, and hit write. Unity Part Tools exported the image textures used on materials but in game it didn't work. Could it be done without UV maps or/ with untextured UVs ? And the materials to be an image texture, applied on the mesh in unity?
  7. Hey everyone! I am fairly new to this forum, and I thought it would be cool if I contributed something! So, without further ado... KSP - Logo 3D Model Recently, I working in Sketchup to create a 3D model of the KSP logo in blender ! It was being made for an upcoming animation I am making, and the work took a hefty 5 hours to fully complete, so I thought it would be nice to upload it so people wont have to spend 5 hours making the exact same thing. Do keep in mind, I am not a professional at 3d modelling, and some lines may be a bit wonky, but thats nothing a bit of motion blur shouldn't fix . /// Downloads /// http://www.mediafire.com/file/j1lzcojqe91f431/KSP_-_Logo_(cycles).zip PS: You don't *have* to credit me, but it would be appreciated
  8. Do you have unused blender models for KSP ? Here you can post all your works of art that you have given up on/don't have time to finish. Maybe someone else will make/integrate them into a great mod. ORIGINAL POST{outdated}
  9. I am looking for a kind person with some experience in making some simple low poly tree models (.mu i think is the format i need them in). i need them for these textures. https://imgur.com/a/84QJW I don't have any experience with blender or part tools and i have failed miserably and I'm now at the point of outsourcing for help. Of course, when i implement these into something I'm working on you will get full credit for the work. hope to hear back from someone soon Im no stranger to hitting the donate button if you need more incentive. thanks!
  10. I have decided to post my LEGO Saturn V and some of my other Space-related shtuffs. Enjoy! Here's the box: When I got home after a long day, this box at the front door really made up for my exhaustion. Here's my little "display:" From left to right: Saturn 1B orientation manual, the Apollo capsule splashed-down, the July 21st 1969 newspaper from San Fransisco, showing the headline of the Moon landing, and the 12" Apollo astronaut that my Dad collected a long time ago. Here's stage S-IVB, the LEM service bay, and the CSM, as well as the Launch escape system. I broke the fairing apart and removed the LES to show the LEM in the "garage." The LEM and CSM docked in "Luner" orbit. The engine detail for Stage S-IVB. Here we have Stage S-II. Engine detail for S-II. Stage S-IC: Engine detail for Stage S-IC. Now, for the final "LEGO" pic. The rocket standing straight up in my driveway with a soda can as a "control." The entire thing is THREE FEET TALL!! NON-LEGO PICS: Saturn 1B manual. July 21st 1969 newspaper: 12" Apollo figure. Detail on the pack of the figure. Wow. I think that's it. What do you guys think?
  11. Note that this thread may be frequently updated with new content. Redesign:
  12. I don't know why, or how, but I'm pretty sure it's due to one of the mods I have installed. Take a look at this: Both models, new and outdated, show up - only one or the other is available in parts selection at a time. I could attach both to the same plane once the other shows up, though. So, I built something, made a few test flights, came back, wanted to get another J-X4, and didn't find it. Entered the name, the old model showed up. No restarts nor file changes in between building that plane, with the new model of the engine, and coming back to the hangar to find only the old one instead. Upon game restart, it's still the old model. If I load my saved ship, it comes with the new models still attached. They kind of flip-flop around, as it seems. Saving the new model as a subassembly, I can get it from there - but can't attach, nor even place it anywhere. It's stuck to my cursor and won't allow me to discard / delete it, either. I have to hit "load craft" or "new" at that point to get rid of it. What gives? More importantly, what's the file name I need to look for in my GameData Mods / Plugins to find what's replacing (?) or messing with the vanilla model? Or is it due to something else? Plis, halp.
