UnstableOrbit
Members-
Posts
69 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by UnstableOrbit
-
-2 Yes
-
My rockets usually go up, so this count will too. -3
-
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
I already have a 70 Roadrunner on my to-do list, and it was the first car I tried to model(before I even announced the mod). However, I couldn't get it to look right because I was still experimenting with how to model from blueprints at that time... the GSX was the first one where I figured out how to make it look decent. OFC, I will be revisiting it now that I have figured out how to model from blueprints in a way that doesn't look like total crap. As for the Aston-Martin..... I'll look into some of their designs and see if any will fit in with this mod. -
Version 1.1 now released, adds a 1969 Swerve Sprinter(69 Charger analogue) with optional General Lee livery! Get it in the release thread now!
-
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
Version 1.1 now released, adds a 1969 Swerve Sprinter(69 Charger analogue) with optional General Lee livery! -
COMPLETED! Release scheduled for tomorrow.
-
Update: testing all major pieces of Swerve Sprinter(69 Charger analogue). Check out the swanky hidden headlights that rotate out when in use! Only missing pieces are the doors, hood, and trunk lid. Shown: front end, chassis, roof, and rear. Note that this vehicle has a better air intake and less drag, but comes at the price of less-than-optimal storage space. Edit: you don't have to have the General Lee details, either. I just like how it looks while I am testing it.
-
@Gaalidas, the front and rear pieces are from the KSX Chassis because I was just testing the Charger cabin and roof. I was too lazy to build a car from scratch, so I just switched the KSX cabin with the new Charger cabin and roof pieces.
-
It had to happen sometime..... First two pieces of the 1969 Dodge Charger analogue('69 Swerve Sprinter) undergoing testing in General Lee livery. It only looks like one piece, but it is actually two because the roof on the Sprinter is optional.
-
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
Update: Kottabos gave me the go-ahead, so his modreview video is now going to be the featured video for the mod. -
I thought about it, but I don't believe my methods would be compatible with other parts. You see, my plugin does not change the color of the part texture. Instead, it completely THROWS OUT the textures that came with the part(which are only included because Unity whines about "BOO HOO NO TEXTURES" if you don't have any), and then forces Unity to create a new texture on the fly to replace it with. The created texture only works with single colors as of now, and doesn't support details. I may try making it more advanced in the future, though, and if I succeed, I may then look into a successor to Kerbpaint.
-
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
Thanks for the heads up, I'm gonna check into that! -
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
I could look into it... I heard touhoutorpedo was experimenting with that kind of thing for his plugin, but he had some issues with it. I will see if I can fix it. -
@Azoix: Nice! Glad to see you like the mod enough to show it off, and thanks for the review! I may end up linking to it in the release thread. Another update! This time we have the 70% finished model of my 1969 Dodge Charger analogue, the "1969 Swerve Sprinter." And yes.... it can be painted to resemble the famous "General Lee" from the Dukes of Hazzard. After the pieces for this car are added to the mod, you can all look forward to inline garages(and possibly a spaceplane garage that functions like an elevator and drops the car down) to transport your muscle rovers to new worlds, as well as parts to make the W-12 Rawror function in oxygen-less environments!
-
Indeed... added to to-do list.
-
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
You need to enable steering in the rightclick menu of the wheel. Basically, it can be modified just like a TT wheel. -
[0.90] Muscle Car Parts Mod v1.1 (Updated Feb. 13, 2015)
UnstableOrbit replied to UnstableOrbit's topic in KSP1 Mod Releases
The car needs oxygen-containing intakeair(as well as liquidfuel), first of all. So, if you are on the mun, you are going to have to use monopropellant engines(cabin contains both liquidfuel and monoprop because of this). I am currently planning to add engine pieces for the W-12 Rawror that let it operate in airless environments. If you are on a planet with oxygen, however, it is probably a fuel flow problem. The way fuel flows in KSP means that radially-attached pieces may not be able to get fuel, so try using fuel lines. Once again, I am working on a fix for this, so fuel lines are a temporary solution. -
RELEASE! http://forum.kerbalspaceprogram.com/threads/109559-0-90-Muscle-Car-Parts-Mod-v1-0-%28released-Feb-4-2015%29
-
DOWNLOAD LINK: https://drive.google.com/file/d/0B2SZct6epOSdWGw1a2xvQWhYRnc/view?usp=sharing WIP Thread: http://forum.kerbalspaceprogram.com/threads/106003-WIP-Muscle-Car-Parts-Mod Requires TouhouTorpedo's MMW mod(http://forum.kerbalspaceprogram.com/threads/93205-0-24-2-TT-s-Modular-MultiWheels-7-2-Update-to-resolve-mass-bug-get-Roverpilot) This is Version 1.1 of the Muscle Car Parts Mod, which aims to let you build useful rovers that actually have a bit of power and style to them. All relevant information on the mod is pretty much in the development link above. New in V1.1: 1969 Swerve Sprinter(69 Charger analogue) with available General Lee livery, as well as one or two minor bugfixes that I can't remember specifically. Also added in the download is an Update Plan, so youse can know what is coming next. The new Swerve Sprinter parked next to the KSX. Example shown in this driving test is a KSX in a red-white paintjob with black trim. Any of the colors can be changed via rightclick menu. __________________________________________________ __________________________________________________ __________________________________________________ ________________________________ I plan on making