nixonshead
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Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
The alternatehistory website recently underwent an upgrade which broke all the links to the wiki (which is why you can't see the images on this thread anymore). The Wiki's now back up, and you can find the ETS section (including my images and links to the .blend files) at http://wiki.alternatehistory.com/doku.php?id=timelines:eyes_turned_skyward Incidentally, the timeline is now complete, up to alt-2015, and is great reading! You can find the chapter list for the whole thing on the wiki. Here's a peek at where it finished: (Also, shameless plug, you might also enjoy my own timeline Kolyma's Shadow). One thing to note, most of the Eyes models were built in Blender units which, due to my early inexperience with Blender, when converted to 'real' units (metric or Imperial) internally mean they're at 2x scale. So if you check the model dimensions and they seem freakishly large, divide by two -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
BlenderGuru is great, I'm a big fan. I've got a list of about a dozen of those tutorials I want to do, but somehow other priorities always seem to get in the way... For Delta 4000, I'm afraid I've got nothing on those - so I guess that means whoever takes them on for the Kerbel mod gets a free hand in how they look! The only details I know of are on the Eyes Wiki, but perhaps e of pi can give more input here. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
I'm afraid many of these models will require modification to animate them. The Spacelab solar panels is a good example. It was one of the first models I did whilst learning Blender and I just wanted to show the on-orbit configuration, so I took the quick and easy path (sorry, Master Yoda...). Here's a link to the ALS Carrack rocket. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
They should be the same ports, but sometimes rotated by 45 degrees to let the petals (4x) align without the docking spacecraft (in this case the truss) having to rotate to align them. The docking spacecraft are similarly twisted so their square hatches match up with those on the station, but strictly speaking this isn't necessary in order to dock, it's just done to maximise the clearance when passing through the hatches. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
That's how it was designed, based on the files I got from e of pi, so I'll defer to him on the spacing. One more update, the Vulkan launch vehicle family. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Feel free to modify the .blend file (remembering attribution)! A couple more updates today: Minotaur Longxing -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
The central part is permanently attached to Challenger and is launched in that position. Here's an illustration of the assembly sequence: More detail of the assembly sequence and launchers used is given in the Eyes Mission List. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Hi everyone, Sorry I've not added anything for a while. Here are a few of the Soviet models: Salyut 7 Mir (all separate modules, includes Tiangong) TKS (Though I suspect there are better models already on KSP for that one). Let me know if there's anything you'd like prioritised. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
FYI, I've now added links to all of the models prepped so far to the Eyes Turned Skywards Wiki. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Hi everyone, The work so far is looking amazing! It's incredible to see these things morphing into something playable. After some discussions with the creators of Eyes Turned Skywards, it's been decided to get a bit more 'professional' about things and clarify that Eyes works should go under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This basically just means that use of the designs and files should include attribution, not be used for commercial purposes, and any derived works be shared under the same conditions - so pretty much what everyone was doing anyway I've updated the ReadMe files to include this license information. So, now that's out of the way, here are two new Blend files for the Japanese labs on Freedom: Kibo Lab Module Centrifuge Gravity Lab -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
A suggestion if the poly-count is getting to be a problem: Could the trusses be modeled as simple boxes and a texture map used to add transparency to the gaps between struts of the truss? That would give a similar appearance but with far fewer polys. Is that possible in Kerbel? -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Looks great! My only quibble, the three deployed panels should rotate together as a fixed unit when attached to the P1/S1 trusses. In your animation they rotate separately and so end up trying to radiate at each other. Apart from that brilliant work! -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
The ETS Freedom trusses are quite different from the ISS ones. Differences include: They're all rectangular in cross-section rather than some octagonal; The P1/S1 sections are much larger than any ISS truss sections, since they're sized for Saturn H03 rather than the shuttle; They include thrusters and androgynous docking ports (different from those on the ISS) to support unmanned delivery by AARDV. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Those radiators are looking good! Here's the Freedom US Lab Discovery and the Cupola. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Looking good so far Another few models. This is the Saturn 1C. It's the first rocket I modeled and very basic, to the point where it might be worth starting from scratch, or just using my models for the basic proportions. For a bit more detail, I would also recommend grabbing the J-2 and F-1 engines from Hlynkacg's excellent Saturn V model on Blendswap and using those (though don't forget to credit him if you do that, as his model's CC-BY!). I didn't link the textures for the Apollo Block III included in this file, just use the models from the previous pack. More detailed, here are the Freedom Nodes, Unity and Harmony (simply swap out the logo file to change Nodes - see the ReadMe). Lastly for now, the Columbus lab module (uses a lot of the same textures as the Nodes). BTW, if you have any preferences on which models you'd like next, let me know and I'll bump them to the front of the queue. -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Another couple of updates, both related to Freedom. Challenger Truss sections The truss sections are P1 and S1 (though I may have got the labels swapped around, I'm not sure now!) and one file for the outer truss (flip it and tweak to get port/starboard). I've started adding any attribution needed in the ReadMe files, but to be honest there's virtually none in these so far (just the NASA worm IIRC). -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Here are a couple more links: The AARDV Spacelab -
Eyes Turned Skywards UPDATE now with Signup Sheet
nixonshead replied to NathanKell's topic in KSP1 Mod Development
Hi guys! NathanKell dropped me a line about getting hold of the original .blend files I used for Eyes. I basically started using Blender last year, and Eyes was a great way for me to learn, but that does mean some of the original models are a bit... basic I only started UV-mapping with the more recent stuff, so there could be a lot of unwrapping and baking involved, and animating may be challenging with some. But anyone able/willing to take my models and run with them, go for it! Regarding licensing, I'm happy for any of my original stuff to be used with or without attribution (with would of course be nice, maybe with a link to the Eye's Artwork Wiki, but I won't insist on it, especially considering I'm asking someone else to do a load of modding work!). Some of the models I've used are 3rd party, mostly from Blendswap or NASA. If you check the finished images on the Wiki, I include attributions there, so just make sure to include those if they're re-used in KSP. The only other thing I'd check is you might want to remove the NASA logos as I understand they sometimes get touchy about that (and a lot of NASA people use Kerbel!), but you guys probably know more about that than I do. The original logos (e.g. Artemis, Minotaur, etc) you can use with no restrictions. So let me know where you want the files and I'll try to pull it all together. I'm also happy to answer any questions. So I've set up a dropbox and I'll progressively add models as I finish tidying up the texture links. As a first experiment, here's a link to the Apollo models. Let me know if it doesn't work or if you have any other problems. Good luck!