Jump to content

Epsilon

Members
  • Posts

    583
  • Joined

  • Last visited

    Never

Posts posted by Epsilon

  1. Welcome!

    RIS has been a topic of discussion several times here and I believe is one of the inspirations for creating the campaign mode in the future. The new parts implemented in 0.15 are indeed for spaceplanes. You could probably write a whole essay explaining the uses and functionality of each one. One idea that might be helpful is to look at other people\'s work. I\'ll get some links to some helpful instructions as well shortly.

    Definitely establish orbit before landing on the Mun. It helps immensely not just for landings, but also for making orbital plane changes and altitude adjustments.

    If you have any questions, feel free to ask away. :D Hope this helps.

  2. My apologies. I haven\'t worked on this project for awhile now, but I intend to get back on it very soon.

    About the wings, Cepheus got them working, but that was before he left, so I don\'t have immediate access to them but from what it seems, a cfg edit was in order.

    Using the craft file is the best bet until I get it working.

  3. what programs do i need

    You\'ll need Blender, or any 3d modeling program, as well as knowledge of how to use it (Google is your best friend).

    You also need the aforementioned tutorial on cart modeling.

    If you are interested in developing plugins yourself at all, you might want to consider Visual C# Express or Monodevelop (IDE programs). Both require knowledge of programming, which is all available through Google.

    Also, the part you make needs textures (reading into development will mention this). Any image editing program will do. I personally recommend Paint.net, Inkscape, and GIMP. All of those are free. If you have Photoshop that\'s great too.

    That really should be all the programs you need for making a part of any kind.

  4. Hi! Just downloaded and tried the demo, and it looks awesome, with all of the originality that I\'ve come to expect of indie games, but found sadly lacking in mainstream big budget games.

    I\'m seriously considering pre-ordering, but there appears to be one major game-breaking bug. In the vehicle assembly building, when I build my spacecraft too far downwards, new parts are buried in the ground and I can\'t see where I\'m working. The tutorial didn\'t mention any controls for moving the whole spacecraft upwards, and I haven\'t discovered any. Is this fixed in the latest version?

    Hi there!

    Welcome to the forums :D

    If you want to fix those parts that are buried beneath the ground, just grab your command pod and pull it up like any other part. The rest of the ship will follow with it.

  5. UV maps take some time. 'project from view' has saved my space bacon on a few occasions. Might adjust the current mapping, just because the engine seems to dislike seams a bit, so I could lessen the amount a bit.

    I usually use project from view to the insides of the rocket engines (and also, the outside). I find I can easily get the burned texture on the inside of the nozzle with that.

    Smart unwrap is actually a really useful one, mainly because it does a good job with proportions when I use it. The trick is, you have to adjust a lot of settings and seams to get it, but once you do, the result can be really nice.

  6. I think you may be able to do the OMS engines too. It\'s just you need to make sure they line up with the model centre, or are set correctly in the config for angles and direction they face.

    PS, Epsigma, your model was a closer match on the first draft. Most of mine was setting up the polys to mold into the final shape. