Vaccer
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Built a 3x7 launch system to send a mission to Eeloo and forgot to strut the frame of it to everything above. As I watched the launch with morbid curiosity as the thing swayed to and fro it suddenly exploded into a massive debris field. This is after years of playing this game, sometimes even experienced players have the small stuff go over their heads.
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VaccerTech's Lazy KSP Modding Showcase(Now with TARDIS and REPCONN)
Vaccer replied to Vaccer's topic in KSP1 Mod Development
http://youtu.be/p5mEEsFvnc0 How could I forget the video, the second prerecorded one will be up soon but in the meantime. Update: V29 Fin, old version on left, new untextured higher poly version in the middle, finless prototype on right. I was thinking about making a fin similar to the deltawing with built in flap for even more control for the finless nacelle. Textured version soonish? Z43, Seriously any ideas? Currently the fins are separate from the main body and so is part of the nose. So thats why everything isn't quite lined up. Edit: Just read up on some things and found out about the new tga texture standards, thankfully I found that out early enough to enact it as I work on my new stuff. -
I actually fixed the issue back in .17, it was as simple as figuring out layers in Unity. I lost interest but hey I'm going to finish it probably now. I'm probably going to do Smiths tardis iva. But man you outclass me at this.
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Well I'm back(holds for applause, realizes no one remembers him) and better than ever... well not really "better", but I am finally converting some of my old models from the grand old days of .12 and my Junk Parts Pack to the newest version, along with a few other surprises. Progress From the Original Pack: Brass Cannon-Done Monolith TMA1-Done, but I might shrink it down a bit, the conversion makes me have to rescale everything manually in Unity but that's a simple task. Warp Nacelles; SAS Cap, Tank and Engine-Haven't started the conversion process yet. Might rework the textures, also yay no more need for 4 different rotations of them. Big Effin Engine-Still undecided if it's even needed after the intro of the mainsail but if anyone remembers it and wants that horrible looking thing I might add it in, although I might rework it completely if my skills improve at all from this exercise in 3d. New Models: Tardis Exterior: 90% finished, thinking of adding modeled on doorhandles and making some small texture tweaks, especially the window textures. Interior: completely unfinished in every possible way besides having a mockup of it ingame. Help with it would be nice, get you an invisible cookie and many thanks in the readme. Moskit Cruise Missile - I have a model sitting around but I don't think I could do the thing justice texture wise. Still going to give it a shot though. I made it after seeing a thread long ago. REPCONN SERIES: As per an old request thread from 2012? Yes I take requests if I like them enough to put in the extra time and if I think it's something my limited modeling and texturing skills am capable of pulling off in a half decent manner. V29"the red one" Tank: Done but texture might get an upgrade, also might tweak the mesh a bit after playing New Vegas again. Main Engine: Same deal as tank. Fin: I'm redoing the model from my old YouTube videos to more closely match the in game one. R77"the blu one" Nosecone: Mockedup Tank: Finished Engine: Finished Fin: Mockedup Z43"the green one" Still in the early modeling stages, not really sure how I'm getting this puppy working in game due to it's weird design. Pictures to come when I get a bit of time to make the thing a bit cleaner. Uv and texture will come when I decide how to split it up. The One Those Crazy Ghouls Flew-no seriously I have no clue the designation number for it Still in extremely early modeling stages I just have a simple mockup until I get better pics and a bit more of the backstory, so I need to run a char through the beginning of NV again since I've blasted them off in every other savefile I have. Unless of course there's a nice fallout-wiki page on it somewhere since the REPCONN HQ doesn't talk a lot about it in the displays. So thats it so far, I'm not planning any releases until I at least get the REPCONN stuff in a semi-working and stable state. Don't expect a speedy update process I get frustrated at unity sometimes and get distracted by shiny objects easily. I'm also working on a series of YouTube video updates, be warned though the first 2 videos were made during a break from the internet but I decided to just upload them anyways instead of making new ones because I am the ultimate lazy modder/youtuber, thus the series and thread name. Hopefully my weird nature plus me making videos at 2am and having gigglefits at times from the sheer weirdness my parts cause in KSP will make people interested in it. Finally wondering if anyone has experience with off balance srbs/if I need to re-center certain models, some of them are as stable as ever and others like to buck like a wild bull. VaccerTech, we will rise again. Well I will rise again, no longer as junk parts but makers of stuff I want and maybe you do too. Questions welcome, answers uncommon. If anyone's wondering VaccerTime is comparable to ValveTime.
