CaptainSlug
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Everything posted by CaptainSlug
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That\'s only effective for handling impacts. The parameters that alter attachment strength are breakingforce and breakingtorque. http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_Documentation#Standard_Part_Parameters:
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All files updated with 32-bit PNG textures, so they should work with 0.11 No change in version. Just re-extract whichever ones you have installed that were showing up reddish. You\'re free to change whatever folder names you want. They don\'t affect the loading of the parts or how they\'re handled in the craft files.
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Just want to point out that the Thrust vector parameter is currently only utilized in the SolidRocket module. It gets ignored if used with a LiquidEngine module
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http://www.youtube.com/watch?v=5V5FteVmdvc&feature=player_embedded
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mp3 files don\'t work very well. I\'ve only managed to get custom WAV files to work properly. Custom explosion sounds are not possible at the moment.
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Apollo astronauts to Congress: Bring back the space shuttles
CaptainSlug replied to hachiman's topic in The Lounge
There\'s really no actual benefit to a platform like the shuttle when compared to a standard capsule. It costs more, it\'s much more complicated, requires more specialized support equipment, and is just absurdly large and heavy. It\'s also not as flexible when it comes to payloads. It was an efficient approach in theory, but never actually provided any of the benefits that were claimed before the program went into service. That\'s not to say that transitioning to a different platform would be cheaper than continuing with the shuttle. -
Turns out my Bulkhead parts make decent wagon wheels... 1. I\'ll think about it 2. That would be an airbrake, and there\'s no module for those in the game yet.
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
If you want a moving fin then in the part.cfg of the file you have to set the 'module = Stabilizer' rather than 'module = Winglet'. I\'m not entirely sure how to define what part of the mesh will rotate. You\'ll have to ask C-7, or rummaged through the default winglet2 mesh using wordpad to try to determine how that effect works. I\'m not familiar with those yet. Winglets only reinforce angular stability. And I don\'t think I set the parameters in mine very high since I didn\'t want them to behave as wings. You should check out some of the cfg files for the C-7 flight pack parts if you want wings rather than winglets. -
How to make an SRB ignite one detached.
CaptainSlug replied to venku122's topic in KSP1 Mod Development
The problem I\'ve always had is that after a radial decoupler is triggered, the drag of the radial decoupler only affects the detached portion of the decoupler. So unless you add a second radial decoupler that\'s vertically snapped on the other side of the missile you are trying to fire, the assymetrical drag is what will make its trajectory unstable. Force imparted by the radial decoupler can contribute as well, and setting it too low tends to result in the missile colliding with the parent rocket/spaceplane. -
I was going to include one, but the in-game sound for airspeed seemed to sound fine on its own. 0. Set symmetry mode to 2x 1. Attach an explosive bolt to the surface of a bulkhead or fuel tank you want to attach a fairing to. 2. Add a fairing wall half by attaching it to the stack node on the explosive bolt. 3. Attach another fairing wall half to the previous one, or complete it with a nose half. 4. You now have a fairing assembly which you can detach and adjust by clicking on the explosive bolt. 5. Moving the completed fairing assembly around on the surface of the bulkhead or fuel tank will allow you to adjust the size of the gap between symmetrical halves. How close you can get them together depends highly on the collision mesh of the part you\'re trying to attach the explosive bolt to, which is why I ended up including bulkhead parts. 6. Consolidate the icons of all of the Payload fairing panels into a single stage. 7. Test Launch. If you fairing tries to open as soon as your rocket makes it to the pad, then it\'s not quite long enough to cover the payload and needs another segment added. If your fairing is rather long, you will need to reinforce it with struts to prevent control inputs from making it flop around.
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If you want my mesh source files I\'d be happy to provide them for scaling, or simply make a set of parts to the diameters you prefer. I don\'t particularly mind if anything I make is modified. Whether its meshes, textures, or cfg files.
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
Open the stock Stabilizer mesh in wordpad. I have a feeling the different pieces are denoted simply by the name of the mesh. One mesh rotates with control, one does not, and the other is just the node_collider. KSP doesn\'t support joints or bones. -
Flying Saucer v1.0 - Low-weight cheat parts. Body/Tank piece, plus an engine with low thrust and infinite fuel. Fits inside a 3-meter Payload fairing. Handles best with SAS turned on. http://www.captainslug.com/temp/FlyingSaucer1.0.zip
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1.75m Solid Rocket Booster http://www.captainslug.com/temp/175srb1.0.zip
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
You have to assign all of those faces to the same Smoothing Group. Extrusion does not extrapolate the new faces into the existing texture coordinates. So if you want To make your mesh have more stacks but still have a good pre-formed cylindrical texture map you would have to make a new cylinder with the correct number of stacks. Otherwise you have to make new texture coordinates for the new mesh. -
Tips on texturing?
