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Everything posted by BlazingAngel665
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Kerbin City Community Project - Phase B - New Islands
BlazingAngel665 replied to nothke's topic in KSP1 Mod Development
After finishing my terraforming, street layouts (thanks for the street file by the way) and doing some design sketches the first building is complete. This is the low poly untextured "marina" Complete with overhang roof for the acrobatic planes. 870 tris and only missing a couple of generic railings and Haven't decided if windows are done with verts or maps. What do you think? -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Great Update! This is stable enough to launch my first Laythe semi submersible mining mission. A video will be up within a day or two or three. Thanks for the Hard work you put in Hooligan. -
Please never use blenders texture engine. Please.
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No prob I can handle the homework no problem. I was also kinda working on my Sub mod and Kerbin City (nifty mod) CS and the Delta IV need some TLC next weekend me thinks. . . .
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Sorry guys. First day of school and I get a metric crap ton of homework. My first Chemistry test is tomorrow. Anyways, the faces on this one got a bit iffy but it worked in the end. Which model do you want me to do next? NOTE: I forgot to merge the objects before uploading. The pipes are textured the material just didn't upload.
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Kerbin City Community Project - Phase B - New Islands
BlazingAngel665 replied to nothke's topic in KSP1 Mod Development
Who is this BlazingAngel664 guy who stole my plot? I want to have a little chat with him -
Kerbin City Community Project - Phase B - New Islands
BlazingAngel665 replied to nothke's topic in KSP1 Mod Development
Coolio, this looks like a lot of fun. Just for the record everyone, Kerbals are 1m high. I don't want to see any doorways that would fit Lebron James or something. Scale will be very important. -
Kerbin City Community Project - Phase B - New Islands
BlazingAngel665 replied to nothke's topic in KSP1 Mod Development
Applying for A4, shipyards and marina. Is it ok if I go into the water a bit? -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Bug Report on the Submarine Mod. Occasionally while taxing toward the water the craft's state (ie landed, orbiting, etc) becomes confused. Not sure why only noticed it while using the craft in the image below to taxi towards the water. (note: I was using my coning tower part but I doubt it was the cause) Next on my list: The conning tower is done. The textures for the rest of the pieces are underway. For some reason I had to re UVmap the Conning tower because Unity was unable to import the UV map I already had done?!? It irritated me but now it is fixed. Soon the rest of the sub pieces will follow but here is a spoiler. -
[WIP ]KSP part.cfg file writer script for unity
BlazingAngel665 replied to DSSP's topic in KSP1 Mod Development
This is BRILLIANT!!!!! Does it support custom modules? Yes or no to that this is great. It all writes to the folder and I can copy and paste it to KSP. I can preview nodes (brilliant) and that saves me like 400,000 hours of the dreaded. Nope not quite. . . edit CFG click "Reload All" wait repeat. You sir deserve a medal. -
Hey everyone starts somewhere. I think the fact that you got something in game is pretty impressive. I'm sure it feels good to finally succeed if you were like me and spent three hours trying to strangle Unity for being so useless (In fact I recently repeated the sequence). The texture is pretty cool too. It looks like the Xycraft stuff from minecraft to me. Maybe try googling stuff to see what references you can look at in your modelling. Also try explain what you are going for a little better. People here are friendly and are usually helpful. Good luck!
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That is pretty awesome!!! Can you do it with Liquid fuel, xeon, or Kethane? Actually can you use the plugin to create parts that have animations that run based on fuel levels? There are so many exciting possibilities.
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[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
I'm not sure KSP hydrodynamics are that simple/sensible. -
No thanks necessary. I get to do this kinda thing every summer (used to be a camper, hopefully now I'm a councilor, well at least they hired me. . . ) Lest I can do is give it back. Pass the video around though. It is too cool not to see a Curiosity here on earth with *almost* everything of the one on mars. It even has the $180,000 set of wheels.
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
BlazingAngel665 replied to AncientGammoner's topic in KSP1 Mod Releases
Procedural fuel tanks. God, I love procedural mods. I think you deserve a rep point for the awesome plugin. Though maybe a more "stock" ish texture would be a nice addition. -
[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Can the drag code be changed? It seems to me that it is horribly unrealistic at the moment. It's water, not syrup. -
Custom Control Pad + Sneak Peek video
BlazingAngel665 replied to L.J. Silver's topic in KSP1 Mod Releases
I have an iOS device and a windows 7 desktop and a MacBook Air. Whichever setup you want me to test is fine. My Mac is usually stock and my desktop usually has a 7 gig game data folder.... And it still runs fast. God I love my computers, they are the bestest friends that anyone could have. PS thanks, I like CS too. I am fascinated by their approach to rocketry. I am also working on the Delta IV, the Compact Rocketry Pack and Hooligan Lab's Submarine Beta. Check them out. -
I actually can't the reason being the accumulated compact rocket textures initiative. Or something like that which is basically me creating a bunch of asserts so you and Naten can UV unwrap it straight onto the textures. This will be much easier and involve fewer steps then our current model. If you watch the following space will eventually see a picture whenever imgurmdecides to upload it.
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I'm not entirely sure what is going on here. This is what happens when I add a texture to my Material (KSP Diffuse) It just goes all back and semi transparent. Any Ideas or help appreciated.
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[0.21] Hooligan Labs - Airship, Submarines and More
BlazingAngel665 replied to Hooligan Labs's topic in KSP1 Mod Releases
Does anyone notice that you download Submarines 0.0.5??? I sense a changelog forthcoming. . . -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
BlazingAngel665 replied to Chimer4's topic in KSP1 Mod Development
No problem. Modding is a big hobby of mine so depending on how inspired I am this list could take me three days or three years. But Compact Rocketry is almost done (the texture assets for it. . . I started another mod actually (sorry sorry) that is adding some sub parts for the new Hooligan Mod. It is really awesome. But it isn't complicated or very indepth so I think I'm in good shape to finish the Delta IV 0.3 release Soon TM.