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-ctn-

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Everything posted by -ctn-

  1. I understand, but particularly with this mod and the FaceBook group we're both part of, you have a tendency to answer questions directed to me and borderline hijack the threads. I appreciate the help though, just saying if you want to show off your mod, you should start your own thread. The claw part looks like it works well but definitely does not look screen accurate. I'm hoping I may be able to model a part that looks reasonably accurate while retaining the ability of the claw.
  2. I would appreciate if we kept this thread about the mod I am authoring, if you want to show off the mod you are working on, please start a new thread for yourself. In my experience, people tend to get confused about which is which when multiple mods of the same part from different authors are posted in the same thread. Thanks.
  3. My wheel models are the same size as the stock wheels, which is why it looks good with them. My model just has a wider suspension, which helps with the movie look. If I can't get it working quickly enough, I'll just release it without them at first.
  4. Thanks! I don't believe I've talked to him/her yet. I should clairfy; I do have a version of the wheels working in-game, but I need to tweak the stats so that they don't flip the rover so easily, and the suspension modeling doesn't line up with how it works in game, so I'll have to remodel it to something easier / not screen accurate. The first release will probably not include a hitch, it drives around just fine if you use the offset tool in the VAB to attach the trailer and use struts.
  5. They're baked from the mesh used for the model. It just adds some nice depth easily.
  6. It does have an ambient occlusion overlay, but I also have texture resolution set to "half" or less for faster loading and running. If you look at the Blender renders, those same weird shadows aren't there.
  7. Yeah I suppose, I thought he only did that so the batteries charged faster, but now that I think of it, in the book it says most of the time they plugged them into the Hab's power supply.
  8. Thank you, I'm pretty proud of it - even though there are mistakes with it. Theres still a lot of work to be done, but I'm glad it's *mostly* working so far.
  9. Fixed the solar panels not producing energy, but because there can only be one transform for the suncatcher, you have to be in the "exact" right spot for the panels to work. I may just remove the texture and intend for folks to layer the stock, flat solar panels on the part. I'm not "that" keen on using the module from Near-Future to get around it. But, I did drive around 5km during a Kerbin night, to test it out. Still haven't gotten my own wheels in or worked out the trailer/hitch thing, but hey! Progress.
  10. That's a good suggestion, as everything looks like it's working but maybe the model's mesh is blocking the transform. I'll test that out later tonight when I get home.
  11. Right, sun exposure and Energy flow should have values to them.
  12. Just want to update: So the parts are in the game and attach properly, except the wheels (still working on them.) Textures all look pretty good, however the solar-powered battery pack STILL does not charge. It will sense when it's in sunlight or not, but does not actually charge. Here's the code for that, if anyone wants to look and troubleshoot:
  13. It would be nice to have an extended cabin. The cabin in the movie is great for a utility vehicle, but in KSP, I assume it would be more helpful to have a larger cabin for kerbal storage or for KIS storage space. Not to mention the pretty LCD screens and laptops would be toast. "0/10. Brought product to Mars, did not work."
  14. New LAMO images today! "These features likely resulted when the crater partly collapsed during its formation. The curvilinear nature of the scarps resembles those on the floor of Rheasilvia, the giant impact crater on Vesta, which Dawn orbited from 2011 to 2012... The 20-mile-wide (32-kilometer-wide) crater is located just west of the larger, named crater Dantu, at northern mid-latitudes on Ceres. Both of these impact features were captured during Dawn's Survey orbit." "The fractured floor of Dantu Crater on Ceres is seen in this image from NASA's Dawn spacecraft. Similar fractures are seen in Tycho, one of the youngest large craters on Earth's moon. This cracking may have resulted from the cooling of impact melt, or when the crater floor was uplifted after the crater formed." "This image from NASA's Dawn spacecraft shows Kupalo Crater, one of the youngest craters on Ceres. The crater has bright material exposed on its rim and walls, which could be salts. Its flat floor likely formed from impact melt and debris.Kupalo, which measures 16 miles (26 kilometers) across and is located at southern mid-latitudes, is named for the Slavic god of vegetation and harvest." "...Messor Crater (25 miles or 40 kilometers, wide), located at northern mid-latitudes on Ceres. The scene shows an older crater in which a large lobe-shaped flow partly covers the northern (top) part of the crater floor. The flow is a mass of material ejected when a younger crater formed just north of the rim."
  15. I wouldn't ask Andy anything about the vehicles in the movie. He had nothing to do with the film's production other than writing the source material (not the script) and he probably signed off on the script. I don't think he even got invited to the set, however he's afraid of flying anyways and the film was shot on location and on stages in Jordan.
  16. Haha, thanks! I suspect getting the BluRay will help get the model shape and texture down pat, especially with the IVA (which I haven't started yet.)
  17. Well, I mean I'm glad there are a lot of people looking forward to the mod release... But keep in mind, I do this in my few hours of off time, which is also occupied by other facets of my life. So I mean, if you want to pay my bills, I'll gladly spend ten hours a day working on it. But until then, it's a slow process because I'm not well versed in any of these programs or coding. As it sits now, the cabin and flatbed attachment points are not quite right, the cabin doesn't have an IVA and apparently Unity does not like two textures assigned to a single mesh, so I have to go back and work that out. The wheels don't function at all, either. But the solar pack / battery works as it should! The DVD/BluRay comes out tomorrow, which I assume will contain a lot more reference for me to work with. As well as the impending 1.1 update, which will probably change things. So sit tight, I haven't given up on it. Holidays are crazy for everyone and unfortunately finances are right which means more time spent at work than at home staring at a computer (instead of spending my home time with my girlfriend or friends.) In due time. I'd rather wait and release something I'm really proud of, than a half finished mod that isn't really functional anyways. also- I'm still open to suggestions on making the trailer and flatbed hitch like they are supposed to.
  18. Uh, well that wasn't me that said that. But I still stand by my comment. From my experience, non-space-interested folk are really surprised to hear that Pluto is geologically active, looks as gorgeous as it does, or even that it has a tenuous atmosphere.
  19. I disagree with that, everyone I've shown pictures to has been totally blindsided. The general public, from my experience, thought Pluto was just a clump of ice floating out there, and to see it as a world with its own unique climate and satellite system is quite a shock to that previous image.
  20. When is the new (last) orbit being finalized? And when can we expect data from it?
  21. If the graphic is referencing my mods, then yes. If you want to use it for personal use, then no. I'd like to reserve it for my mod packs under my fictional company "Phoenix Industries." The actual graphic of the Phoenix is from clip art, you could probably find it with a Google search.
  22. It's dead, for now. I have several projects in mind, and this is one of them I keep thinking about improving. I will get it there eventually. Being a parts pack, it probably is still compatible with KSP, though as mentioned, some of the config files have errors in them.
  23. I have no idea how useful or accurate it is, but what I've tried before is to break it down in sections. -So you start at a certain orbit -Calculate the time it takes to reach halfway or a quarter through the orbit -Calculate the acceleration during that period -Add that to the spacecraft speed -Calculate the the orbit altitude based on the new speed -Repeat It will give you a bunch of points that you can then plot out. Really, really tedious and again, not sure if it's actually useful for real world applications, but it "looked right" to me. As far as I know, the only way to truly do it is run a computer simulation. If anyone has a link to such a simulation, let me know! I would like a better way to calculate ion burns as well.
  24. Before anyone else chimes in, I did give explicit permission for this release / re texture / remodel. Looks interesting, I'll try to give it a play through in the next few days.
  25. He means the centrifuge / crew quarters module, I believe. It's not "quite" accurate to the film. The biggest difference to me is the width of the windows. Three large, two small.
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