

Anariaq
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Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Some update. Finally got away long enough from KSP to finish some UV and texturing. The Door The mount and fuel for sec. engines. And finally the main wing. -
Hey fixed the link. Also for the MK3 version if you are interested. Though need to find the screenshot later. http://kerbalspaceprogram.com/forum/index.php?topic=9347.0
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Anariaq replied to chickenplucker's topic in KSP1 Mod Releases
Finally final design that work. Apparently if the engines are put to high over the pod. It will reverse the controls. So this is my new design that work. ¨ Though that engines that is so close, dos not have any effect on the bigtrak at all. EDIT: Btw I usually at 1 meter from ground. I decouple the air crane, so it fly away. And is no problem for the bigtrak. Though could return and hit bigtrak. But so far they have always ended up long away from the bigtrak. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Could be a solution. But really want to learn more how to do textures. So right now I want to do it my self. But maybe later if I give up Ill start to ask around -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Anariaq replied to chickenplucker's topic in KSP1 Mod Releases
I really now first gone to play with rovers. So after 5 attempt where 3 failed at launch ( all by sticky launchpad ) 1 landing attempt on Mun where I went trough the Mun. Weird bug in 0.14.4 The last attempt I successfully landed, and have alot of fun searching for the monolith. Though having to much fun I went over a hill with to much speed and crashed But had an idea to have a attach point up at the top. So I could set engines over the bigtrak. So I could do the same as what curiosity is going to do. My problem is that the engine works in reverse. Anybody know how to fix that? cant use mechjeb because of that. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Hey. I think trbinsc is thinking about the B-70 Valkyrie. It had wings that rotated 90º downward, when It entered supersonic flight. Unfortunately it had a collision with a F-104 in a photo shoot, and the project was cancelled. For my shuttle with folding wing. I have that weird Idea that use the folding wing, for use at reentry, so the shuttle dos not go nose first when enter atmosphere. But keep a natural 40~50º reentry attitude. But if it actually will work, I dont know. And the reentry heat. Looks really good. And the shuttle Im making has actually the wing in 1 mesh. So I can use that as shield. And will not have any problem implement that. And of course a little update from me Will note, there is not much detail in the textures. But that is something Ill make on later update of the shuttle. Just want to finish the model, and make it flyable first. before I finish up all texture details. -
Hey ill say that is just what is needed for my bigger Munar lander. Have tested the landing gears. But for me they keep falling off, when I land faster than 2m/s and even worse when having a little side movement. But not sure, if its because Im using the vanilla tanks. here is the design I used to test the landing legs. And I have no idea how to fix the part where the sides stick out of the model. Have been planning to make my own legs. Really same design as the one you have made. But could not figure out how to do the side connectores. Though got a shuttle to finish now. So Im glad there is someone making them. Hope you can fix it. Really want to have good legs for bigger design
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Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Nice. The question is now if KSP supports it. The way the I usually do windows. Is to move or cut the mesh to look like the window. And then select the face ( the square ) and extrude by pressing 'e' and move it inward. That is the easiest way I know. But the nose of that shuttle looks a lot like the nose of the tu-95 -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
1. You can use subsurf. Just remember that it adds more polys when in use. When I started to model my shuttle. I only used a circle with 12 verts. because when I then use subsurf. It will get to the 24 verts that is the limit. Though as dt890 mentioned, there will be areas with where there is to many verts. But I usually clean them up, after I apply subsurf. 2. Currently I use the edge split, when I make my models. One other way you can do it, that seems to work with the collada exporter. Is to select those faces that need to be flat. When you have selected them, use the flat shading in mesh tools ( you can toggle it in 3d view with 't' ) though, that is only if you have a side of a model that is need to be flat in shading,not and egde. The best way to do it. Is like what dt890 says. 3. Knife tools at this moment is not in any menu at all, of what I know. To use knife tools you press 'k' and left click mouse, you can then draw a line where you want to cut it. before that select the area of the model you need to cut. Also you can edit some parameters of the knife tool at the side menu ( the one you can toggle with 't' ) But at this moment. It is mostly broken, compared to the old knife tool from 2.4x. 4. The way I do to make different modules out of 1 object. Is to use the boolean. Where I take the model I want to cut to 2 