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UnstableOrbit

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Everything posted by UnstableOrbit

  1. 10/10 the signature speaks truth
  2. Nope. A human using a device to post a message in this thread.
  3. Added to my to-do list, HydraDyne. Thanks for reminding me of that.
  4. I was implying that this would cross that point, and that I liked the idea of those two points being standalone mods, instead of a part of this.
  5. I'm pretty sure that selling kerbal-related merchandise in another game would be highly illegal. I am also quite skeptical about the legality of the entire concept of this in general. At what point does a mod cease to be a mod and start being another fully fledged game? Finally, I personally believe that taking the shipbuilding and "planetary motion BS" out of KSP would be equivalent to ripping out its heart. If I had to say something nice about it, it'd have to be that I like the idea of procedural generation for planets and kerbal diversity(it would be nice to insert a kerbalized version of yourself into the KSP so you can fly your own rockets).
  6. UPDATE: Finally managed to stumble through coding a plugin for the Muscle Cars mod that would let you paint any part however you wanted. Here are the results of testing this deformed, basic, and miraculously functional piece of "coding." To-do: engine pieces, texturing, try to make plugin handle more than just a single color, as well as engine tweakables. Also, more body styles, and fixing an odd bug with the wheels.
  7. I don't want the mod to be dependent on a plugin I have little to no control over. If a bug pops up, I may not be able to fix it.
  8. To change the paintjobs, and to make the engine tweaking work.
  9. This is not dead; I am just learning to code so I can make the plugin it is going to need. Also, I have been doing other things recently, since my attention span isn't sufficient to allow me to work on a single thing for a long stretch of time.
  10. Meh, perhaps I will do it. Glow in the dark cars, never get lost again!
  11. Yes, Cpt. Kipard. The thing about it is that the wheels aren't fixed onto the body. You can place trusses underneath and attach the wheels to those, and adjust the trusses to have the clearance as high as you want. You could even make a giant monster-muscle car.
  12. I just did a quick look-up of your idea. It looks good, but wouldn't it cause the recolored parts to "glow" at night?
  13. UPDATE: GSX Wheels finished. I cannot take full credit for them, since I used SpannerMonkey's pre-configured wheel package(http://forum.kerbalspaceprogram.com/threads/83200) and just replaced his wheel with my models. To-do: engine pieces, texturing. I have decided to just make a preset texture for each piece(read: a single color), and if anyone wants to color their vehicles, they can just change the texture in the folder. I do plan on adding a repainting option, but I have abso-freaking-lutely no idea how to go about doing that, and while other users have accomplished it, I don't want this mod to be dependent on a plugin that I have no control over. Also, I am looking for a plugin developer, a modeller(because I suck and I want these to look GOOD), and a texturer(because I really don't know anything more complex than applying a single color to a model). If you are interested, please contact me. I will be doing as much as I can, but I have serious doubts as to my ability to achieve the visions I have for this mod.
  14. Oh, nice. Say, I was planning a similar part so you could carry vehicles around on rockets. Want to join forces?
  15. Apparently, the rule is one collider per object, so just make a bunch of empty gameobjects to store extra colliders in.
  16. Thanks, and yes, I am new. I just watched a lot of tutorials and videos, and I had every model already made over the last 3 days so all I really had to do was figure out animations and put em into the game. It was as simple as take object, import into unity, apply ksp parttools, animate if needed, give collisions, export, give it a generic cfg, test to confirm proper ingame functionality. Wash, rinse, repeat. Also, I am in a bit of a pickle, texture-wise. One nice thing about vehicles is that you can get one in a color you like, and I assume people who are going to be using a mod like this will want the ability to paint their cars how they want. Therefore, I am reluctant to permanently texture anything.
  17. MEGA UPDATE: All body panels finished!!! Hood, doors, trunk can all be individually closed and opened. The hood and doors are each individual parts, so you can have oversize engines and/or objects sticking out of the sides of the vehicle. Here we see Jebediah and Bill giving it a bit of a test drive. To-do: muscle car tires, engine pieces, texturing(still not sure how I am going to have paintjobs work.
  18. Update: Bodywork finished, added trunk that can be opened/closed. We had two kerbal test drivers take the new vehicle out for a spin, and 30 seconds later they wrecked it. To-do: doors, hood, muscle car tires, engine pieces, hire test drivers who are actually competent.
  19. Thanks! Besides, you actually can use these as utility vehicles(though the thought of a beautiful muscle car hauling 2x4s makes me cringe a bit). The trunk acts as a cargo bay(look at first post), and as you can see by the collision mesh, you can stick anything you want inside the cabin. You could have science experiments, passenger seats, spare parts, etc.
  20. Collision mesh proof, comin' right up! First pic shows basic coll boxes for terrain, second shows collision mesh for surface attachment and everything else.
  21. UPDATE: In-game testing of GSX cabin. Features full collision(so you can technically walk around inside it) and not much else. We tried to get pictures of the cabin alone, but two kerbals wandered into the photo shoot, saw the new car, and pretended to drive it around. We were unable to pry them away from the vehicle, so they wound up in the photos. It actually turned out pretty nice, IMHO. Looks alot better ingame than it does in the modelling programs.
  22. Lol yeah, I forgot about that. Too bad I didn't read this BEFORE trying to get the models into KSP! Anyways, I have been testing one of the models, and it is working rather decently(aside from the flipped faces). One little bit of serendipity: I got the scaling on the model almost PERFECT with KSP scale without realizing it. Lol. Also, yeah, 'Vettes are on my todo list.
  23. I pretty much traced it from blueprints and applied liberal usage of the Intersect Faces tool. No skill at all. Believe me, if I was doing it from scratch it would look like a misshapen turd(turdmobile mod?). Thanks, though!
  24. Yes, I know it is a bad choice, but I have no other choice. I absolutely BLOW at modelling, and I do not have the patience to learn how to use Blender's un-intuitive setup due to certain characteristics of my mind. - - - Updated - - - UPDATE: Model split into base components, ready for import into unity(Yes, I know there are no textures, right now I just want to test the models in game).
  25. Hmm, I have been thinking about Higgs Field manipulation too, and I do believe that if we found out WHAT causes the higgs field to interact more with some particles than others, it could give us a way to control it. As of now, I do not think so though. Using the Higgs Field to generate exotic matter is an interesting idea though, but I feel as if there might be a barrier of sort at zero mass, sort of how there is a barrier at C. I cannot prove that, its only a gut feeling(so you should probably disregard it).
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