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Killerhurtz
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Everything posted by Killerhurtz
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Glad to see such good reception. Also, Dan, I have made it as such because each part, by itself (save for the top cap), would be a cheat part if used with others, whereas all combined it just makes a powerhouse. Quick question, though: which project would you like to see next? Fibonacci or Fire Devil?
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Black Sun Laboratories Presents... Created after Jeb complained his boosters weren\'t powerful enough, the Black Sun Labs created the Firelark liquid rocket booster. Running on a new, highly potent prototype fuel (Pentakis(Tetroxotribullshitide)Unobtainium, or Ub(O4Bs3)5), this thing is guaranteed to lift any heavyweight rocket you can strap it on. Burning for a vigorous 80 seconds at full force, you no longer have to worry about getting your craft airborne! Also included is a generic heavy decoupler, for all those times you needed a strong decoupler (it is quite weighty, though). Not recommended for small crafts. Comes in three parts: adapter, fuel tank and engine. Ignition is triggered by a small charge of explosives, after which the heat of the reaction itself keeps the fuel burning. As such (and as any good booster should), it is impossible to completely shut off the thrust, but it has a wide operable range. PS: structural legs are recommended as engine only has a precarious balance and WILL fall aside if not fully stable. Point is moot if number of engines is equal or superior to three. Get the order forms here! PPS: You\'re more than welcome to retexture it. UVs are included. NOW FEATURING: FIREWORKS! Simple firework. Nothing fancy. Get em here. Tired of having your thrusters aim down, or being unable to use most engines without a fuel tank? Project Blaze is just for you. Crafted out of the finest stolen or refurbished construction girders space age alloys, Blaze helps you support all engines sizes up to 3m (as a bonus, stick on two 1m engines without any worries!) Order yours now! -GME USERS REJOICE, PACKAGED TO YOUR NEEDS- Project Kebylon HA HA I WIN LAUNCH TOWER. Get it here. Or here. Metal Slab: Simple metal slab to cut off fuel flow, made by request. Get it here. Upcoming Black Sun Labs Projects: -Project Legacy: The parts which started it all, General Solutions, have fallen into desuetude. Time to bring them back up to fame. -ON HIATUS UNTIL I FIGURE OUT WHAT I WANT OUT OF IT- -Project Bossa Nova: New skills acquired, new functions available... Firelark is due for an upgrade. -Project Sardine: Because sometimes, it\'s good to be able to stack normal stuff on top of the command pod. -Project Triton: Because bigger is better, we will get bigger. -Project X: Got a request? Need any practical problem fixed? We\'re on it, just ask.
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Export to OBJ.. Not DAE
Killerhurtz replied to rkirk77's topic in KSP1 Modelling and Texturing Discussion
Never had the key thing, but the other thing I see nothing wrong with it: it\'s just telling you that some information (which is completely irrelevant to the game, only to modellers) is going to be lost in the transition from the highly enriched base format the program use to the Collada format. -
Export to OBJ.. Not DAE
Killerhurtz replied to rkirk77's topic in KSP1 Modelling and Texturing Discussion
Yes, but apparently it\'s not the case for everyone, while DAE has given no problems (that I know of) to anyone. What problems did you have with DAE anyway? I never had a hitch with the FBX_DAE exporter... -
Can a model have more than one property?
Killerhurtz replied to Animal Mother's topic in KSP1 Mod Development
Nope. Solids don\'t react to the thrust setting. There is no way to do what he wishes to do so far, except somehow make the engine and fueltank pretty much impossible to rip apart. -
Export to OBJ.. Not DAE
Killerhurtz replied to rkirk77's topic in KSP1 Modelling and Texturing Discussion
Funny thing, the Wiki\'s tutorials recommend exactly the other thing because of supposed problems with obj files for some people. -
UV Mapping woes
Killerhurtz replied to Lucius Sejanus's topic in KSP1 Modelling and Texturing Discussion
Maya DOES have an automatic UV mapping function, but except if you learn to displace them yourself a bit the result might be sub-optimal. -
Help with thees parts.
