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Kommitz

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Everything posted by Kommitz

  1. Does the game load .dds textures now? I'd have converted them myself if I knew.
  2. These should be updated now (run on liquidfuel only, changed heat stats), let me know if I've done something wrong. New engine and heat systems are new to me obviously. The new heat system really messes with the thermal animations, I'll try and take a look at improving them but it'll be a while. I recently reformatted my PC and all my old project files are all scattered and disorganised.
  3. Oh dear, what's happening in here? I'll give the new part configs a look and see about rebalancing everything. I have otherwise been distracted by modding different games, so hi after however many months it's been.
  4. Time for some necromancy. This is just playing around with an idea I had (and not really important enough for the actual thread), but I thought I'd let you bask in the warm, radioactive glow: Failure states! Mostly meltdown themed, I think nuclear engines could really do with soem focus on their risks and unique properties past just having great Isp. Maybe I'll look to contracting a plugin dev one day.
  5. You'll probably have to look more to real designs for inspiration, but that's not necessarily going to mean you'll have to scale things down; there are some fantastically huge Russian concepts around. http://andegraf.com/rockets/rus_never.htm
  6. Best planet pack I've used so far (I'm actually keeping it installed!). It all looks so nice. Plans for an Iapetus styled moon at all?
  7. Take a look at this, you'll need to get familiar with the edgesplit modifier to get your meshes looking right. The shader isn't the issue for your parts at the moment: http://wiki.blender.org/index.php/Doc:2.4/Manual/Modifiers/Generate/Edge_Split The reason the top image has incorrect shading is that your part is being smoothed as a whole, and that simply doesn't work very well when there are right angles involved (from the sides to the top).
  8. I'm just sorting out some switchable baseplates for these (when I'm working on them...), using Firespitter of course. So I should be able to offer a 1.875m option easily enough :>
  9. Simple parts that do what you'd expect; work like multiple LV-N style engines but conveniently stuck together as one part. Update to an old engine I made years ago. LV-4N: 3.75m, 280 thrust, 185-800 Isp. LV-2N: 2.5m, 130 thrust, 185-800 Isp. All rights reserved.
  10. Procedural parts is a fairly niche mod to begin with, I wouldn't be surprised at a muted response to addons for it. Plenty of mods fly under the radar. Not too sure about the forum being 'weird' though, on the contrary people generally seem to be helpful and friendly with other modders.
  11. If you're still running into problems later you could post an image of the wireframe, it does just look like a weird smoothing behaviour so it should be easy enough to fix. Also are you using a normalmap?
  12. Hello! We love ideas guys here so much that there's a subforum dedicated to hosting your great ideas! http://forum.kerbalspaceprogram.com/forums/19-General-Add-on-Affairs Try posting there instead! This subforum is generally dedicated to stuff that is being made!
  13. This is actually a completely different set of parts, but the tri-heaxgonal set was cool too.
  14. Hmm, pointed 3.75m tip and flared base suggests a buttload of large rocket parts. Are you trying to penetrate KWs rocketry monopoly?
  15. The problem's probably got to do with you trying to hand paint a normalmap; you can do it but not in the way you're going about it unless you've got a fairly supernatural ability to imagine and render, by hand, 3D directional data. If you want to make a normalmap from a handmade image you can work in greyscale as nli2work said, nice and simple - from black to white, low to high. From that you can convert it to a normalmap in Unity, or there are plugins for Photoshop and one for GIMP somewhere too (but I've forgotten where I found it). Couple of handy programs you could look at would be CrazyBump or NDO2. You can also bake normalmaps from high to low poly meshes, it really depends on the type of detail or shape you want to get.
  16. There's nothing stopping you making a hollow mesh, or a mesh of any shape, for a mesh collider. Unity will just convert it to a convex object as soon as you tag it as a collider. It does that due to [explained above].
  17. The spheres on the NERVA were holding pressurised stuff for the gimbal. There's no need for any coolant aside from the propellant. Also that's a neat engine design. I usually try to keep fancy engines like that down around 2000-4000 polygons, depending on size. It's possible to go much lower if you sacrifice a few excessive bevels and smooth looking pipes, but I think they're worth the extra.
  18. Soonâ„¢. Currently doing some very comprehensive planning with regards to tubes. I really like how I they look on that FTmN 400 so expect many more (even if they are serious polygon hogs...). (Please, really do not analyse the symbols utilised in this illustration if you are remotely familiar with electronics or hydraulics).
  19. While the improved burn times are nice it's mostly just personal preference on my part, I think the tiny little nuclear rockets that can be built in stock KSP are just a bit too silly. I'd also been planning to add LiquidHydrogen configs at some point and wanted them to be a proper improvement/alternative to the standard engines, which would be difficult if I'd kept the magical stock stats. I think 570 Isp is still a significant enough improvement over most of the non-nuke engines so they feel like they have a place. Should work out around as cost effective as the standard nuke in career mode too, so long as my balancing attempts went right. I could use feedback on that though as I'm not too concerned about very efficient builds by the time I have nuke engines... I was thinking of providing different .cfg files that will just overwrite each other. The good thing is that .cfgs can contain multiple part configs, so I can just bundle the current variety, hydrogen variety or both together and they'll just be drag & drop to replace them with what you want.
  20. How did you find the thread after so long!? Not that I mind too much, I should be giving this whole pack a complete overhaul soon with plenty of options for crew parts, fuel tanks, utility parts, smaller truss sections & cargo bays (may as well, now that they're a stock feature). It will (hopefully) be plugin dependent, keep an eye on my engine pack if you want to see what I've got planned here. And on a personal note I still really like the way I did the radial attachment points...
  21. So update 0.90 is out, and everything is working fine. So I'll go right ahead and release a big old update soon! With all this handy part sorting capability I'll get around to adding some of the alternate configurations for things, as a lot of the issues with 'part bloat' have been mitigated by the sorting and categories in the construction menu now. Basically means I won't end up adding in Firespitter as a dependency just for the mesh switching, although there's another plugin that I will add for mesh switching and enabling other useful features! The end result will be that I add some proper fuel configs for the engines, and keep the 'stockalike' LiquidFuel & Oxidizer config as a legacy config for anyone that actually likes it. Anyway: Next update is part categories and LiquidHydrogen configs, with accompanying tanks. Oh and also an enormous gascore engine that looks something like the old FTmN 280, so people that have ever wanted a 3.75m engine have something at least. It was just waiting for liquidhydrogen on account of the crazy balance issues (see: http://www.projectrho.com/public_html/rocket/enginelist.php#id--Nuclear_Thermal--Gas_Core--Open_Cycle).
  22. Oh wow, the NTRs look great. I also love the configurable tanks, was the plugin done just for KOSMOS? I've not seen any of it before
  23. FWIW I didn't enter because of this, I'm not a big fan of rovers currently and rover frames aren't super inspiring. And, well, I've made plenty of stuff and it'd be unfair Mite give it a shot next time though, to help inspire people \:D/
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