this a funny sales-pitch post, but have the Readme instead. I will eventually get around to making this a decent post(hopefully). Readme: Installation: merge GameData folder with its equivalent in KSP root directory. Merge Ships folder with its equivalent in your savegame to get a pre-assembled example rover. __________________________________________________ __________________________________________________ __________________________________________ Features: Slider-based painting of parts(up to four different color regions per part). Functioning head/tail lights. Optional doors/hood/trunk that open and close. Fully collidable interiors, so you can put stuff in the trunk, under the hood, or inside the cabin, as well as seating kerbals inside the cabin. Drift handling that feels sorta-kinda like a muscle car. Modular construction, and strong connections with reinforced parts to handle stunting(YOU KNOW YOU WANT TO...). __________________________________________________ __________________________________________________ __________________________________________ Notes: Due to the seriously stupid(imho) way wheelcolliders work, the wheels will fall through the ground if they are not oriented properly. As of now, there is no indicator of which way is the right orientation, so I made the wheels spawn in the correct rotation when created. If you happen to accidentally rotate one and can't find the correct orientation again, the general rule of thumb is as follows: Place the wheel and orient it so that setting rideheignt(in parts rightclick menu) to 0 pushes the wheel UP relative to the orientation of the rover. In other words, you will know that you have it in the correct orientation if changing Rideheight has the CORRECT effect on how the rover would sit on the groundlower values = lower to the ground, higher = higher off ground). I plan on adding some sort of orientation indicator later. This mod comes with its own partcategory, which can be accessed ingame by clicking on the "extras" arrow up in the top left corner(same way you would access the subassemblies list). Painting is as simple as changing the RGBA slider values for a section of a part in the rightclick menu. There are currently up to four different paintable regions supported per model. Some models dont have four regions, so some of the sliders will do nothing. Trial and error should help you learn the ropes if the semi-self-explanatory region names aren't enough. You can also hide any of the four sections via toggle button to avoid editing a section you have right, or to reduce clutter in the rightclick menu. The wheels require TouhouTorpedo's Modular MultiWheels plugin, found here(http://forum.kerbalspaceprogram.com/threads/93205-0-24-2-TT-s-Modular-MultiWheels-7-2-Update-to-resolve-mass-bug-get-Roverpilot). It does work in 0.90, so you should be fine. If you don't wan't it, you will just have to use regular electric wheels. The source is included. Duh. __________________________________________________ __________________________________________________ __________________________________________ KNOWN ISSUES: -- Me. I am the biggest issue with this mod, lol. I have little experience with KSP modding, am a middle-of-the-line modeller, and don't know the first thing about texturing or coding, really. If there's anything dumb that I did wrong, feel free to go to the release thread on the KSP forums and yell my ears off about how stupid (insert error here) was and how any intelligent person would have done it. If you want to improve on my models or plugin code(PRETTY PLEASE?), send me a PM on the forums or post that you would like to do so in the release thread. -- the models look flat at night. probably because I suck at texturing. feel free to tell me how to fix this -- the wheel orientation issues outlined above. I know about this and have a fix planned. -- the rightclick menus for the parts are too cluttered. I know about this too, so I included some handy-dandy buttons to hide parts of the painting menus that you dont want to see __________________________________________________ __________________________________________________ __________________________________________ To-do list: -- inline garages to carry rovers on rockets -- custom seats for kerbals -- probecore functionality in engine, makes life easier -- more vehicle bodystyles(already taking care of this one) -- engine customization for performance(hood scoops, turbochargers, NOS, etc) -- basically making my models and textures suck a lot less -- anything else that catches my fancy(a lot of things do that, I have the attention span of an untrained Labrador...) __________________________________________________ __________________________________________________ __________________________________________________ ______________________________________ LICENSE ALL RIGHTS RESERVED (For now). Yeah.... sorry about that. I couldn't be bothered to go through the details of the licenses I could have used, so this is my lazy-mode speaking. If you want to modify nsomething, just ask me via PM or forum post and I will change the license for you.
-
Whats the stupidest name you've given to one of your ships?
UnstableOrbit replied to sedativechunk's topic in KSP1 Discussion
"Spacebus 1" for my first spaceplane, and "Spacetruck 1" for my first heavy cargo rocket. -
Update: drifting with new handling, courtesy of TouhouTorpedo's MMW plugin! RELEASE SOON!!!!! Also, a lesson in why you shouldn't go drifting through KSC at 80 m/s...
-
Sorry, no progress to report other than that I am investigating making this work with TouhouTorpedo's MMW plugin. Spent most of my time recently digging out from a blizzard.
-
Well, there are classic racing vehicles, so perhaps one of those will eventually be added.
-
Modelling work on GSX is finished. Example shown is a Red-white paintjob with black trim. Any of the colors can be changed via rightclick menu. Such as changing that paint scheme into a nice yellow/black one:
-
Small update: Added ability to recolor different portions of a single part, allowing you to have stripes, details, accessories, etc.