GoDamitt
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Everything posted by GoDamitt
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Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
GoDamitt replied to KingTramp's topic in KSP1 Mod Releases
That 'one guy' happens to be a moderator. Who suspended my account because he took offence of me calling the pony ****, pony ****. I had a moan to Skunky who didn\'t want to know about it. If the moderators of this forum are more interested in their *snip**snip* ponies than they are about rocket parts, then count me out. [gmod]Uncalled for, entirely uncalled for.[/gmod] -
Saturn V Parts Pack (v1.1) (NEW: Fixed PNG's)
GoDamitt replied to KingTramp's topic in KSP1 Mod Releases
How ironic, as it is because of you that I left, not the pony thread. -
WTF? You mean to tell me you sad monkeys actually watch this crap? If any boy was caught watching girly crap like that when I was 16, you would immediately be shunned and outcast as a poofter!
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Wow, didn\'t this off topic get outta control. I have the same problem with the Kerpollo fairings, and I\'ve noticed many other fairing panels have the same problem. Thanks for the input Hielor, and yes it makes sense to me. As soon as I figure out how to manipulate vertex normals I will try this on my fairing panels. No offence but you\'re acting like a 10 year old.
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Why did I get an email notification to this stupid thread?
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Rusco Inc. presents BSG 75 - Released v1.0
GoDamitt replied to cpt rusco's topic in KSP1 Mod Releases
Welcome and epic first post. Keep up the good work, I look forward to your Battlestar Kerlactica. ;P -
I have notice several bugs in KSP ver 1.3.2 regarding sound effects, and we also thought that custom sounds didn\'t work. Then I saw Foamy release his Apollo 13 mod about a week ago and his custom sounds DO work..
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Down Under Aerospace & Party Supplies [v0.5] [REMASTERED]
GoDamitt replied to Slew's topic in KSP1 Mod Releases
I reckon your 'hd' textures should be your standard ones. -
Just now uploaded my new mod, the freaking Death Star! KSP yard worked a treat.
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[Index] Modifications for KerbalSpaceProgram
GoDamitt replied to Darrknox's topic in KSP1 Mods Discussions
Nice, thank you. Small typo in the spelling of Kerpollo though. =P Yes there has been many excellent parts come out over the last few months. -
Nice hax Foamy. Got the Death star to the Mun in under a minute. I approve.
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Yep true, but I often think to myself (being a modder) 'I wonder how many polys that is' Yes it it easy to import and find out, but it would be nice to know when reading an OP. New modders would have a reference to work to/from. Other modders can adjust their perception of their own models of how many polygons they have to work with. Just doing this has shown me I can easily double my perceived poly count. I was cringing at the 5k polys in imdying new model, but now I\'ve realized that 5k is peanuts. That doesn\'t mean we can be slack about polygons, it means we could be adding way more detail. Correct me if I\'m wrong, but KSP doesn\'t support normal mapping 'yet' does it?
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Yeah definitely handy if you know exactly what you\'re looking for. Some models have several meshes though, so you need to add them together. It was much easier having a visual display of the part I was looking at. I might start noting in the opening post in all my models how many tris to each part.
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So this got me wondering, how many polys are in one of every vanilla part, for reference. I opened all the vanilla parts in Blender and recorded their poly, edge, vertices counts. Over 13K of polys Look here.
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Out of curiosity and for an example to work by, I opened all the vanilla parts in Blender and recorded their poly, edge, vertices counts. It defiantly surprised me seeing the total count for one of every part. Node colliders (Tris, Edges, Verticies) advSas = 44, 66, 24 fuelLine = 12, 18, 8 fuelTank = 44, 66, 24 liquidEngine1 = 92, 138, 48 liquidEngine2 = 44, 66, 24 mk1pod = 236, 354, 120 parachute_single = 44, 66, 24 radialDecoupler = 12, 18, 8 RCS block = 28, 42, 16 RCSFuelTank = 44, 66, 24 sasModule = 44, 66, 24 solidBooster = 68, 102, 36 stackDecoupler = 44, 66, 24 stackTriCoupler = 56, 84, 30 strutConnector = 12, 18, 8 winglet = 12, 18, 8 winglet2 = 12, 18, 8 Total 17 node colliders (Tris, Edges, Verticies) 848, 1272, 458 Mesh (Tris, Edges, Verticies) advSas = 524, 786,264 fuelLine = 125, 190, 74 fuelTank = 642, 963, 323 liquidEngine1 = 2059, 3236, 1183 liquidEngine2 = 2074, 3249, 1181 mk1pod = 1052, 1578, 528 parachute_single = 1016, 1524, 518 radialDecoupler = 280, 420, 158 RCS block = 422, 633, 213 RCSFuelTank = 380, 570, 192 sasModule = 1381, 2092, 705 solidBooster = 1292, 1953, 653 stackDecoupler = 804, 1206, 402 stackTriCoupler = 224, 336, 108 strutConnector = 116, 174, 64 winglet = 38, 57, 21 winglet2 = 106, 159, 57 Total 17 mesh (Tris, Edges, Verticies) 12535, 19126, 6644 Total 17 parts (Tris, Edges, Verticies) 13383, 20398, 7102
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I did intend on using Kerpollo to do this challenge. I messed up the upside down LM descent engine tho somehow, when I fix it in the next update you will be able to use the USD LM descent engine for trajectory adjustments and not the CSM\'s SPS engine. That way you can launch with an USD LM atop of the command module, and at least do the important part of this challenge properly (LM extraction too splashdown). Of course when we get docking and moving crew between vehicles I will get rid of the useless USD parts in the Kerpollo pack.
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It does. When you post a reply, scroll down the page, on the right hand side there is 'insert quote'
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Downloaded and had a quick look. Pretty good for a non modeler. And it\'s quite obvious you have put a hell of a lot of effort into it. I planned on making my Kerpollo mod much like this at the start, but quickly realized it was taking long enough to just get models made, working and configured. I would still like to make Kerpollo much like this tho, I would need a hand with configuring, testing and balancing etc.
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Get outta bed and give us pics you tease!!
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I\'ve been meaning to post for a while to commend you on your parts. You defiantly produce some of the best models around here from what I\'ve seen. If I had to give you some constructive advice, each window on the BACE Habitat has 116 polys. You could recess that window without loosing much if any detail with less than half those polys. Keep up the good work.