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fairy

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Everything posted by fairy

  1. That was the single most amazing launch I've ever seen! The hype was so real throughout the whole ordeal
  2. Hey Kart! Just wanted to thank you for your hard work the last couple of months on making the SpaceX pack happen. I've played around with it for a few days now and absolutely love it. Looking forward to Delta IV, but until then you should take a well deserved break and just play KSP like a "normal" person for a while. I'd imagine you haven't had much time to simply play the game in a while xD
  3. 16.289 downloads (and counting) is just a testament to how awesome your work is Top notch quality all the way!
  4. Why don't you guys open a WIP thread in the Dev section where you can discuss satellites and publish images of basic "models" in blender? This thread is for discussing this mod and the development and progress of this mod.
  5. I did pull your atlas textures into GIMP a while back to get an idea on how to go about making shiny metallic textures, but it was hard to figure out how exactly you did it by the .dds alone. Having the opportunity to look at how you layered everything is going to help me out alot. I'll go ahead and post some results here once I've gone through the PSD file. Thank you Frizzank, appreciate the help!
  6. I don't care much for how the stock parts look, at all. So this is a very very welcome mod in my opinion. Almost all the stock parts in the game should have gotten a texture overhaul ages ago. I usually go ahead and delete all stock parts from the game as a soon as a new version is released, and then cram it full of parts from other mods that does the exact same job and looks a whole lot better. If your goal is to overhaul the textures for all stock parts, I might just leave them in the game for once Keep up the great work! Looks amazing
  7. Every single engine most likely has more than 1 single texture. I'd imagine each engine has at least 1-2 main textures(nozzle,pipes/tubopump, structure), then maybe one normal map, one emissive texture etc. If you deleted everything except the engines .mu files and 1 texture per. engine, then that will explain why the engines don't appear to have textures in-game.
  8. Start the program and you'll see it. It's pretty hard to miss.
  9. 0.23 part tools is all you need for now. Once 1.1 hits we will need the new ones
  10. I am working on a few upper stages along the lines of Centaur (shuttle centaur/Titan IV centaur).I was just wondering if anyone of you talented modders out there could share some techniques, or point me in the direction of tutorials on how to make seamless shiny/glossy metal textures, preferably using Gimp/PS or Blender.
  11. Ooo, pretty grid fins Are the landing legs giving you a hard time, or have you maybe not started on them quite yet?
  12. I just export the texture as mbm with Unity and then use the converter found on the forum to convert it to .dds. Takes literally 5 seconds
  13. Is it possible to lock/disable gimbal in certain directions? I have some verniers that are only supposed to gimbal in two directions.
  14. Trust me, polygons will cause problems if the polycount is high enough. A few months back I tried to use my high-fidelity SSME model as an engine in the game, and that caused all sorts of lag. The textures were 1024x1024 and the colliders was very simplistic. The model however, is 100.000+ (verts, tris, faces), so adding three of those to a 30 part shuttle (low part-count shuttle+ET+boosters) barely gave me about 6 frames. And I have a very expensive PC. The reason why I am bringing up low-end PCs is because I often times test my mods on my old laptop to make sure they don't cause too much lag. I don't release my mods, but I do share them with friends, some of which don't have a high-end PC like me. I've taken a look at some of KKs engines, and they can be anything from 40k to 50k each in polycount. Now if you add multiple of those engines, plus the tanks, fairings, interstages and what not, the polycount alone will be way over 100.000. I also greatly appreciate KKs high-detail models, I was only asking if it would be possible to add 1 single version of the Merlin engine that was a simple model (like the one from Lazteks mod).
  15. Sounds good to me. I know you are very busy with all your glorious work, so I figured a simple engine model would be quick work. All you need to do is delete all the pipes, lines and tubing running to the engine and the turbopump. All that job requires is basically deleting faces until the combustion chamber and nozzle remain. Something along these lines:
  16. I totally agree that having all 9 engines in 1 single cluster would not be a good solution. However, would it maybe be possible to get more simplified single engines? Like the ones from Lazteks SpaceX pack. There is a good reason why he chose to make his 1st stage engines as simple models, and that was in order to keep the poly count down. Your models are all amazing, but are known for being super high-detail and very polygon heavy. Just the 9 high-detail engines alone, with the colliders and textures is pretty insane, and then when you add on all the other parts, including a high-detail 1D vacuum engine, things tend to go slow in the game. Especially for people who does not have high-end computers. This might not be a problem with 1.1, but even with 1.1 there will still be people with low-end computers who wont have the full benefit of 1.1. Regardless of 1.1, it would still be nice with a simplistic engine. Say just the thrust chamber and the nozzle. The rest of the engine gets hidden inside the engine-housing anyways, so it doesnt really matter if its just the thrust chamber and nozzle.
  17. Oh I see. I thought maybe we were forced to redo all the textures. I'm a noob at this whole KSP modding thing, so it took long enough just redoing all my fairing and interstage colliders. Didn't really feel like redoing ALL my textures as well. But then all is good Looking forward to seeing your new textures! Your current textures are really good, so I can only imagine how great the new ones will be.
  18. Yes I understand, but what is the reason behind having to redo them for 1.1? Do we have to apply the textures in a new way, does the game only accept a certain type of texture? Or are you simply redoing them for your own sake?
  19. This mod was really easy to update to every version ever since .90. But now with 1.0.5 and 1.1, this mod is not updateable due to the game requiring all models to have convex colliders. As far as I know, this mod has concave colliders for some of its parts, such as interstages and fairings. So without the original files, there is no way of changing the colliders from concave to convex (as far as I know).
  20. 1.1 requires new textutres, or are you just remaking them for that specific version?
  21. You should be just fine. I've tested multiple versions of KSP on my old low-end laptop and the game plays just fine. Might have to slightly lower the graphics settings a tiny bit, but you should have no major problems. If it runs sluggish, close other running processes and/or lower settings.
  22. Watch this and then tell me how much you believe in the Ancient Alien Theory :) [video=youtube;j9w-i5oZqaQ]https://www.youtube.com/watch?v=j9w-i5oZqaQ[/video]
  23. Oh ok, nice. I've been so comfortable using normal bumped and diffuse that I didn't even see there was an option for emissiveBumped. Thanks :)
  24. I was just wondering, is it possible for an engine to have a diffuse texture with a bumped map and emissive at the same time? So far I have not added emission to my engine nozzles. I only see 2 slots designated for textures in Unity. Is there a way to add a third slot? How does one go about doing this? Thank you :)
  25. Making radial engine housings would not take long. Simple shapes, easy to texture. It is actually not a bad idea, as it would open up for a lot of new stage designs. Also not having to use those ugly aerodynamic-looking stock parts when making Saturn V or Atlas V first stage. I've modeled a whole bunch of custom parts for myself, so I might just go ahead and make these for myself as well. Thanks for the idea :)
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