CaptainSlug replied to Killerhurtz's topic in KSP1 Modelling and Texturing Discussion
All I have to offer is a quick intro into using layers. http://captainslug.com/actt/ -
Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
If it's another 'ring' of verteces you want, you need to use the extrude tool to add another stack. Select all of the faces above the 'ring' from which you want to extrude, then from the Extrude tool input the distance along the Y axis you want to extrude, then hit the Extrude button. You will have a new stack. The 'ring' of verteces can be scaled to the diameter you want, then you can move the verteces of the tip back to their original location. -
Payload Fairing Set V1.7 http://captainslug.com/temp/PLFset1.7.zip + Changed collision mesh of Nose Halves. Should eliminate 'banana-peeling' once you go to the launch pad + Changed collision mesh of Short Walls. + Changed mesh of Explosive bolt so it now has a base (mesh that gets detached) and an anchor (mesh that doesn't get detached) + Changed FX for Explosive Bolt deployment
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
That's actually quite speedy for a first run-through. You'll only get faster with practice. The more shortcut keys you're familiar with and the more you understand how to use all of the functions together to get the shape you want the faster you'll be. But yes, modeling and texture are time-consuming. -
I haven't tried attaching fairing walls to the underside of anything using explosive bolts. I only tested them with the nose cone. The collision mesh for the short walls is a bit closer to their top attachment node than they are on the full length walls. Maybe I'll have to make the spacing identical then test them again. I have other small changes to make an update with, so I'll just add that one before making the new version available.
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
In the render view you have several options for zoom. Ranging from fastest to slowest: SHIFT + Mouse Wheel, Mouse wheel, or SHIFT + hold Left-Click and drag. CTRL + Left-Click drag in any pane will pan. Right clicking any pane gives you the options of 'Frame All' or Frame Selection' UV-mapping takes a great deal of practice. -
Most parts you attach to the side of your rocket will induce drag. If they are not symmetrically placed then the resulting drag will be asymmetrical.
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Use 2x symmetry mode when attaching the Explosive bolt, and all subsequent panels.
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Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
Part Three: Exporting to KSP 24. Duplicating some of the steps from Part One, you will need to make a node_collider mesh from a simple shape, scaled to match your visual mesh. It will need to: have the '02___Default' material assigned to it, be a single group named 'node_collider', and be a convex shape in order to work correctly. 25. Now you are ready to export your mesh into a part folder you have created for your new part. Name your folder without using underscores. It mush include a /texture directory in it (with a texture file in it). The part.cfg file that references the correct mesh and texture file names as well as having a unique part name will also be required. The orientation of your part in-game is affected by both the node parameters in the part.cfg, and the accurate interpretation of the node_collider in your mesh. Either being incorrectly loaded could result in your part loading out of the alignment you are expecting. 26. You will need to define in your part.cfg file where your attachment nodes are. If the Scale in your part.cfg is set to 1.0, then you can get these location values directly from the mesh within milkshape. They appear in the lower left corner, or you can view coordinates of selected verteces by using Manual Edit from the Vertex menu, then check the box labels 'Show Only Selected'. If your part is scaled correctly it shouldn't be too hard to estimate these coordinates correctly. A stackable 1 meter tall part that is centered on the part origin will have a top node at 0.0,0.5,0.0 (x,y,z) and a bottom node at 0.0,-0.5,0.0 and the orientation for both nodes will be 0.0,1.0,0.0 (UpX, UpY, UpZ). 27. Using the SDK Partlab provided on the KSP home download page, open your new part. As shown, this is what a part looks like if loaded with a wireframe template texture. If the part loads in the correct size and orientation without producing any significant errors in the upper dialog box, then you can move on to testing it in-game. 28. Now you have to start possibly the most annoying part of the process. Refining the part.cfg file to get the part to actually do what you want it to. That about covers the basics There is a great deal about part.cfg files that I still don't understand. I can rarely get them to work perfectly the first time. And getting parts to interact with each other the way you want them to takes a lot of trial and error. This guide will at the least help you get through the creation of mesh files and UV-mapping. -
Milkshape Tutorial
CaptainSlug replied to CaptainSlug's topic in KSP1 Modelling and Texturing Discussion
Part Two: UV-mapping 15. Select all of the Groups that make up the ring. Go to the Materials tab and select Material__25, then press Assign. tutorial.png, as shown, should be the image file loaded for that material. 16. Press CTRL + T to bring up the Texture Coordinate Editor. Cylinders that you made from the Model tab will already have a good and usable mapping assignment. However the default assignment area covers the entire image, and we need to scale it down to just cover part of the texture. 17. Click Move, then left-click the top left corner of the texture. This yellow crosshair indicates the current Origin coordinate. 18. With the Origina coordinate placed, you can use Scale to shrink the texture mapping down to the area you want to cover. 19. Select another Group from the drop-down box. Faces created through extrusion will not have a useful assigned texture coordinate. So you will need to select a Region of the texture, then Left-click and drag to create a Region on the texture. Select the orientation from the next drop-down box, then click Remap. The verteces/faces selected in the group will be remapped to fit that Region of the texture from the selected orientation. 20. There are plenty of way to alter your texture map to get the most use out of a single image. But you haven't actually made the texture yet. 21. You still need to make a wireframe template to draw your texture onto. To do this you need to apply a temporary flat color image as the texture file. A medium or charcoal dray works well 22. Regroup all of the groups for the ring. Delete any extra meshes you don't want in-game. KSP loads the mesh faster with fewer groups anyways. 23. Open the Texture Coordinate Editor again. Now that you have all of the faces in one group, you have a populated wireframe template. Take a screen capture of it, then paste and crop it in whatever software you are using to make your texture. Save it over the solid color texture, and reload the image file in Milkshape to confirm its alignment on the mesh. Now you can create your texture. Each time you save your texture you will need to reopen it from the Materials tab in Milkshape to see the changes.