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Everything posted by orson
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First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
So rescale by just under half worked out ok in the end . cant get my engine to work , can anyone suggest why ? They switch on and the sound plays , but no effects or thrust ? name = MHmainLFM module = LiquidFuelEngine author = Orson mesh = MHmainLFM.DAE rescaleFactor = 1.1 texture = MHmainLFM.png rescaleFactor = 0.5 // --- node definitions --- node_stack_top = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 1 // --- FX definitions --- fx_exhaustFlame_blue_small = 1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active fx_exhaustLight_blue = 1.0, -21.0, 0.0, 0.0, 0.0, 1.0, active fx_smokeTrail_light = 1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active fx_exhaustFlame_blue_small = -1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active fx_exhaustLight_blue = -1.0, -21.0, 0.0, 0.0, 0.0, 1.0, active fx_smokeTrail_light = -1.0, -21.0, 0.0, 0.0, 1.0, 0.0, active // --- Sound FX definition --- sound_vent_medium = activate sound_rocket_hard = active sound_vent_soft = deactivate // --- editor parameters --- cost = 750 category = 0 subcategory = 0 title = Hopper engines manufacturer = Orsonic Interplanetary Operations. description = Main Hopper engines. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,0,1 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 7 maxTemp = 3600 // --- liquid engine parameters --- maxThrust = 60 minThrust = 0 heatProduction = 300 Isp = 300 vacIsp = 390 thrustCenter = 0, -1, 0 thrustVector = 0, 1, 0 thrustVectoringCapable = True gimbalRange = 0.5 -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
cool ,will rescale it just been sorting some of the problems i had , now the legs are just the hydraulic dampers at the ends , and even without animation they act to cushion landings a little , the command module is now the whole top section allowing for a rear hatch and EVA's Had a few test flies with the new weighting and its perfect (!) , without any sas it goes straight up , with Jeb switched of and just using it as ASAS i managed a landing on the flat roof of the VAB , also swapped in the smallest stock engine and it's almost spot on power to weight. If i scale it down it will have to get its own teeny engines and some RCS , at that size RCS should blow it about like a leaf -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
Made a few bits and bobs for other games over the years so i'm used to addon making in general , but most games have new methods and some can be quite mind bending Never really got my head around code KSP on the whole tho , just to get say a simple fuel part in game is super simple compared to some games . Managed to get the MunHopper into space and on the Mun earlier , no i lie ... mechjeb did it all , but it was smooth as silk . http://imageshack.us/a/img141/1234/screenshot6ez.png Floated along using RCS untill it ran out , gave me the idea that maybe RCS would be the way to go for propulsion .. main engines for keeping height .... dunno ? Also scale looks a bit out , how tall are these Kerbans ? http://imageshack.us/a/img707/779/screenshot4ts.png As for the legs , maybe got a solution to my problems by incorporating most of the legs into the hull and just attaching the end part on each corner ... shall get back on how that turns out . -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
awesome man.......untill i reach that point , i'll carry on with at least trying to get all the connectors and basic stuff working -
BobCat Ind. - Colonization, exploring and research vehicle
orson replied to BobCat's topic in KSP1 Mod Development
hah.. you wont see that again for a while 14 digit speed ! -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
Thanks TheCardinal ..Heh.. MunHopper will live eventually ! maybe its just not everyone's cup of tea , has a quick sniff at armpits ...or maybe its just me ? shrug..work carries on regardless Hey BobCat thanks pod orientation ... yep i didn't know if this was going to cause a major headache or not , perhaps when i get the whole thing in game i could ask for a little advice on getting that sorted ? The legs are not animated right now , I have no idea so far how to add working suspension but it was on the list to do, maybe if i havn't worked it out by then i could ask for some more advice ? I was in a learning mode with blender recently , tried to play with unity but my poor old brain cant take in like it used to , melt down lol ... one program at a time -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
moar fun had while testing , look at Jebs face bless him , he thinks hes actually flying ...didnt see the crafty mech on the back http://imageshack.us/a/img831/1644/screenshot0wb.png tha muns the other way dude ! http://imageshack.us/a/img23/3280/screenshot1so.png http://imageshack.us/a/img688/3803/screenshot2aw.png soft landing , thanks mechjeb (looking at Jebs face, i think he realised at this point he had been merely ballast for the test run ) http://imageshack.us/a/img7/2327/screenshot3if.png -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
The Eagle addon is awesome , hope to get this thing working as nice .... well , it flies ! ...... to a degree , i let mechjeb handle that for now lol I used a stock engine for testing , the poodle , lifts it no probs ofc , would be way too strong for what is needed , next parts to add would be some RCS and its own advsas module http://imageshack.us/a/img255/4896/itflies.jpg Had some teething problems as usual . node placement is still hard going . I tried to gain co-ords from blender as explained in posts on this forum ..but they didnt correspond to ingame co-ords . here is an e.g ..see if anyone can explain what im doing wrong .. blender coords for a vert X-1.05809m , Y -1.97322m , Z -65.38106cm i saw the Z pos and thought , as it was cm and not meters i would use Z -0.65 ...as the first one number given puts the node off the screen somewhere , but using -0.65 also removed it from play ?? The main problems i have right now are the landing gear and the engine When i place a set of legs further sets become un-selectable in the parts menu , i can see it but its not active on a mouse over , also can a part connect by more than one connector orb to a single part .. i.e 2 orbs on the legs connect to 2 orbs on the hull ? Currently uses one orb to attach but its prone to a wobble and i wanted a rock solid bond (kerbal style) . As you can see from the screenshot i did get 2 sets of legs attached , so i think it might be another part throwing it out ? The code from the legs , sorry im not up on forum language or i would put it all in the right tags name = MHlegs module = HLandingLeg author = Orson mesh = MHlegs.DAE rescaleFactor = 1.1 texture = MHlegs.png rescaleFactor = 1.1 //definition format is forward back X, up and down Y, left and right Z node_stack_top = 0.0, -1.90, -1.95, 0.0, 1.0, 0.0, 1 node_stack_bottom = -1.058, -1.9, 0.0, 0.0, 1.0, 0.0, 1 //node_stack_bottom = 0.0, -1.90, 1.81, 0.0, 1.0, 0.0, 1 cost = 250 category = 2 subcategory = 0 title = MHlegs manufacturer = Orsonic Interplanetary Operations. description = Leg assembly. attachRules = 1,0,1,0,1 mass = 0.05 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 1 crashTolerance = 100 breakingForce = 1000 breakingTorque = 1000 maxTemp = 2000 -
