Hadlock
Members-
Posts
60 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Hadlock
-
I feel like one of the wright brothers. Crash landed shortly after takeoff. Alpha version of the wings:
-
Wait until you see the freight train I\'m working on! Here\'s an early render: Choo Choo! 8)
-
Ah, brilliant, thanks for that tip! I will give that a shot here shortly. P.S. your jet looks great! I\'m shooting for something similar... though about 6x larger. I\'m excited to see what it looks like without the segmentation effect look. Thanks again, I\'m new to all this I decided to stick on some more parts after I cleaned up the nodes some more (it\'s designed to be modular) and see how she flies. Obviously, I\'m still a bit aprehensive about designing the wings, so I\'m just using double delta wings to get a feel for how it flies. And it flies great. The plane takes off gradually and smoothly, just like you see at the airport. Banking is smooth and gradual, and landings are a breeze with those wide wheel banks. In short, it flies how you imagined they should when you first loaded up 0.15. Main fuselage as pictured is 40m, with cockpit & tail it comes to about 60m, or 180ft. A 747 is around 70-76m long.
-
Specular shader gives it that nice, glossy 'new jumbo jet' sheen, but it\'s calculated per part, rather than for the entire unit, which is a shame. I\'m going to have to re-export everything as diffuse to give it an even look. Also, comedy image. Node spacing obviously needs to be worked on completely overhauled comedyplane.jpg
-
Well, I got all the parts exported and they look great. But I built and exported them along the wrong axis (horizontal) so they show up as vertical in the SPH, causing some problems with node attachment points. Re-exporting everything today. Also, Harvester announced last night that you\'ll be able to define crew carrying parts, and the number of crew in each part. This means you\'ll actually be able to shuttle around Kerbalnauts in passenger planes. So plan on a proper passenger jet in the near future, as well! Once I get this jet done, I\'ll have a better idea of how to model future jets so the windows all line up properly and are evenly spaced. Window spacing is hard.
-
Nuka's Blender help topic
Hadlock replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Yes, this is what I was hoping to do. I\'ll give it a try here in a second. Someone in the IRC channel said that you can apply two different mesh colliders to the same part as well - is this actually doable? That sounds like an interesting workaround for single piece concave cargo holds -
[Unity problem] Why are my parts invisible?
Hadlock replied to tadeass's topic in KSP1 Modelling and Texturing Discussion
C7\'s video explicitly says to use a scale of 1.0 in Unity. I\'ve tested this and this is correct. -
Nuka's Blender help topic
Hadlock replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
How do you (cleanly!) slice up parts in Blender 2.63? For example, I have a tail piece for an airplane I am working on tapers down from the main body before flaring out again for the control surfaces, which (I think) looks great, but the physics mesh collider won\'t follow the taper correctly due to convex rules. If a user tries to put landing gear on this piece, it attaches to the collider which can be up to 1m away from the body of the plane! How would you chop off the end of the tail where the taper is at it\'s smallest, so that I can turn it in to two parts for use in KSP with good collider rules? -
[Unity problem] Why are my parts invisible?
