-
Posts
269 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Everything posted by Martonaut
-
some pics plz?
-
for some reason i want to bite it
-
isnt it just a hollow mesh with an animation?
-
Earth-sized planet found orbiting Alpha Centauri B
Martonaut replied to NovaSilisko's topic in Science & Spaceflight
oh man, he knows the humanity, they go to an alien planet to fight each other!? :/ -
dark side of any celestial body makes horrible movies , the video editing is great, and music selection very nice 2, just want brighter shots!
-
how is this looking?
Martonaut replied to Martonaut's topic in KSP1 Modelling and Texturing Discussion
I think it will be bigger, i was playing with the scale a bit , and if its big and I use it ALL as a command pod, well i could fit like 21 or more kerbals there jaja, maybe that's a bit 2 big , Ill work on the body a bit and make a proper "WIP" thread, since im having a lot of fun and i think i will finish this XD. @dt890 I did not understand the Edge split modifier, i don't see the changes when I change the angle, i may be doing something wrong XD @Tiberion, its a shame my computer wont handle that game :'( -
what you mean you are not succesful using part tools, if you did not use it in the first place, how you put your model in the game?
-
hopfully when you fly that you remember your not a kerbal
-
cant you use your same model for the inside? or it dont have interior faces?
-
Blender Part Not Scaling Properly
Martonaut replied to Hooligan Labs's topic in KSP1 Modelling and Texturing Discussion
I actualy was thinking the same, I import your model with 1.0 an 0.1 and it just looks the same. now im not sure what the scale on the cfg does, maybe it just changes the scale for the nod parameters?.. well anyway, the part must be 2m in order to be the same as a fuel tank, maybe 2m, and 0.5 wont make the nods move position? -
Blender Part Not Scaling Properly
Martonaut replied to Hooligan Labs's topic in KSP1 Modelling and Texturing Discussion
try doing the part 2m, and use scale=0.1 on the cfg -
Blender Part Not Scaling Properly
Martonaut replied to Hooligan Labs's topic in KSP1 Modelling and Texturing Discussion
in the belnder file i can see that the thingys are indeed 2.5m, so i dont think the error is in blender. also , aren't fuel tanks 1m or 2m? what cfg file are you using to get it into KSP? note this cfg for a ksp fuel tank: // --- asset parameters --- mesh = model.mu scale = 0.1 maybe that? -
RWAAAR!!! did I scare you!? ... awww.. well , welcome and have fun!, people on the community are very nice so if you got questions don't doubt to ask.
-
or you lost your wife? be aware of kerbals, so few female kerbals they go for humans now.. have fun with the full version! but screw moon base, go for a duna base!
-
how is this looking?
Martonaut replied to Martonaut's topic in KSP1 Modelling and Texturing Discussion
tyvm for the feedback!, im still a noob with blender, so I used the smooth shading cuz it looks more like it does when imported into KSP, and i was really wondering how to get rid of that black thingys, next session ill try your tip -
If you were the first person on Phobos/Demios, what would you say?
Martonaut replied to The Destroyer's topic in Forum Games!
this is it? ... aww... -
what they use a more simple one than a cylinder?, y would you want to do that? also, when you chose the part and make it have a mesh collider, note that on the section of the mesh collider (were you check convex) there is a part that says MESH, meaning the mesh its using for the collider, so maybe you can change it there. I haven't tested but, seams logical
-
Questions about 'Apollo-Style' lunar expedition
Martonaut replied to Sinu's topic in KSP1 Gameplay Questions and Tutorials
ive never used the Escape pod mod, but I did apollo style missions with the docking mods, and remote tech (cuz i dont know other way to control debris even if they have an emptypod) my question is, Y do you need your stages? if the LEM and the acent stage are the main pod they wont lose stages, and the service module dont have much staging, well maybe detaching the capsule for re-entry -
First project , tips and crits appreciated :)
Martonaut replied to orson's topic in KSP1 Mod Development
nice job!, ugly ladder! , on one of your pics I noticed there is only one kerbal in this ship, isn't it supposed to be a 2 man? -
how is this looking?
Martonaut replied to Martonaut's topic in KSP1 Modelling and Texturing Discussion
yes this is going nuclear all the way , still not sure how thou OFF topic- is xcom anywere as good as civilization? -
3/10 Don't know you, 3 cuz your signature is flashy!
-
how is this looking?
Martonaut replied to Martonaut's topic in KSP1 Modelling and Texturing Discussion
ty , yes its a pod, or maybe a pod and living modules, im not sure yet Xd -
its dark cuz the textures look somewhat misplaced