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Everything posted by AndyMt
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Thanks a lot. I used the CFG part mentioned above, actually I used a modified stock CFG. That's what I did: - used the very same CFG file (renamed and with changed Part ID) as the stock service bay. - imported the stock MU model into Blender - exported it to DAE - Created GameObject in Unity, imported model - Set textures, materials etc. - made sure transforms and objects are named the same as the original (as far as we can see that). - fiddled with the Part tools etc. as usual. Result: the part works, but the transparency doesn't kick in while mouse over. I think the problem is the Shader: KSP/Bumped Specular (Transparent). The "Transparent" makes me worry. Which shader should I apply to the model in Unity? Does it matter? I'll check the transform names and other stuff again when I'm back home... It just hit me: maybe the import/export changed the scale and so the "screenRadius" doesn't do what I want it to?
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I try to model a cargo bay or service bay like the stock parts for my Blacksky rocketplane. Now I want the cargo bay to use the same transparency effect like the stock service bays, so one can see what is inside while mouse over. Has anyone figured out how this works? I've looked at the stock parts by importing it to blender and although I think I did everything limilar it doesn't work. Even directly creating my own part based on the imported service bay model doesn't work. So something is missing in Unity - I think. I'm probably using the wrong trigger or it has to be of a certain number, like for example the engine glow (22 or so). Any general hints/lessons learned?
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[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
I still want to do that. But first I had to make it work with KSP 1.0 again - which wasn't easy actually.And a cargo bay requires animations - which I haven't done before. But I want to get into that - I need it for the landing gear anyway. So it might take a while. -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
History: 0.20: - changes for KSP 1.0.2. - Split wing into flat wing and winglets. - Drogue chute for braking - Parachute and separator for passenger cabin + command. The adaptations to the new aero model are significant. I had to split the wings into the actual wing and the winglets. Now all of a sudden the Blacksky is much more stable in flight . So the winglets finally do their job! Also the tendency to flip over if you pull up too hard is almost gone. Actually I consider this the expected behavior now. I also added a drogue chute to slow the plane down after landing. And you can rescue your Kerbals by separating the passenger cabin + cockpit and land them with a parachute (stock parts still). Have fun ! -
[1.0.2]Corvus -Size 1, two Kerbal command pod(Version 1.1.1)
AndyMt replied to Orionkermin's topic in KSP1 Mod Releases
There's really space for 2 Kerbals in this? But I like it very much - I missed a small 2-Kerbal size 1 pod for a long time. There are some, but none really looks so nice (personal taste of course). -
Veteran players reminisce: What was your first Munar landing like?
AndyMt replied to Tex's topic in KSP1 Discussion
Oh boy... My first Munar landing was manned right away, I think it was in 0.22. Bill "volunteered" for the job as he was the only pilot left alive at that time. The launcher was totally over engineered, I just wanted to make sure there was enough dV - I used almost the same one later to make it to Duna. It was my first attempt to enter a Munar orbit where I discovered that it went the wrong way around. So I had to compensate for the additional rotation during landing. So I used some of the fuel of the transfer stage that still had plenty of dV left to deorbit the lander. Then it turned out that the landing site will be inside one of the big dark craters, just off the rim, because I misjudged the amount of rotation of the Mun. I didn't dare to try to extend the trajectory because the lander was getting low on fuel. But Bill was lucky, the landing site turned out to be a smaller crater inside the rim - just pitch black because of the rim's shadow. D.... why didn't I take lights with me? But then I remembered the ladder thingy had some built in. So I extended the ladder - and there was light! Very little, but just enough to judge the height. The landing was a bit harsh - 2 of the 4 solar panels disassembled, because I stupidly had left them deployed during descent. But there I was - it felt soooo goooood! Forgot to take a screenshot. Returning to Kerbin went very well, although there was almost no fuel left in the end. This game is so rewarding and so much fun! Only drawback: it eats my spare time ... in no time! -
I launched Valentina with a Mk1 Pod into orbit and brought her back safely. She did the job as good as Jeb would have done ...
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[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Well, you are probably right. It's not that useful in KSP, because it is a suborbital spaceplane. And that's actually the idea of the original project: bring space tourists to the edge of space with a few minutes of micro gravity included. In KSP you might use it to earn some reputation for your Kerbals? But it was fun to model the whole thing and make it actually fly (well virtually at least). I'm now looking into the landing gear again. Probably I'll create my own ones, just because of the challenge... - - - Updated - - - Whow wow! That's a really big, big engine for a small spaceplane . But go ahead . -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
I tried that, but then gimballing didn't work and also the exhaust animations only showed for one of the engines. Well as always - these things are a matter of taste . -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Yes, I modelled the parts my self and also created most of the textures. I got some original image files from we-are-spaceship like logos etc. which I incorporated. Especially doing the Blender models was a pain and also unity is hard to master. -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Thanks for the hint. I'll have a look at this. Because the original does have a different landing gear setup than what I've used in my mod. "Adjustable Landing Gear" might allow me to replicate that . -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Yes I know. Probably I have to change the drag values and lift coefficients for the canards.- - - Updated - - - It's not configured for Deadly Reentry - yet. It doesn't have a heatshield anyway...But of course I also tried to launch it into a orbit - but using additional drop-fuel-tanks beneath the wings. I'm also considering to modell a cargo bay instead of the passenger cabin. So even if it is sub-orbital, it would be possible with an additional upper stage to launch small payloads into orbit. Thanks for trying it out ! -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Thanks . Did you actually try the mod and if yes - did it fly properly? I actually never managed to land it properly, but I'm bad with planes anyway... -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
New version: - 0.12: added bumped texture to the fuel tank to represent the ribbings of the original design This is my first try with bumped textures. It kind of works, let me know what you think. I would like to apply that to other parts as well, like for hatches, windows etc. I still have the problem that the black reflective specular textures look like I want them to in the SPH, but not on the runway and during flight. There everything is much darker and less specular/reflective. Any ideas? -
Most things are already written in previous posts. My thoughts on this: I Like: - The new colour scheme, but the old one was ok, too I'm ok with: - Having to go to imgur to see the highres version - having it smaller than the old version. But have it bigger as it is now, please. I really, really miss: - The scrollable preview thumbnails - The descriptions I selected the layout including the previews in imgur for my albums. I kind of expect them to look that way in the embedded version, too.