  13. I'm trying to be clever with asset use (trying to be clever is how most issues start). I have a set of parts that all use the same mesh, and mostly the same texture, so I'm trying to use all the same model, except for different versions, apply a different transparent texture as a label. This should be stock behaviour when using the MODEL{model=, texture=} mesh references. And for the life of me, I cannot spot why it's not working for me. Example part snippet; PART { name = USAFOrionMag012kt920kN module = OrionMagazine author = WinchellChung MODEL { model = USAFOrionTD/Parts/Orion/Magazines/USAFStackable/Magazine scale = 1.0,1.0,1.0 texture = baselabel, USAFOrionTD/Parts/Orion/Magazines/Labels/r1ktlabels } The intention being that I change the texture = line to point at a new label for each new edition of the part. So far I'm just messing with two of them. Dir listings; Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\USAFStackable 2017-03-18 11:33 AM <DIR> . 2017-03-18 11:33 AM <DIR> .. 2017-03-18 11:33 AM 16,512 baselabel.dds 2017-03-18 11:30 AM 42,598 Magazine.mu 2017-03-18 11:15 AM 1,398,256 NewMagazine.dds 2017-03-18 11:15 AM 1,398,256 NewMagazineNRML_NRM.dds 2017-03-18 11:41 AM 5,466 part.cfg 5 File(s) 2,861,088 bytes 2 Dir(s) 447,172,456,448 bytes free Directory of G:\NothaSteam\Kerbal Space Program\GameData\USAFOrionTD\Parts\Orion\Magazines\Labels 2017-03-18 11:46 AM <DIR> . 2017-03-18 11:46 AM <DIR> .. 2017-03-18 11:46 AM 87,486 r09ktlabels.tga 2017-03-18 10:55 AM 87,568 r1ktlabels.dds 2 File(s) 175,054 bytes 2 Dir(s) 447,172,456,448 bytes free I've copy/pasted the paths, switching \ for /, copy pasted file names without extensions. I've moved the replacement textures to a different folder, converted their names to all lower-case, starting with a letter, tried square textures (it started as 512x128), tried dds vs tga vs png. If the place-holder texture is dds, game loads, no errors in the output_log. But the part just has a blank texture where the replacement should be; If the placeholder isn't dds, then I get errors about null references; PartLoader: Compiling Part 'USAFOrionTD/Parts/Orion/Magazines/USAFStackable/part/USAFOrionMag012kt920kN' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartLoader: Encountered exception during compilation. System.NullReferenceException: Object reference not set to an instance of an object at PartLoader.ReplaceTextures (UnityEngine.GameObject model, System.Collections.Generic.List`1 textureNames, System.Collections.Generic.List`1 newTextures) [0x00000] in <filename unknown>:0 at PartLoader.CompileModel (.UrlConfig cfg, .ConfigNode partCfg, Single scaleFactor, .AvailablePart partInfo) [0x00000] in <filename unknown>:0 at PartLoader.ParsePart (.UrlConfig urlConfig, .ConfigNode node) [0x00000] in <filename unknown>:0 at PartLoader+<CompileParts>c__Iterator65.MoveNext () [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42) PartCompiler: Cannot compile part And the part doesn't load (Cannot compile part seems fairly clear on that). If I skip the texture = (or comment it out) then the part loads with the placeholder texture. If I apply one of the label textures in unity and compile the mu that way, it also loads fine. Or just substitute the placeholder with one of the actual textures, it also loads fine. So, what I know is it's definitely reading the texture = line, and doing something with the named texture. That bit is working. It just never seems to find the replacement texture. Which suggests there's something wrong in the paths. But I've checked that so many times I can't see there being any typos or what have you there. I'm at the "try stupid things" stage. One thing I do like to do for sticky issues, is write a big long post about the issue so I have to get it clear in my head, on the hope that the process of explaining it, solves the issue. And so far that hasn't helped, except I ran a few extra tests to get the post more complete, but with no greater success than my other attempts. So, gonna step away from the 'puter for a bit. Clean my head with a wee bit of dilute WWII German rocket fuel, and come back to this later.
  14. I just started modelling, and I seem to have a good handle on things, but apparently not as much as I thought. I've been looking at guides on these forums as well as YouTube videos, and none quite yet explain my issue. I'm trying to make a simple box as a structural part just to learn the process of getting stuff into the game. I can get as far as creating the .mu, and my node definitions in my .cfg have integers where needed (as it's a slightly modified version of the stock Modular Girder Segment), but the part doesn't show up at all in-game, and the log states that the model doesn't exist. I'm not sure if it's something in Blender(v2.78a) or Unity(v5.4.0p4) that I'm missing. KSP 1.2.2 output log: Current .cfg: I can post screenshots if necessary of what I have in both Blender and Unity tomorrow morning, work will keep me occupied until then. Any thoughts?
  15. As it stands the 3D models for kerbals seem to be hardcoded into the game as many mod developers have said. This is a shame, and there's no real reason why it should be this way. While Kerbals are adorable, and the current model certainly suit the game, there have been numerous mods to make the Kerbal universe more realistic in a lot of ways, but the stock animations and models are a constant reminder that the game isn't really all that realistic. I personally like the universe around Kerbin unrealistic as it, but the mismatch between head shape and helmet shape has bothered me to an incredible extent since i first played the demo. So the fact that the suit and the kerbal heads can never be changed (at least not as easily as adding in new textures) is kindof a bother. I'm also certain that it wouldn't be too drastic a change to make it possible for the game to use a different model, and make the bone and joint system of the kerbals available to modders.
