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Everything posted by Martonaut
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Stock parts in Blender
Martonaut replied to nhnifong's topic in KSP1 Modelling and Texturing Discussion
the problem may be the textures.. -
BobCat Ind. - Colonization, exploring and research vehicle
Martonaut replied to BobCat's topic in KSP1 Mod Development
your mods are amazing! , best vehicles out there, and i LOVE the drop thingy. but I will suggest that you add a on the top aswell? or it wont work cuz it opens? -
ok, so i only work with blender so im not sure how the importing texutures and material works, im new to modeling myself so just sharing what ive learnd in blender. so in blender you can change from "solid" to texture on the 3d view(the click menu rigth to the one were you select from edit mode or object mode ), also you can unwrap just some faces if you want to use diferent textures for those. once you have unwrap (I recomend unwrap using smart uv project by selecting the faces, hit space and search) and open your texture on the uv-image editor. you will see on the texture and the representation of the faces you have selected, you can move this around to adjust to your texture. when on object mode if you hit "P" you will see the blenders game engien, so you dont see the texture cuz it dont have a material assinge to it ,i think. I told you becouse of this. if you see the mesh from inside out on the game engien it dont reneder, i think that happens in ksp aswell , so sometimes faces can be the wrong way and it looks like your first attempt. so this I learne while trying to make some mods myself, there may be a better way to do things, but this have worked for me.
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double post ... in blender you need to be on edit mode, select all the faces, unwrap uv, an on the UV-image editor , with all faces selecte you go to image, open image, and import your texture, you can then check it on "texture mode" on the 3 view, an if you hit "P" on the 3d view aswell you can see it like it will be shown on ksp (almost ) there you can find errors in the mesh or texture before having to import to KSP.
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did you select for the material shader "ksp - something" in unity?, if you did, the mesh may be pointing the wrong way.. zoom inside, if you see the texture thats the problem.. thats all i can think atm
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So here is a tip for lag and big stations, I just docked a refuel ship to my orbiting 300 part ship. The mission was a fail. I can't transfer fuel, Idk if it was the design or orda is broken, but anyway.. here is what I did. The ship "mothers" is orbiting around 250 km, I made orbit at 150 km , align planes and rendezvous (quick load/save ftw) . I made it around 3km of the ship and from there just approach using my main engines, around 400 m I fight the lag to kill my relative velocity as much as possible (IM not using mechjeb so its hard to tell), then select my target on orda, go to the "mamaship" and set it on attitude so its stable, went back to the other ship and set the docking to auto, I turn rsc on and then switch to the mamaship again, this is cheating cuz the other ships stills does the "approach" but not using the rsc fuel or doing the animations, it eventually stood still near the mamaship, but it was "stuck" so I switch back to it, and it was on "orienting" , turn rsc on and let it orient, when it starts the approach I switch to the mamaship again, it will again do the approach using no rcs fuel, eventually it will get really close, and if I do nothing it aborts cuz it has an alignment error and goes back again to 400m, so I let it approach and when its really close switch to it again, let it approach and before it aborts I hit attitude so it wont push me back , and it docks.. All the maneuver are done by the orda auto pilot, and he don't have a problem with lag.
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oh dam *rushes to edit* i failed at deleting the whole sentence lols, nvrm was i was going to say may be offensive for some people. , i dont get that well struts, if I use too many may ship explodes, if I use to few my ship explodes.. so I build sideways Xd
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Stock how in the world it stands! , everytime i try to build a rocket that tall it colapses. im very impressed
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Landing on bumpy\hilly objects (such as Bop or Gilly)
Martonaut replied to szpw's topic in KSP1 Discussion
i think there is a mod that has the airbags your looking for, i cant remember the name, and i dont know if it still works, but ive seen it XD -
v0.7.3 Released June 24th, 2011 Initial Release its on the wiki
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glitches in demo...hope they aren't continued...
Martonaut replied to Set271's topic in KSP1 Discussion
maybe when we in beta, last alpha can be demo? XD -
is Nova running the campaing for bob? , i voted for him i want a button! , if jebs gets to president we are lost, kerbin will go BOOM!
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welll thats becouse you cant intercept a ship that is at your same orbit, you need to be on a lower or higer orbit, I now do rendezvous by eye, but i learnd with the table that was linked, and using mechjeb,at 300 m from the other ship its easy, the thing its getting there. my advice, park on a lower orbit, quicksave, try using table, if you fail, quick load and adjust. also, your ships looks huge, good luck docking that monsters, even if you get in range, i think lag will kill you. you need presition movments for docking, with 2 300 part ships, well ... ill give you an award or steal your pc.
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whats with your mun? looks weird, anyway, gratz
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[YT] Redbull Stratos simulation on Kerbal Space Program
Martonaut replied to Dexcellium's topic in KSP1 Discussion
are you trolling us? -
dont go to fast or they will brake? XD , the times i landed at duna, I had to reduce my speed a bit with my engienes so my chutes would not brake
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First project , tips and crits appreciated :)
Martonaut replied to orson's topic in KSP1 Mod Development
this looking verygood so far -
A slideshow of all 2148 of my KSP screenshots
Martonaut replied to Cooly568's topic in KSP1 Discussion
oh sorry cant watch it, to fast for me, felt sick at 5 seconds -
So, I finaly start moding, The tutorial from c7 helpd a lot, and I had used blender before (but havent textured till this day), but there is one thing I dont understand, in the video when c7 imports a part, he also imports the texture and the "normal map", I only have a texture, and I dont know how to do a normal map, I Dont even know how it works, do i do it on blender? if I understand correctly the normal mal helps with the shaders? (all my parts look funky) and it looks just like the texture but in a colored scale, is it done with a design software? :/ well as you can see , i have no idea what the normal map is, how it works, or how to do one, so any help would be nice.
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haha I love the idea. sounds hard to do
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oh the bace, I remember it now i used it in 0.15. it was from nova?, so no more nova's updates for that one but .. i found this
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I want to get started with modding...
Martonaut replied to kacperrutka26's topic in KSP1 Mod Development
this is in the wrong section , anyway im starting modding myself, I used and this blog post -
I know it uses parts from this and this. I dont know were the pannels are from, and i know that the pannels you are looking for (the ones that deployed) are outdated. also if you want to do a satelite network let me recomend this, lets you set a real network to controll Unmanne /RC vehicles with some realistic delay Edit cuz i faild the links