object. duplicate the it and name the one after what is going to be ( like cockpit ) then you make a cube, or any model shape that you need to make the 'cut'. When you have finished the model that will cut the cockpit out. Select the cockpit model. then go to object modifier tab ( the wrench logo ) it will have a drop menu where you can select the boolean. In the boolean menu, select the cube that will cut the cockpit. and use the intersect or difference, to make the new model. To do the winglets. The easiest way is to select the wingtip of the wing and extrude it move it upward and then use the loop cut 'CTRL+r' to make the transition between the wing and the winglet tip, smooth. My advice is to test all these on a simple model first. before you start using them on your model. Just to get to know how they work. hope that help some. An that is a really interesting shuttle design there. For me the nose actually look like the TU-95 bear. Hey thanks for the help here . And if you have the new blender 2.63 from graphicall. Try to test if the bmesh actually can be used by the collada exporter. And if so, can KSP handle it. The biggest problem I have been seen with the bmesh. Is that in many times it will only be a problem, than a solution. Thats why there have been a opposition in blender community about bmesh. If you are a freelancer. My advice about Bmesh. Is not to use it. For now. Think more and more will start to use the bmesh. So it will be a good thing to learn about at least. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
At start it will be belly landing. But if it is true that they will implement retractable landing gears. I will update the shuttle to have those. But leaning a little toward using the landing gear system from C7. It is a lot better than nothing. I just hope I can get permission to use the code. I will model my own wheels. Hope that will help a little. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
A little update before bed time. finished some texture work. Nose The pod The ADVSAS unit -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Yes subsurf is really great. Though as you say, it can bite if the mesh is not right. Like when 5 polygons is attach together at the same point. But for me. It is a really big help when modelling. Actually of all the models I have done, only small amount of them is modeled without subsurf -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
I\'m still learning but in the matter of about 2 weeks I\'m happy with my progress, that moment when you get your first part ingame; feelsgoodman. Yes. For now the edgeloop cut dos not work on tris, only quads. Usually when I reach like the nose cone. I extrude and use edge loop cut to make all the rings I need. then I merge the tip. Though also one of the easiest way to do nosecone. is only using extrude. That you can see in the start of my G-200 modelling video on youtube. There I used the extrude. Now I think about it. The best video that show how it is done, is the one fantasy aircraft I modeled. There you can see how I did my modelling. And don\'t know if you use subsurface? it is really good when modelling something organic ( human, animals and aircraft ) though it is almost useless when model something angular. Anyway. That is a really great model you got. Ill say fantastic work for only been using blender for 2 weeks. Great work! I cant wait to get to the part where I have the shuttle ingame can imagine how it will feel though, made some aircraft for x-plane. BTW edgeloop cut are by pressing 'CTRL+r' and you can then use mouse scroll to make it add more cuts. when desired, just click leftclick. dont know if you knew that though. -
Nuka's Blender help topic
Anariaq replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
How do you use the knife tool? One thing I can say bad about blender. Is that the knife tool dos not work anymore. Wish they used the old from 2.4x era. Anyway Could help more if you could post a screenshot of the part of the mesh you want to edit. Can say sometimes when I end up in a situation where I cant use loopcut ore knife tool. I usually do it manually. Where I delete those vertices that I dont want. And then take the edge and extrude out, then edit it, then merge it with the other side. Dos take some extra time. But the end result is better. But will be able to tell better solution if you can post a screenshot of it. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Thanks. Hopefully It will be as good as it looks. But that depends on if I can figure it out =P rofl shuttleception. If it can use the multijointpart plugin. It will be able to make the small shuttle having retracting wings. Then there should be no problem having it in the big one Though when I\'m finished with it and tested it. I will be able to tell what mass it actually can take to space. If you guys is interested in modelling with blender. I have made a tread where you can ask about things. And Ill try to help as much as I can do. http://kerbalspaceprogram.com/forum/index.php?topic=10045.0 -
Hey think this could be a good idea? If you have a question about Blender, Ill try to answer as best as I can do. And if I am not able to do it. Ill try to find some resources that have something that can help at that topic. So ask ahead. Though be warned I will not be here 24/7 so I will answer when I check the forum. That hopefully will be at least once a day.
