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Katten

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Everything posted by Katten

  1. I don't have a headset but we can open up a chat.. discord, skype?
  2. @mindseyemodels I could take a shot at making it if you want? I don't know how CKAN works, but I could do modelling and part configuration.
  3. Guess I'll just had to add more rock =S Nice idea! It was hard trying to herd 3 kerbals into position while screenshoting in space =S
  4. Oh, I see, thanks! I will look into that! They do share the textures, for example a solid tri part will need both the kube.png and the kube_tri.png for it's different sides. I'll convert them to dds tho.
  5. @FreeThinker I've moved the attach node, available in v0.02 in original post =)
  6. Nixe! I just saw this issue too! The node is offset, with values copied from the round cargo. Fixing...
  7. Thanks for the testing! Okey, I will go over the stats to match stock performance. I'll move the pod to the command category. In time, I'll add more parts, like habitats. Since they mostly fit to other cubic parts, I was thinking of making a separate Kube category... would that be appropriate? Good question, I don't know anything about how parts are usually released so don't have a plan. I'm thinking "do whatever you want with it".
  8. Okey, here it is, with due credit for the word game =p https://imgur.com/a/nyUbe
  9. Today I finished some decorative pipes that fit a 1.25 tank! It has several attachments suitable for putting KIS/KAS connectors. For cooler mining bases. This was a bit training for continuing with the larger pieces that are more common to use in an actual station. On the pic is two instances of the model, which line up if you turn one 90 degrees around the z-axis.
  10. Today I'm testing some parts I threw together, with a small Mun mission. I gotta say, it was very fun driving this type of ship. It requires switching between control points and engines for the orientation. During landing, most of the control comes from Verners that are mounted under the ship. This lets all the RCS used be helpful in slowing down the descent. https://imgur.com/a/fVvJa
  11. Thanks! I linked a zip in OP for anyone who wants to take a look
  12. Hi everybody! I'm working on a set of parts for building larger spaceships of non-round shapes! Would love some feedback. Here are all parts at the moment. Some are configurable via B9 Part Switch to include different meshes, attach nodes and resources. https://imgur.com/a/CDhcf Here's an example of a "small" craft using this system: https://imgur.com/a/fVvJa And a round vessel using some of the rounded edge parts and adapters: https://imgur.com/a/IrVx0 I'm more or less a beginner on modelling and texturing, so any here's what I would like to ask: * What do you think of the concept, is it worth continuing building on this? * Any advice how to take the modelling and texturing to the next level? * Any idea about how I would make models flow together better? I have tried to match up the textures but it becomes pretty hard when there is multiple shapes involved. Updated with v.0.03: https://www.dropbox.com/sh/ue8t26tqn6b6vx2/AACPEC4-Atm4hG4yvYA8j4Kqa?dl=0 Patch log: Requirements: * B9PartSwitch * NearFutureConstruction (I use the fuel tanks from there - I don't know if that is legit.. might change over to IFS instead in any case) Recommended: * ReCoupler (larger crafts will benefit from using all the extra attach nodes that the cube format creates) Planned: * Improve texturing * Transfer to IFS * Add engine mounts * Add areospike engine * Add IVA??
  13. Hi! Is there any part switcher that is able to any of these: 1. Switch CrewCapacity? 2. Switch ModuleAnimateGeneric? 3. Switch any arbitrary field? 4. Switch any arbitrary module??
  14. Does this work? There is only one thrust transform in there, is there more needed? https://www.dropbox.com/sh/6mnatrry9r7ywpz/AADKDjZqdaYEijT7Yf5XO5AJa?dl=0 (free for anyone to use for any purpose)
  15. Any chance for a cleanup? That account has never been used
  16. Solved! I think the crucial step was to rename the animation in Unity editor from "Armature:open" to just "open".
  17. Hello! I'm having trouble starting (my first) animation in KSP. The animation ("deploy") works fine in Blender, exported as FBX, looks okey in Unity asset preview. I don't know how to test the animation in Unity after adding the asset to the scene tho. I have created a cfg-file that contains the following code: In the VAB, I get a button named "Toggle", but not the names I specified above. I get the following output in ksp.log when clicking Toggle: I see the following as part of the loading, which doesn't occur if I don't have the ModuleAnimateGeneric in there: Any ideas? =S EDIT: In now changed Unity -> Import Preview -> Rig -> Animation Type from Generic to Legacy according to a tutorial. Is that still needed? The .mu file grew by some 20kb. Reloaded the game, but I seem to have the same issues showing up. Adding the log snip when the ship is loading in VAB:
  18. This is in orbit over Kerbin. Coming to think of it, I also have an asteroid in orbit. It would be cool putting it on top of it...
  19. - It's 106 km to orbit, we got a full tank of gas, half a pack of cigarettes, it's dark... and we're wearing sunglasses. - Hit it. So I was thinking orbit around Kerbin would be a great place for a gig, am I right? So I started building a stage... Then to get it in space... The twin boars are pretty crazy, maybe they will do the trick... After initial testing I put more tanks on top of the construction to get the center of mass higher up, making it more stable. There is also some stacks of reaction wheels and RCS thrustes at the highest and lowest points of the craft. In the end it kept stable! Don't worry, there are struts there to maintain structural integrity This craft has not passed wind tunnel testing tho This decoupling of the main stage tanks and engines was... unorthodox Waiting for the band to come on, and also to get in orbit. Bill had to do some KIS/KAS tinkering to remove the middle support pole and other stuff. The craft on the right is for bringing the screw driver... The two swivels were enough as last stage to bring it to orbit. The whole band got home safely, despite accidentally putting the heat shield and decoupler above the cabin...
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