Xellith
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Everything posted by Xellith
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I never even knew that mod existed. I guess I need to increase the time I spend in KSP and decrease the time I spend in blender..
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Squad avoid the publishing nightmare by keeping it digitally distributed. If you want a hard copy then I suggest burning a copy to a CD. Use photoshop to make a cool looking cover, and then sticking that on the box.
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The Kerbals are getting flags in the next update!
Xellith replied to Deadpangod3's topic in KSP1 Discussion
Will we be able to change the flag texture so we can have custom flags? -
how is this looking?
Xellith replied to Martonaut's topic in KSP1 Modelling and Texturing Discussion
Looks like he is using Blender. -
Hi landing gear animation.
Xellith replied to Deltafee's topic in KSP1 Modelling and Texturing Discussion
Someone should just bite the bullet and make a video tutorial where they design a model in blender, upload it to unity, do all the unity jazz, and import it to KSP... (not me though because even following tutorials I still have trouble figuring out what the hell Im doing.. hence I say video) -
Im considering making some station parts focused on reducing lag. Wont be as pretty mind you
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If you were the first person on mars, what would you say?
Xellith replied to KleptoKat's topic in Forum Games!
"Get your ass to mars he said. And so I did" -
I figure a year in a cramped compartment with 2 other dudes that a person might appreciate some alone time.
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[0.21] Hooligan Labs - Airship, Submarines and More
Xellith replied to Hooligan Labs's topic in KSP1 Mod Releases
He made Hot air balloon tanks to take your craft high in the air before you start to use fuel. Me thinks.. -
Yeah but the new pack thats being worked on is going to bring a lot of other packs together like Kosmos and stuff so that one plugin can be used for the majority of panels out there. As it stands I have lots of panels that dont work simply because of incompatability. /sadpandaface
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3d artist wants something to do
Xellith replied to Sava's topic in KSP1 Modelling and Texturing Discussion
You cant necro a thread thats less than a day old. -
My eve landing plan: Study the topography. Land a rover near the tallest parts of the planet. Land next to rover. This way when attempting an exit of the planet there would be less atmosphere required to pass through and thus increase the chances of a successful launch. The same method applies with the Rock closest to the sun Still.. waiting for the new MMI pack thingie with working solarpanels and whatnot.
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There is an animal that was found that "steals genes" of algae that it eats. It then is able to photosynthesis even though its not a plant. Pretty interesting stuff. http://www.wired.com/wiredscience/2010/01/green-sea-slug/ Pretty sure that Kerbals dont do that though, but interesting none the less!
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My ship landed on Laythe.. and then when my kerbal got out he fell the rest of the 100+ meters to the ground and went splat ^^
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Id love an earth-like planet with no water. What I mean with that is a planet with a HUGE canyon or two that you can land/fly down. ^^
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Forgive me for sounding like an asshat, but I really cant think of a way to phrase this without sounding arrogant or something - but isnt having more than 1 SAS module pointless? I see 6(im asuming there are at elast 8) on that rocket design I think.
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If I was ever going into space - Id make damn sure I had a computer doing calculations >.> But that's just me (I spent around 5 hours trying to land on Duna without it lol...)
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You can build it in the assembly thing and just cheat it into space ;P or you can use rockets and launch the modules up into space a few at a time. You can then dock them together to assemble your station. Stations tend to be laggy though
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Bashpr0mpts modeling thread
Xellith replied to bashpr0mpt's topic in KSP1 Modelling and Texturing Discussion
I looked at it but I couldnt see anything basic. Might need to wait for Tib to take a look. -
Bashpr0mpts modeling thread
Xellith replied to bashpr0mpt's topic in KSP1 Modelling and Texturing Discussion
post your config file somewhere and Ill take a look at it. Im no expert or anything but there could be a . somewhere you are overlooking or something. -
Model sides too sharp?
Xellith replied to Xellith's topic in KSP1 Modelling and Texturing Discussion
Okay this is my next attempt I made at an XE-1 fueltank. Any opinions? http://www./?7djrqwacxwcdy4w I didnt get the mesh by cutting down the ass end of the shape since I wasnt intending on putting anything on the front of the model. I shouldnt make a habit out of doing that since plans change (I realized a bit too late but kinda pulled it off still lol) There might be problems with the nodes but Im not too amazing when it comes to that config file. -
Model sides too sharp?
Xellith replied to Xellith's topic in KSP1 Modelling and Texturing Discussion
Smooth O Edge modifier O (looks so much better now) Still working on the UV stuff. I had a go at the UV thing and made it so I can just drop a texture on the png and it will work in one go instead of me having to chop up textures and stick them together if thats what you mean by welded (as in the UV thing is stuck together properly and so its easier to work with in paint/photoshop/etc. Sorry Im new to the terminology and control options avaliable so a lot of this is confusing and/or overwhelming). Trying to figure out that faces to tris thing atm. lol -
I dont really know the terminology to explain this. But I finally got a model put together http://www./download.php?wn7dipzccz4rwpm But the edges of the vertixes seem a little too sharp. How can I make it smoother? (more rounded) Does that mean editing the model in blender to give it more "faces" basically? In game it just looks really clunkey if you know what I mean. I tried to "count the sides" of the default fueltank and Im fairly sure there are the same number of sides compared to the stock fueltank. Not sure what to do about it @.@
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Thank you SOOO much for the assistance. I still had a bit of a struggle due to me being an idiot - but I finally created something presentable. Care to give me your appraisal? http://www./?wn7dipzccz4rwpm I more or less designed it to decrease the amount of resources that are used by someones computer. I did my best to balance it according to stock item power. This should yeild greater performance over using just 2 FL-400 fueltanks while more or less giving you the same benifits in game as using them. Tell me what I did wrong lol