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Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Thanks. Well you are at least trying. And keep doing that. Everybody need to start somewhere. I made a plane with a cube and a sphere when I first started And I remember that there where some that just opened blender, and then closed it and said it was the worst program ever -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Anariaq replied to l00's topic in KSP1 Mod Releases
Hey I have a question. Can you upload the file on another location? No matter what I do, it keeps telling me I have a download running. Even though I don\'t have any download at all. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
No problem Just ask if you need help again. Will try to help as much. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
As you can see, the model is quite a bit different than the drawing. To texture the models. You have to make UV map first. On some parts of a model, that is the hardest part. Because sometime stretching of UV map really hard to fix. Though if you continue in that style of craft. It will be really easy. But my advice to doing UV mapping. Is to find a video about how to UV map. But you can also use 'smart UV project' it really the easiest way to UV map a really angular model, without too much work. To cut up a model. I use boolean in 'object modifier' where I model what that is needed to be cut out of a model. And make a duplicate of the model and name it what it is going to be. Like when I made the cargo area. I made a box to my specification. And took the body and duplicated it, and named it door. And then I go in to 'object modifier' and select boolean, in the boolean menu I select the box that Ill use to to cut the model. When I have done that, I ether use intersect or difference, to cut out what I need. Do the same for the body, And now I have a body with cargo room and a model of the door. The only problem with boolean, is that there is alot of cleaning up to do with the mesh. But for me it worth it. You can also add your drawing in blender as background image. That way you can follow your drawing really well. And the start of blender is really hard. Im lucky that I started really early in blenders development. It was when blender was developed by NAN. and was 2001 of what I can remember. Hope that help a little. EDIT: You can also watch some of my videos, where I model airplanes and weapons. Could help a little. http://www.youtube.com/user/anariaq?feature=mhee -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Well seems I forgot some parts so I finished modelling them, and this is the result. If you look closely, there is a bulk under the door. That is a piggibag fuel tanks, that can not be ejected. Hopefully to get a big satellite/spacestation parts in to geoorbit. And added my mun pod for scale. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Thanks, Though never finished the G-200. And just ask ahead. I will help as much as I can, know that blender is not really easy to learn. So help is always a good thing. And now I\'m finished with the modelling. Now is time to start texturing the megashuttle. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
The current winglets was just a continuation of the wings I have modeled. So when I have made the wing. I then extrude the wing tip and make that point opward. as winglets. Then I make some egde loop cut to make the transition between the wing and winglet smooth. Though this is in Blender. I don\'t know if that is the one you\'re using. EDIT: you can check out how I did winglets on the Gulfstream G-200 in my video Go to 8:20 there you can see me making the winglets -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Ok now that I\'m more fresh to check out what I have done. I kinda like it more than the current shuttle I\'m building. And to make the little shuttle work, I need to rework the wings. There is alot of things on the little shuttle wing that dos not play well with KSP. So the easiest way, is to redesign the wings all together. Got some more shots from Blender. -
Nuka Corp shuttle project ( and apparently other stuff :D )
Anariaq replied to Anariaq's topic in KSP1 Mod Development
Well now that my brain is shutting down because of lack of sleep S:| I can\'t continue with the CFG editing ( need my brain to do that ) I have started to outline the space station module shuttle. Named MegaShuttle. it is 13.25 meters long and can transport units at size of 2m in diameter and 5.5 meter long modules. But think it will only reach to that point. Ill figure that out when I get up after sleep and see what I have done And some size comparison between the current shuttle project and the MegaShuttle.