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[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
New version: - 0.11: Fixed "hollow" Canard model. Reduced gimballing on engine. The Canards model is still kind of wrong on the base. Haven't figured that one out yet. Then I changed the engine gimballing because it was way too much. Then I'm working on applying some bumped textures around the passenger cabin windows. But together with the reflection add on it doesn't look as I want it to. But I'll ask this question in another thread. -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Uups! Typing error in one of the links. The others work, fixed it. -
[WIP][1.0.2] Black Sky suborbital rocketplane V0.30
AndyMt replied to AndyMt's topic in KSP1 Mod Development
Thx . Max. diameter is about 1.7m. length around 17m. It doesn't support FAR (yet) because I still have to find proper values of the lift coefficients for the stock aero. But if anyone has suggestions on how to add FAR, I'll to that next thing. dV is around 3500. Maybe a bit too much as I already stated. -
The Black Sky is a suborbital spaceplane, based on the original design of the world's first crowd-funded spaceplane. (see www.wearespaceship.com). Featuring a very shiny design, the Black Sky can take 1 pilot and 3 passengers on a sub orbital trajectory to about 100km above Kerbin. Being extremely light weight no heatshield is provided, so don't get too fast on reentry... This mod contains all parts needed for building the Black Sky (well - except the landing gear). DOWNLOAD LINK: >> Dropbox << Parts list: - Cockpit - Passenger Cabin - Fuel Tank - Engine Housing - Engine - Wing Base - Wing - Winglets - Flap - Canards Ships: - Preassembled Black Sky using stock landing gear as the only stock part (BS-Blacksky). Known Issues: DDS​ textures: right now all textures are PNG or TGA, sorry for that. Will convert to DDS when everything is more mature. Landing gear: currently no unique landing gear for this mod. Animations are way out of my modelling capabilites (yet). The original Black Sky is supposed to reach 100+ km, so in Kerbal terms this model is overpowered (you get up to 110km easily). Maybe I reduce the amount of fuel so the maximum height will be around 75km, just outside the atmosphere. This is my very first mod and my very first 3D modelling and texturing attempts. The learning curve was and still is very steep, so I'm happy for any suggestions and tipps how to improve. Thanks a lot to all in the forum providing all those valuable hints about mod development and modelling. Please let me know if I need to change this post in format or content. And of course what you think about this mod . Dependencies: - ModuleManager by sarbian: NOT included in ZIP file. - Reflection Plugin by Starwaster: INCLUDED in ZIP file. Installation: The zip file contains a 'GameData' and a 'Ships' folder. Copy the contents of the zip file to your KSP installation directory. Be sure to overwrite existing files and replace them. REVISION HISTORY - 0.10: Initial WIP release - 0.11: Fixed "hollow" Canard model. Reduced gimballing on engine. - 0.12: added bumped texture to the fuel tank to represent the ribbings of the original design - 0.20: changes for KSP 1.0.2. Split wing into flat wing and winglets, added parachutes for safety. - 0.30: added a cargo bay part, and a cargo SPH craft including a sample payload. References: www.wearespaceship.com Thanks to them that they let me use the design of the Black Sky. Licenses: Black Sky concept and design: © we are spaceship UG: www.wearespaceship.com Models, textures and part config files: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0)
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It actually would offer more volume than the Mk-1. So we could add some extra like RCS thrusters (because: why do we have RCS feuel in the Mk-1 in the first place?) or re-entry boosters. "Dragon V2 style" so to speak, but tiny. Yes, IVA are a pain. I used the Mk-1 internals in my hack. Looked weird while using IVA, but it worked. As I don't use IVA often that was ok.Unfortunately my Blender skills are just too bad. Anything containing animations or transforms fails... let alone IVA. But I'm tempted now to try again myself and invest some effort to get it right this time. I love tiny pods... So - if you could make a 2-piece model of the cone? So chop of the dark area on the top and make both separate pieces? Then I could trick in some other parachute model from stock or another mod to see how that looks. Hm... what about having a docking connector covered by the heat shield which could be retracted in 4 slices... Oh man - I need to get to grips with this Blender stuff. I'm good in software development involving graphics, but not in using them myself...
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@NecroBones: have you thought about developing the "Guidance Nose Cone" into a "real" pod to carry a Kerbal ? Just add a window, heatshield and allow to put a chute on top. I hacked a part.cfg, combined it with a down-scaled heat shield from some other mod, so it basically worked. Just didn't have a chute (radial chutes were out of the question - design wise). Poor Jeb... But it looks really nice.
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