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BlazingAngel665

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Everything posted by BlazingAngel665

  1. Hmm You might be able to use multiple engine modules... other than that, there is no stock ingame module to accomplish that
  2. That is pretty great performance for an SSTO. The RKEA module looks pretty fancy also. I think it would make a cool interplanetary craft in a separate configuration.
  3. I second this idea, kinda like in simcity where you have to ship a bunch of resources somewhere to build the Spacecenter. Also make some the resources like "rare Kerbin magnets" or something that has to be mined off world.
  4. Nope sorry, we are a museum. We have a restoration branch but I'm not in it. I am a camp councilor. The very same we give public tours, you have to be a citizen (tech exportation laws, it's almost 50 years old and still the best in the world) and you can't take pictures from past the glass wall.
  5. Yep can C is circle select. That is my favorite selection method. Nope and nope but thanks. I accidentally made my image as a 1028 image. It was supposed to be 4156x4156 That is my problem.
  6. Next version of kethane will hav MIMO (multiple input, multiple output)
  7. Uh-ohh, not really sure what I did here but the first three hours of sleep I have seen in three days (it might just be two, not sure yet) can definitely fix whatever stupid thing I did wrong. I am suspecting that I unwrapped it to the wrong UV image then imported in the wrong place. That is for tomorrow though. Tomorrow I also want to do some good high quality Unity importation stuff. I haven't done this in a month or two (gees, I'm out of shape) so it might have some interesting results. . . For those interested in my sleep deprivedness, I participate in a high school activity called Debate. This week we had camp, so I did that, then I watched the new Percy Jackson movie. If you want to see it, don't. The books are far better. Finally I did some good old fashioned modelling for the DCSS which I continue to procrastinate. I have promised the folks over in that thread an update but my deadline always seems to slip by a week or three or five. Then I tried to work on this. or well never mind. Good night.
  8. Actually they are improving the efficiency. The original F-1 used a single turbo to handle EVERYTHING, but the action wasted a lot of fuel out of a side pipe. But it was genius. Wherner Von Braun was incredibly bright to be able to use his metal so efficiently.
  9. Actually the People at NASA fired up some bits from an old F-1 on one of the VTCs to see how it worked. A generation 2 F-1 is being considered for a liquid booster for some of the heavier versions of the SLS cargo block. Our restoration team where I work is actually restoring some of the F-1s that were recovered at sea.
  10. You misinterpret me. . . I have promised this thread an update since about two weeks into June and I keep managing to procrastinate working on it. I have thoroughly enjoyed Compact Rocketry and hope to continue working with you. Sometime* I just have to actually work on this. It was my first solo** modding endevour. *Sometime does not actually represent any time at all **Solo meaning doing models texture and Unity. Chimer 4 is a highly skilled modder and I am very happy to have the chance to work with him/her
  11. Sounds fun. It can be on my project list below 1. Finish texturing first release of Compact Rocketry (signing up was an accident, I swear) 2. Finish the new DCSS which has proved to be the biggest drag since the invention of manual labor. 3. Finish Re-texture of the rest of the Delta IV at my new HiRes level (it looks beautiful I must say) 4. Create the GEMs for the Delta IV 5. Create the Tycho Brahe for the Copenhagen Suborbitals Pack 6. Don't fail school 7. 4m DCSS, 4m, fairings, dream chaser, new planet, learn to code, etc.
  12. This is pretty awesome. Just saying. My next interplanetary skyscraper will have a new feature. . .
  13. Yeah, in hindsight I should have checked before suggesting that. I guess power consumption is written into the Module{Kethanedetector} so that kinda writes that out. I haven't said it recently so let me say it again. Good work. I thoroughly enjoy this mod. Carry on the good work.
  14. Just make a resource titled "EPLintakeair" and then have a check run by the part to look and see if "EPLintakeair" is available just like 'electriccharge'
  15. EDIT to the licence Naten, please include this in the OP "The textures created by BlazingAngel are released under a don't redistribute or modify without prior permission license" Sorry for the Public Service Announcement. Carry on.
  16. Mr. Tiny that is a superior engine! I will texture this one next.
  17. What???? The SLS is not 900 feet tall. The Saturn V was barely a third of that. The SLS is expected to be ABOUT the same height as the Saturn V because of constraints in the VAB. EDIT it was probbably a typo, the website says feet, not meters. Also scale by 64% please. That is the scale factor Bobcat uses, it's the one Chimer and I's ULA pack uses etc.
  18. So I was trying to get enough screen shots to show off this coolness, but then I said screw it. You will go on sketchfab today! So I put it on sketchfab. Next up in the texturing department is one of the ones that Mr. Tiny posted a while back.
  19. Mr Tiny that is brilliant. It evokes memories of the LV class engines already in the game. That will be very sharp looking after it is done!
  20. Yes but it was useless to me. I needed it done in some fashion that allowed me to know what face corresponded to what bit and it just wan't doing that for me. It just gave me a tangle of vertices connected by lines. Umm wow. You poly count is minuscule. Add details I say. Pipes. Turbos. Hydraulics for gimbling action. Thanks for the feedback guys. I will finish the textures.
  21. Preview time, yay!!! This is the bit where you decide if you really want me modelling/texturing for you. So, patch notes. 1. All textures are 'clean' this means that the hand drawn cartoony bits that are so iconic of KSP are not in yet 2. Some bits (the warning hatch) are in the wrong places because I unwrapped some pieces in the wrong spot 3. In the long run I should have just used the re-done model. The sphere stuck on the side of the thing took me like three freaking hours to unwrap (not sure why) So without further ado, pictures. Hope you like 'em. C&C is appreciated. Would that tank actually hold 02? I don't know and don't particularly care. The blue looks good on the gray, and blue is the color for oxidizer, hence it has 02. The blue its self is from the little stripe on the mainsail engine. The yellow color is from the caution tape on the band around the top of the engine bell. There is a little valve on the side of the tank and an arrow indicating flow direction. I am thinking about adding some form of raised bit for the exclamation point. The "warning" is actually stenciled onto the side of a hatch which is obscured. I haven't figured out where this is actually going, it is just a prop I had ready to put into a texture. So did you like it? Hate it? Want to see something done different? Post your comments and criticism below!
  22. The legacy model was the first one you did. I tidied it up (just made the inside of the engine bell) it is now unwrapped and in gimp. I have a color scheme shamelessly eyedroppered (yes a highly technical term) from some of the stock bits. Now I just need warning labels and other intricate details like bolts and bits. I haven't done anything with emissivity or the thermal animation that requires more time and some unity know how that is not something I feel like doing atm. Also if you have normal maps or anything please add those in the download. We will need a proper dropbox that we can all add files to. Previews to come.
  23. Sorry, Already started on this one. Do you mind if we use the legacy model?
  24. Mr. Tiny a compliment to your modeling skills. Naten, I am unwrapping the models right now. I am shooting for some form of stock alike here. Results to follow.
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