Hadlock replied to tadeass's topic in KSP1 Modelling and Texturing Discussion
double check the order that you are creating your physics mesh collider, it should be the last step before you drag it in to PartExporter if you are using KSP PartTools in Unity. Triple check that you have 'concave' checked! -
Installed unity 3.5.3 + KSP PartTools 015 on my desktop: no problems, went exactly as shown in the C7 youtube video. I\'ve successfully imported my files in to the game. Installed unity + KSP PartTools on my new laptop: unity installed fine, got the following error upon installation (double clicking) KSP PartTools: shader warning in \'KSP/Bumped Specular\': Not enough temporary registers, needs 9 (compiling for flash) at line 22 Uninstalled Unity, deleted KSP PartTools, cold rebooted, reinstalled from scratch. Same error. Reproducible. Laptop is an i5-3320, 4GB RAM, Win7 Professional, brand new out of the box, 1366x768, Intel HD4000. edit: see edit at bottom I\'m on extremely limited internet, so I apologize if this is table breaking Can I just disable the flash portion of the compiler (other Unity forums seem to suggest doing this, but don\'t offer how to actually do it), since obviously KSP isn\'t a flash game? Alternately, can I just slurp up my correctly compiled toolset from my desktop (what file directory(ies?)) and put them on my laptop? I\'d really like to export and fly my jumbo jet :\'( edit: looks like there\'s a problem with the code calling too many registers on the GPU at once and is fixable. http://answers.unity3d.com/questions/272704/how-to-reduce-temporary-register-use-in-shader.html
-
Jumbo Jet Work in progress. The rest of the plane is modeled and skinned* in similarly sized chunks, just working on the nodes & cfg files. First time modeling anything, so this is a bit of an adventure ??? It\'s hard to tell due to the shader that KSP uses, but there\'s a 1m flat spot on the front for a radar nosecone or similar 1m mechjeb attachment. Total diameter is 6m, I think the length is something like 8m. I also have 1, 2, 3, 5, and 10 meter fuselage sections so you can make really absurdly long jets and keep things balanced weight-wise. A real 747 is 6.5m wide, and a 767 is 5m wide, so 6m seemed like a good size to shoot for. Pics to come as I get the cfg files sorted for testing and release. *by skinned I mean painted 'Danger Orange' with black highlights. Passenger window spacing is hard. Compare to
-
This is a great video that talks about making a cylinder, then adjusting it\'s size (make sure scale is set to 1.0), and finally shaping it (in this case, tapering it). This is my ultimate reference video: And then this is a really great video for doing UV wrapping (texturing/skinning) 3D models in blender. Finally, C7\'s PartTool video shows you how to take what you make there and get it in to KSP. God help you with getting your nodes aligned correctly, what a crap system ??? ;P
-
So can anyone walk me through how wings work in KSP? I forgot to load the unity dev kit (500mb) on my laptop before leaving the house today and I don\'t have the bandwidth to slurp that down currently, so I am working on modeling a 1:1 scale model Jumbo Jet (very loosely modeled after the 747, with a 767 style nose).... in KSP-usable chunks, sort of like the CSS Shuttle. The CSS Shuttle in KSP just has two very stiff wings, but it\'s only designed to fall in the direction you want it to go. Someone here right after the .15 update mentioned that the trick to stable flight is to just keep adding more wing panels. Is this grounded in reality? Or does the engine just pick your physics lift point from the center of the panel and apply the force there? TL;DR Should the wings be massive 'monolithic' pieces (one per side), or should they consist of multiple smaller pieces? Parts are coming in as 6m diameter fuselage broken in to 5 or 6 main chunks (7-10m each) with approx 20m wings on either side. Harvester mentioned issues with rocket parts feeling particularly skittish below 1m in diameter, so I figure going large may help smooth out flight.
-
[0.19] Multiversal Mechatronics - Fixed Camera - 1.3
Hadlock replied to r4m0n's topic in KSP1 Mod Releases
For those of us Flight Simmers out there, the ability to pan the camera in flight would be pretty cool. Why? TrackIR support. You game for that? Imagine doing an EVA with a camera strapped to the top of a Kerbal\'s helmet, using TrackIR. How cool would that be. -
Any chance on converting part of the Kergin Galactic to a lifting body? Or at least adding some attachment points to the ends of the tailfins so I can attach my own decouplers + parachutes? here\'s my attempt, but the video cuts short due to the fact that they just slam in to the ground at about 200mph
-
[PLUGIN, PART, 0.15+] Audible Cockpit Warnings v0.22
Hadlock replied to Meatsauce's topic in KSP1 Mod Releases
Mechjeb landing autopilot has a neat warning that will tell you if you don\'t have enough thrust to land. It would be neat to see some sort of similar warning (pull up!) if you begin to approach this scenario (i.e. you\'re coming in hot), giving you a chance to kick on (or up) the engines.