trekkie_
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Everything posted by trekkie_
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so what part would you like to see?
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Unity to KSP: A Detailed Tutorial
trekkie_ replied to trekkie_'s topic in KSP1 Modelling and Texturing Discussion
actually, I bumped it because people may be looking for it and it was soo buried. I gave a link to a guy earlier today that solved some problems following it. while it may need an update for 0.20 part tools and some other minor things, it's still very much relevant and the most detailed tutorial you'll find on unity for KSP. but at 20,000 views maybe people were finding it on their own now that I look closer, it's actually the most viewed thread in this entire sub forum. not bad. -
No particular reason, Just decided to eye-ball model the stock ion engine in a higher quality down to every meticulous detail and run it through a photo realistic renderer. Everything is geometry, even the texture lines, except the electric bolt decal of course. (right click and view full size @ 1080p)
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I just model and/or render stuff people might find interesting enough to look at for a second or so I wouldn't exactly call it an exercise, more like tinkering. I guess my main goal is always photo realism of things that don't exist in the real world. of course, the backgrounds are almost always simple, just to save time. some of them are big enough to use as minimalistic wallpapers. I think I should churn out a couple.
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I've only every used hyperedit for testing purposes, for example say I want to come up with a vessel design that can take off after landing on eve, which would be a massive ship on its own, let alone the parts to get it off kerbin and to eve. another thing I've used it for is screenshots for mod releases just to save time.
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given how far we've gotten since the mid 1900's, I'm not sure if we'd be quite as far as some of the listed vessel types by 2070....which is about 56 years away. We haven't even gone to the moon since. I think by 2070 we might have a significant presence on the moon maybe with some mining operations, maybe a small colony on mars, and robots sent to places like jupiters moons.....possibly just starting small manned research outposts on another place or two in our solar system, and a few vessels to ferry crew and supplies between these various installations......but not much beyond that, unless we make some magical breakthrough that allows us to surpass the speed of light, because even at the speed of light, the closest star is 4 years away. at half the speed of light, 8 years away. I'd like to think some day we will have a vessel that can catch up with voyager in a short amount of time, and that becomes a pivotal moment in history. But even say 10th the speed of light, would actually give us pretty speedy access to our entire solar system....but even a 10th the speed of light would be a massive leap. despite what people say, it's actually still more economically prudent to find and mine materials from earth than mining asteroids to bring stuff back to earth. only the most expensive and rare materials would be suitable (even then you'd need the right amount of demand), unless it's for self sustaining operations on a place like mars. even things like diamonds would be more easily produced on earth through man made means, for things that might encompass computer processor production and other industrial uses. for some materials that are considered rare or not abundant... that's mostly because we either don't know where quantities exist on earth, or have the means to get to them. for example, I believe there's far more oil in the earth than the worlds supply would suggest. of course, oil isn't something you're going to find in space, it's just an example. but it does seem like an interesting project. although with volunteers, I don't know if you'll be able to fill all of those concepts, as there will probably be overlap with some vessel types people choose to make, while others might be ignored entirely.
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Post your "KSP just gave up on physics" images here!
trekkie_ replied to Themohawkninja's topic in KSP Fan Works
KSP physics is my ***** -
1. who said rocket science was hard 2. I said go full throttle jeb! 3. fine you get out and push 4. fuel check engine check wings uhhh 5. kerbin, we have a problem here 6. good bye cruel world hello jool! 7. welcome home jeb, said nobody ever 8. more speed no no less speed! 9. click click loading shift spacebar boom!
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I'm going to 3D print your spaceship and send it you
trekkie_ replied to cudburprinter's topic in KSP Fan Works
hhmmmmmm..... -
search the forums, there's stuff you need to add to your config to make animations work in game. alternatively, you could just look at the config of an already existed animated part, and just make sure to replace the value with your own animations name and alter any options that might be more suitable for your animation type.
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that habitat is basically the same one from bobcat home modules. trust me when I say this....if you want to mod, don't mod anything you come across in pictures of stuff that might be planned in the real world.....it's ALL been done or is in the process of being done. your best bet is to come up with completely original ideas not based off any space pictures you'll find on the net....its been picked to death already.
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by the way, once you know how to work with lines and chamfer, you should be able to create ripples with relatively few extra poly's. depending on the type of ripples you want to do, will depend on whether you use actual geometry or just a bump map.