Wavenarra
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Everything posted by Wavenarra
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Vaccers Small Pack Of Wonders(Nacelles, Junk and Repconn)
Wavenarra replied to Vaccer's topic in KSP1 Mod Releases
Looks pretty awesome, very ..art deco? -
They're from sunday punches pack!
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I think there already is everything possible listed there - if you look under the sections for each part of the CFG you can see the code, and for each specific piece of code there's a section at the bottom dependent on part. Also, spacep00se2, that's pretty much correct. However it can be finicky occasionally; sometimes nodes aren't quite in the right place, so you have to play around a little.
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Absolutely, feel free.
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Blender can't import the .dae model, I usually eyeball it. :V Here's the wiki's info on CFG editing, I wrote it myself. http://kerbalspaceprogram.com/wiki/index.php?title=CFG_File_Documentation
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Attachment point appearing small and purple...
Wavenarra replied to Jack's topic in KSP1 Mod Development
node_stack_top = 0.0, -0.120648, 0.0, 0.0, 1.0, 0.0, 0 The last value on that is size. Set it to '1' or remove it. -
Make the pylons 'FuelTank' module instead of 'Strut', that should allow fuel flow.
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Kudos to you, those look fantastic! I was trying something like this myself, but had major problems attempting to UV map it so gave up. As a suggestion, I think it may look better if the attachment pylons were slightly lower down and if the nacelles were a bit thinner, but otherwise, awesome.
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How much fuel does that tank have? To get up to that speed you must have been burning the engine for a while.
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Using blender hit 'Set smooth' and then export via collada .dae I also use Blender, and it seems to preserve smoothing data.
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http://kerbalspaceprogram.com/wiki/index.php?title=CFG_File_Documentation There's now a full, comprehensive documentation.
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Ah, okay. I did wonder.
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Have you even tried it? >_> Also, pretty much every addon at this stage seems to be some kind of engine. Also, not sure if sarcastic.
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That's weird - keep waiting? May be just you, nobody else seems affected.
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People clamored, people demanded. They said 'I want an ion thruster/ion engine/plasma rocket/1965 Chevy*!' So, here you go. A badly textured rockin' Ion Engine. Download it here. http://filesmelt.com/dl/ionengine.rar The Ion Engine only becomes effective at around 30km - 50km altitude, anything lower and it cannot overcome the pull of Kearth's gravity. *1965 Chevy not included. EDIT: A couple of people complained that it had too high thrust, and simply wasn't realistic. I tried to explain that in the interest of fun, it may not be such a great idea to make an engine that takes several hours to accelerate you to a decent speed, but they persisted. So here ya go, a realistic!(ish) Ion Thruster. http://filesmelt.com/dl/ionengine1.rar This has EXTREMELY low thrust. I suggest you activate it about 100 - 200km+ away from Kearth.
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That is true. I was attempting to design a better looking one, but my skills are still limited and blender UV mapping is horrible. x_x
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How do parachutes work?
Wavenarra replied to Wavenarra's topic in KSP1 Modelling and Texturing Discussion
Yes, I know that, I mean how does the program know which bits of the mesh to hide and which bits to show? -
Quite simply, how do they switch from that undeployed state to the deployed state? I can't work it out.
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I realise that, but unfortunately liquid engines cannot have internal fuel as far as I know, and so they had to be boosters to prevent having to have two fuel tanks sticking out the top.
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other model formats?
Wavenarra replied to swizzler's topic in KSP1 Modelling and Texturing Discussion
Blender seems unable to import .dae's not created in Blender. -
I'm a terrible artist/texture-guy. I'm trying to get better though. :c Also, you're asking whether a warp nacelle is realistic? ;P
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Here, first thing I've ever modelled for use in a game as an addon. :V They're warp nacelles! With appropriate thrust. Although, it's quite hard to use them. They tend to rip apart the spacecraft and/or cause it to fall apart. However, they're fast! Have a picture. Have a video. Have a download link. >_> http://www.speedyshare.com/files/29416858/Nacelle.rar
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Problem with mesh?
Wavenarra replied to Wavenarra's topic in KSP1 Modelling and Texturing Discussion
To solve that problem, apply a material to EVERY. SINGLE. MESH. Even the collision one. -
Making an object connect to radial decouplers but not SRF.
Wavenarra replied to Jack's topic in KSP1 Mod Development
I don't think it's possible to make it so it can attach to a radial coupler but not to the surface of other parts. Try playing with the Attachrules?