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GoDamitt

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Posts posted by GoDamitt

  1. 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]

  2. Wow, didn\'t this off topic get outta control.

    Edit: I wonder if it\'s possible to fix the seams on the fairings:

    I have the same problem with the Kerpollo fairings, and I\'ve noticed many other fairing panels have the same problem.

    In order to get rid of a visible seam across two objects that should fit smoothly, you need the vertex normals to 'think' that the other part is there even when it\'s not. I accomplished this in my Wings3D .msh plugin by allowing the user to designate geometry that wouldn\'t be exported--it would still affect the normals of the geometry that does get exported, but doesn\'t actually show up in the exported model. I have no idea how the KSP model format works, or what program you\'re using for modelling, but the basic idea would be that in your modelling program you model the full thing (not just the half), but then you only export the half without actually cutting the model.

    You probably only need one extra row of polygons, not the full other half, but it\'s probably easier to just have both halves. I explained the way to do it in Wings3D for my .msh exporter in my video (in the spoiler below--I couldn\'t figure out how to suppress the automatic youtube embedding) --that might help explain it.

    Does that make sense?

    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.

    i will stop but some people are asses like Cepheus. i try my hardest too fit in. i am not 20 i am 16 years old

    No offence but you\'re acting like a 10 year old.

  3. Can\'t seem to get any custom sounds to work in 0.13. For now, I\'ve changed it to use some of the sounds from the main /sounds directory.

    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..

  4. 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?

  5. An easier way: open KSP_Data\output_log.txt, search for \'loading tangents for <part>... expect <X> tangents\' strings and divide <X> by 3. You\'ll get exactly the number of tris :)

    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.

  6. 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

  7. I don\'t think the SM engine is used during the flight, so we could use Kerpollo Config 1, if that\'s the one where the CSM is facing up but the LEM engine is the one that fires? You could always mess with the staging so they don\'t decouple for a while and so the LEM engine is active instead of the SM engine.

    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.

  8. 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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