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I probably could have gone a little faster if I did a full orbit to my periapsis and going full nuke drive prograde but I couldn't turn the blasted thing because no rcs system. Took forever to get past the 100k-200k m/s mark but when I got down to about 1600 left of the 3600 nukes the speed started rising immensely. Also he's pretty much on a one way trip to the nearest star system with no way to retrieve him since after running out of nukes I let him keep going for about a simulated year on timewarp.
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Doing some "tests", this thing is massively op and I love it.
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Well, now if I can only figure out IVA's using current part tools. currently tweaking the ladder and hatch to be more Kerbal friendly since I forgot Kerbals aren't the size of the door. :/ Also once someone gets .17 part tools or someone offers a real detailed IVA tut I'll be happy to continue. And I'm using the 10ths doc interior so that means the St. Johns badge will have to go and the model will need some tweaking since I based it off #11 currently.
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For collision meshes you can load up the dae file to unity that has the model and Node_collider and set the node_collider as the mesh collider with convex checked(Mesh Collider is under component>physics>Meshcollider), and delete the meshfilter property from the node_collider part so it doesn't render it, just the collision is rendered, this should make the Mu file smaller than if you had both the mesh and collision both being rendered by the game. So if the Tree goes PartExporter>Part and Node_collider both in it, and you part tools the PartExporter or whatever you call the blank game object you put the parts in, it should export right if you have the paths set up right but I noticed the files export one folder back from the one I set. If it still renders both the Collision mesh and the model then I have another idea. Still can't figure out IVA's.
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I've had a very successful couple of days playing. The Design worked out so well I decided why not Duna also how hard could it be. Now if I could only get it to Laythe and put a jet engine on it.
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Horrible design that barely gets me to Jool but nice shot after I finally got the beast into orbit. Yes that Tardis is made by me, I didn't like the old one that was an entire ship in parts so I made a command pod with proper smoothing groups. The warp nacelles are even more hilariously unstable now than they used to be, even if I use a perfectly balanced collision mesh they love to buck and tip my ships over.
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It's nice to see the Captain and everyone's favorite resident space pirate back.
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Well if I can get collision meshes working I'll be happy until they make proper IVA tuts and new PartTools. Still getting the whole your old collision mesh won't work unless it's a separate model that is visible upon compiling into mu. And if I try using the model itself as a collision mesh my pod just has no collision outside the VAB and falls halfway into the launchpad. Got collision working, now to figure out EVA hatches, and making IVA's work. I just wish I could use my original collision mesh instead of the parts mesh.
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I got it to work finally through other means but now my collision mesh is being compiled as part of the ship. But things may have changed so I'm not sure how to assign it as the collision in unity. Also IVA's are being rendered about 30 meters to the side of my command pod. but I'm still messing around and reading tutorials that don't provide enough needed info. Do the Ship and interior need to be the same mu file or am I just not getting it?
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Well this whole project got a lot less interesting. Is there a way I could scale down the parts inside the interior after making it fit to give the illusion it's bigger inside? Also quick mockup of the control room of Doc #5 as I'm still trying to figure out the Tom Baker room shape other than the one they used for that short run before the set was damaged and they went back to the old version.
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Have everything in a prefab with the directory as a folder in my ksp, hit write all it does nothing. Is there some sort of trick to this that I can't find anywhere?