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KSP2 Release Notes
Everything posted by CobaltWolf
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Various Issues Moving To Blender
CobaltWolf replied to Beale's topic in KSP1 Modelling and Texturing Discussion
For Maya, you might be able to find what you need in the modeling toolkit (the leftmost button at the top right next to the attributes, tool settings and channel box). Second, I looked around a bit and found some stuff that might be useful. No guarantees. I generally try and keep a workflow where I create cylinders of specific size so that the ends match up, and work around those ends. Generally speaking most programs for this sort of thing aren't terribly precise, though if you look hard enough you will probably find something. I'd hazard that Blender has a higher chance of being successful. Alternatively, you might check out SketchUp (Which I believe Bac9 among others use) which is basically somewhere between a CAD program and modeling software, which is what I believe you're looking for. Model there then export the Obj to UV unwrap. https://www.creativecrash.com/maya/script/distance-between-tool http://area.autodesk.com/bonustools https://www.lynda.com/Maya-tutorials/Integrating-Modeling-Toolkit/370603/384948-4.html EDIT: HOLY SMOKES IM SO STUPID. So if you do an action, hit ctrl Z, you'll see the line of instructions that got undone in the lower right? That's MEL scripting. You would have to look it up, but basically you can input VERY specific commands using that. I do not know much about it but I *have* done extremely discrete operations with it before. EDIT: http://joshuamosley.com/tutorials/Maya_MelModeling/index.html http://download.autodesk.com/global/docs/maya2014/en_us/index.html?url=files/GUID-312387EC-2907-40D6-A0ED-1BE322106BBB.htm,topicNumber=d30e68424 https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/Maya/files/GUID-BCB33B1D-21CB-4841-9C66-FA431792A3DB-htm.html http://help.autodesk.com/cloudhelp/2016/ENU/Maya/files/GUID-579A6D9F-CB41-4CD9-B9D7-3DB1FD33735D.htm I really wish I could help more but I have next to zero experience with it. Come to think of it, @akron might know a little more than me. He has a broader knowledge of Maya. -
I have 8gb but I know *a lot* of people that play KSP on laptops with as low as 4gb. I think radial parachutes around the top of the capsule would be best.
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[1.0.5 / 1.1] Grandma's original Kartoffelkuchen
CobaltWolf replied to Kartoffelkuchen's topic in KSP1 Mod Releases
I swear to god if this doesn't make modding mondays... -
@VenomousRequiem, @Jso and I were able to get multiple plumes working on BDB engines. @Shadowmage I've never actually installed your mod, does it use a propriety engine module or do you still use a stock one? For the MM patch you need to use the selections system to select and modify each individual ModuleEngineFX.
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Question on modded thrusters and thrust centers.
CobaltWolf replied to SpaceMouse's topic in KSP1 Mod Development
Awesome, good job with the screenshot. Explains way better than my words. -
Question on modded thrusters and thrust centers.
CobaltWolf replied to SpaceMouse's topic in KSP1 Mod Development
Add a Gameobject in Unity and call it thrustTransform (Exactly that capitalization), with the Z+ axis (blue arrow) pointing the direction the thrust should go. Make sure its placed in the hierarchy under the gameobject that has the part tools script. Also, post your part.cfg file in a code block (The <> button on the post formatting bar) so we can check that, in case there's anything wrong there. -
In this thread, we do not mention S****n or A****o. They will be made once we reach that point on the roadmap, and they will be released when they are ready. No sooner. ( @IronCretin yeah it's an in joke. I have saturn and apollo stuff on the road map but they're really far out. I want to get other stuff in order, develop my skills as much as possible, before I get to them. But they've been in feature creep so long, and I've deflected so many questions related to them, that it has achieved meme status. See @DiscoSlelge's signature for more information) EDIT: Oh, also, I will be trying to stream some more tomorrow night, same time as usual (~6PM EST - ~10-11PM EST). Hopefully more progress will be made on MOL stuff, though everything for the next update is a possibility. At this point it looks like I might as well just finish everything since the beta period is taking so long. I had originally intended only to finish Agena.
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@fs10inator check it out.
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Pics from a test launch I did today. @OTmikhail, the first solar panel is in game but not finished. The other design, that you saw on stream, will be coming soon after, and there is a third that has yet to be started that has an inline mount. I am probably going to expand the list of parts for the update, since I have some more ideas for parts that I'd like to see. The panel is currently glitched and turns to face the sun edge on, I didn't have time to fix it in Unity. The medium station dish also made it in.
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I'll be in there like swimwear.
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All of my yasss.
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I was actually looking at the AIES thread the other day and trying to think of what parts aren't covered by my or @akron's mods. I personally think it will be nice to replace it, since the visual detail on P+ / BDB is a significant step up in many areas.