Well a few ways you can do it , if its quite a basic pattern your doing then its easy enough to do manually . Without going too far into into it , lots of tutorials about .. it works by greyscale images initially , white is the highest and scaling down to black as lowest , then you can use either the Gimp plugin (i dont know if it is still supported , looks legit) http://registry.gimp.org/node/69 or the photoshop/nvidia one http://developer.nvidia.com/content/nvidia-texture-tools-adobe-photoshop
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First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
dig that purple hair , thats what space will be like in the future !! http://www.cloudster.com/Sets&Vehicles/UFO_MoonHopper/ShadoMoonHopperTop.htm Most of the exterior model down , few bits and bobs left to add Large image http://imageshack.us/a/img191/3448/mh8w.jpg so far its landing gear, command pod , habitat tube, airlock, hull/fuel, main engine pack, rear engines, retro, http://imageshack.us/a/img24/5368/mh7a.jpg hatch and ladder made but yet to add animation.. left to do .....textures/normals , RCS tank/s and thrusters , lights , interior , get it in game, make it fly.....stuff like that -
INDEV: Retro designs (featuring ROMBUS Heavy launch vehicle.)
orson replied to Thobewill10's topic in KSP1 Mod Development
Very accommodating sizes , found some blurb on ROMBUS http://www.astronautix.com/lvs/rombus.htm not sure i fully understand the plug nozzle bit ? -
BobCat Ind. - Colonization, exploring and research vehicle
orson replied to BobCat's topic in KSP1 Mod Development
This leaves epic win waaay behind , beyond epic , is this -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
I see the point , indeed well modular will do juzt fine then On the point of getting it to fly , as you can see the orientation would require VTOL ....maybe when its in game. -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
Had a rethink of most of the mesh this weekend , better topology(ish) 4k+ verts so far , can loose quite a bit on the landing gear if needed . Anybody got any ideas about how to implement it ? I would like it to be a ready made vehicle, as the parts would be quite specific to this craft ...but it wouldnt be KSP if you couldnt bolt some random stuff together and fire yourself into the ocean ... so being modular might be better ? -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
No idea when it will be released , when its ready i guess -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
This is how the model looks so far -
First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
So moving on from the cow , I started on a small project ..an old favourite of mine from the UFO series http://ufoseries.com/preProduction/moonmobile.jpg Moon Hopper Found a guy that makes some awesome scratch built replicas , make for good reference. http://www.davidsissonmodels.co.uk/moonmobile.htm some wip soonish -
Blurry in-game textures
orson replied to william758's topic in KSP1 Modelling and Texturing Discussion
Bit stumped then tbh , i did get that blend2 to load but i was given an error message saying something about the model was not 1.0 scale ? The model wasnt named properly i.e the node_collider and the cylinder needed swapping round.. I cant see anything wrong with the unwrap , but as you can see i get the same blurred effect in blender :/ http://img688.imageshack.us/img688/5025/testank.jpg <--! large picture ! -
Blurry in-game textures
orson replied to william758's topic in KSP1 Modelling and Texturing Discussion
Hia , had a play with your texture as it looked a bit low res for a 1024x1024 , may have been the cause of the bleed .. Try this (hope it works , im not 100%) ((didnt change the filename so be careful not to overwrite yours)) http://img819.imageshack.us/img819/8228/ked1t.png also a bit new to blender myself .. i think you might have uploaded the wrong file ? .blend2 rather than just the .blend -
Blurry in-game textures
orson replied to william758's topic in KSP1 Modelling and Texturing Discussion
ahh k , well best to start with the basics like game settings Next thing i can think of is the texture resolution , if its smaller than 512x512 , resize it and see if that fixed it . Could post a link to the texture you are trying to use ? It would be easier to try and track down whats causing the bleed . -
Blurry in-game textures
orson replied to william758's topic in KSP1 Modelling and Texturing Discussion
From the look of the pics the stock parts are blurred too ? Have a look in your KSP settings menu under "Graphics" , try setting your texture quality to - full res . -
hi dude , thanks for the message , glad it amused you .. i searched the forums for a cow addon and couldnt believe nobody had made one ....so i threw that together using a free cow model i found
if you want a copy of the cow addon i can sort out a link for you
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First project , tips and crits appreciated :)
orson replied to orson's topic in KSP1 Mod Development
One of the parts i am trying to make is an adaptor for a payload , the part appears in game and 2 of the 3 helper nodes work perfectly , they all appear in the correct places..... but the top one refuses to work : / any suggestions ? -
Your welcome .. great looking results on your engine , ofc you can get higher res images by becoming a paid member but the free subscription gives access to some at least , and tbh the samples are good enough for most cases when making gaming textures , even if its just to use them as reference ....if you use GIMP or PS this site is also a good source for custom brushes and stuff http://www.deviantart.com/