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dboi88

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Everything posted by dboi88

  1. There some text in regards to resource lodes in the KSPedia entry you could copy
  2. Moving those Kontainers around aint easy! Hence my current project. I'd suggest waiting to see what is possible with the new 'Eagle' rover/lander that RD is working on. It's going to be the biggest rover set he's made yet and it's likely going to be capable of moving at least one full 5m kontainer if not a few.
  3. This is block colours + basic shading This is with the detail work
  4. UV on the engine is done and all the base colours, time to start detailing
  5. You kept this quiet. Nice job! I love the new parts.
  6. Tonight's work on the engine/mount, with an incorporated viewing deck for overseeing the cargo operations
  7. Got to justify those hab multipliers somehow
  8. @Urses @RoverDude @plausse Thank you for your kind words, they help to keep me motivated. Ok, so after some discussion with @Nertea and @Angel-125 I've decided to take their advice and redo the rear engine mount/engine and command pod completely. My skills have come a long way since i modeled them a few months ago and i can do much better. The engines are going to be more sci-fi orientated, something like this. I'm not sure on the exterior of the command pod yet but i'm going to base the shape around having a IVA command deck with this sort of layout.
  9. This is going into my main career save as soon as I get time to play again. Gorgeous!
  10. @RoverDude that new module looks amazing *drools on the keyboard*
  11. I would be more than happy to include/work with anyone who wanted to provide translations in any of my projects.
  12. I know how he feels though. it literally took me weeks to get my first fs texture switch working and it was my own model!
  13. I'm aware, i just didn't want to confuse OP any further.
  14. You should only have one object name. The name of the mesh you are switching.
  15. Cheers! I'm finally starting to feel like things are coming together.
  16. Don't throw out any part mods because the models and art work were low quality, if it was a good idea implemented badly it'd be something i'd be interested in redoing. I'm excited to see what might be in there
  17. Yeah that makes sense to me.
  18. I'd at the least be interested in seeing the list. I'd probably pick one or two up if something caught my eye.
  19. @SpannerMonkey(smce) that's a great tip in regards to opening the mu I never knew you could do that.
  20. I should be able to help you get this working aswell! I did some switchable kontainers for the MKX/KPBS integration pack using firespitter. Now this took my a LOOOOONG time to work out. There were two things i was doing wrong. You need to refer to the base texture directly, (normally if the texture is in the same location as the model it will just pick it up, for some reason this didn't work for me and i had to expressly refer to the location, i.e. CoyoteSpaceIndustries/Parts/Assets/texture) Secondly you need to ensure you are referring to the mesh name within the .mu which could be ANYTHING. If you post your config i'll take a look and see if i can see were you are going wrong. Also this is a great help. https://docs.google.com/document/d/1iD52DfHft04Hb48TEhF5a4n5JOc8efUevdg5Y_QPICQ/edit
  21. Cheers, i'm heading that way in regards to this texture to be honest, but I've got this really strong tendency to never pick a project back up if i take a break so i'm just going to smash though it. Once this freighter exterior is complete i can start mixing it up again with further models(still got some small modules to do)/bump maps, then configs and balances(i can actually fire up KSP again ) it'll reignite the passion, only a couple more evenings to get this section finished.
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