  16. Hello. I have made a .mu for my mod but I can't get the part to load as I don't know the MODEL name. I have tried the name of the .mu with and without capitals but it doesn't work. How do you find out? There is a link to the file below. Thanks, Benji13. https://www.dropbox.com/s/qrkr16a1vv4ntc3/structuralDisk.mu?dl=1
  17. I built the X-3 Stiletto in Kerbal Space Program. It is an old aircraft that worked in between 1952 to 1956.The X-3 Stiletto was manufactured by the Douglas Aircraft Company, It was designed to be very aerodynamic and to go past supersonic speeds, 2000 m/h to be exact. The craft failed to do what it was supposed to achieve, supersonic speed, but the information that was gained from it helped make some of today's military aircraft. Here it is! The X-3 Stiletto in KSP Top View The real aircraft. On the runway. On flight. More on flight. The model I made, like the real aircraft, fails to reach supersonic speeds, it goes up to 213.3 m/s. Takes off at a speed of about 110 m/s which isn't that good. It can climb up to around 6000 meters in altitude with minor stalling. What surprises me is that it is very controllable and aerodynamic, despite its two small wings. It is only controlled from the rear of the craft, and a remote guidance unit. I had to make it very light and small for those small engines to be able to carry it into the sky. It can easily change its prograde which makes it a nice stunt plane and it just looks pretty cool! It is also EXTREMELY easy to land even though its two back wheels are not that spread out. Aircraft Information Crew Crew Count: 1 Parts Part Count: 33 Mass Total Mass: 4.717 Fuel Mass: 1.5 Dry Mass: 3.217 Size Height: 3.7 Width: 5.5 Length: 15.0 Fuel Total Fuel Tanks: 6 Fuel Tanks Per Engine: 3 Total Fuel: 300 Fuel Per Engine: 150 Engine Total Engines: 2 Air-Breathing Engines: 2 Liquid Fuel Engines: 0 Total Maximum Thrust: 41.2 Download I recommend trying it out yourself, its quite fun to fly! Craft File: https://kerbalx.com/RonnieThePotoat/X-3-Stiletto Tip: If the craft's landing gear explodes at take off due to stress, set the wheel's spring strength to about 0.75. Thanks for viewing! I hope you have fun with this craft!
  18. So today I was looking back at arc5555's fantastic thread in which he shows how to create paper models of KSP crafts, and even makes a model KSP rocket fly! As I was looking at it, thinking that I might want to try it, and that probably I'd want give any model I might make a balsa frame to keep it rigid, when a lightbulb went off in my head. A balsa frame would make it a bit more durable, perhaps I could throw a light plane around... no... WAIT! ... Heck, I could add a ducted fan and servos and stuff and make an RC plane! Obviously it would start off with something relatively simple and stable (even in FAR), like an Aeris 3A, or perhaps something slower and even more stable, like a Cessna-like plane I have. But maybe even something big later on? (if it works) What do you guys think? Is this feasible? Does anyone else have experience with this kind of thing?
  19. Can someone provide me a realistic starmap of the stars visable from Earth (120km x 120km) orbit for the games skybox? This is something I would like to add for my Real Space Program project. Also second request, can someone make a "Buster" model that ragdolls? Make him probe controlled essentially, but with unlimited power? Can someone make this a thing?
  20. Hi everyone! Something itched me recently to blow some dust off my humble Blender modeling skills. Not sure if I'll have enough thrust to finish this little project, let alone to move past the initial design state. But anyway I'd like to share a concept of two radial command modules and their basic meshes. FH series Radial Command Modules are designed to be hooked radially onto parent parts. The core-facing 'skirt' should ensure seamless coupling with parent parts as small as 1.25m. Both modules have inward facing hatch, theoretically it should wind up inside structural fuselage if hooked onto it. The FH-1 is a single seat command module. It features upward(forward)-facing seat and external airlock in the bottom half. The FH-2 is a two-seat command module. The upper half is similar to that of FH-1, the bottom half features a side-facing second seat that could be used in landers. Although, its reversed position would require some appropriately placed additional reference part on the craft. Album: https://imgur.com/a/chQGw Blender files: https://mega.nz/#!pUEkRbJb!7hhUlcYG72Oct1f4uo9F1dsM8_nd5YnvXdxzknwE77U Shared under CC-BY-NC-SA If anyone wants to screw around with these, feel free to do so.
  21. Following the apparent loss of the last thread, I thought I should make a new one. This is for discussion of model rockets, be they functional or not. I'll kick off with the latest images of my home-made rocket, which I'm beginning to re-build. I've not worked out how to do spoilers on this damn new forum layout, and it doesn't resize images for you, so here are some crappy thumbnail links. Yes, that is a 10p that's soldered into the end. Here is a nice shiny new image of the shiny brass fins. I need moar shiny. Hopefully we'll get more updates on the other rocket projects from the old thread, I loved those!
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