Killerhurtz replied to lucek's topic in KSP1 Modelling and Texturing Discussion
Had a look at these. First things first, you forgot to give your parts an unique instance name, which means they're interfering with the regular parts. Secondly, don't expect the textures to work. New models, needs a new UV map and a new texture. Thirdly, you don't seem to have edited the node positions. Did you seriously expect everything to work out of the box? The problem was probably the nodes being inside the collision meshes. So yeah. To sum it up: the models are perfectly fine, the problem comes from the fact you just stuck out-of-proportion models to existing parts without editing them at all. I'm going to sleep now though. -
Delta Engineering & Rocket Production Co. (DERP Co) Parts Pack 0.1
Killerhurtz replied to j516mt's topic in KSP1 Mod Releases
'Cept now we have struts, don't we? -
You imported it right, but it had a purpose. I intended to make it so no other parts could be used with the tank. Everything on there was for a purpose: the adapter so the tank could actually fit, to isolate the thing for the rest and to prevent extra fuel for being mounted, the tank so it could only attach to the adapter and the engine, and so it could handle the engine, and the engine's stats so it would blow up when used with anything else than the tank. Guess my plan's somewhat blown... Thanks for looking into it, though. If it works I'm happy, although I'll keep what you said in mind from now on. I have another model to redo, then...
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I really doubt it's a model problem, but here goes (comes in three part: the adapter which works entirely fine, the fuel tank which works half, and the engine which works entirely fine. All three have similar characteristics yet only the fuel tank does not want to work.): http://dl.dropbox.com/u/21447217/Firelark.zip
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Actually, that part is crucial for the thing to work. I have custom-tailored ONE part to be able to fit it otherwise it will collide with the tank. That isn't the problem. Usually, when something cannot attach, it snaps to the node but turns red, right? Well here it doesn't even snap. It's like the node doesn't even exist aside from the ball. Things just got wierder. The node is not the problem. I just successfully attached the fuel tank by the bottom node (turns out 1m pieces can attach without colliding). But now, when it's attached by the BOTTOM node, the top node stops working. Like if it only wanted to allow a single connection.
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I am having slight problems with a single node on one of my fuel tanks. The bottom one does not work. It IS parsed, as the sphere that marks a node position appears, but no part wants to snap onto it. Wierdest thing is that the top one works perfectly fine. I have tried relocating the node to no avail, and I honestly have no clue what could be causing such a thing. Here's the (what I think are) relevant code parts: //--- Node Definitions --- node_stack_top = 0.0, 3.0, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0 //--- Attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1, 0, 1, 0, 0 Does anyone know how to fix this?
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I'm going on bad memory, but isn't that a bad example Monkey? Isn't it said to avoid underscores?
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UV Mapper wanted
Killerhurtz replied to Capt'n Skunky's topic in KSP1 Modelling and Texturing Discussion
I can handle it. Just send over whichever files you need a UV map of, and I'll do them. -
Sorry for the necro-bump, but I'm having the very same problem at the moment, with my fuel tank. I would really love to know how this was resolved. Thanks.
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So, I have just made a new part. It's a pretty straightforward coupler. My problem is, the game doesn't want to recognize the symmetry. What could be causing this?
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Hey guys. In a zealous swing of parts creation, I launched myself into modelling (ended up using Maya, thing is pretty damn intuitive). And as such, in a single day, I have made a good model for my new part and extracted the UV map, checked if everything would load correctly in the parts lab using a dummy texture, and everything works. My last step is my (now only) bane: texturing. Do you guys have any tips on where/how to start, or anything that could help me make textures that will not suck?
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Aren't bitcoins only used in the Onion network which is mostly filled with illegal and often immoral stuff anyway?
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I know, I have it installed on Ubuntu. I just have no clue how to texture with it (if it's even possible) and I'm not sure there's a .DAE exporter.
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Okay that's great, everything I have tried has failed except for one thing which had no venue. Although I have gotten several ideas of parts to do, but to make them I'm going to need to get a 3D modelling software and learn to use it.
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I keep thinking, but as it's now a General Solutions, if you got any problem that needs fixing, just ask and I'll do what I can! For now, though, mostly what I'm planning is to find replacement sounds for some of these, so they will fit better. And keep messing with the settings to see what the engine allows or not. Actually I'm already designing a whole new set of parts and testing them. This time it's not about doing what's not been done, but doing what's been done in another way.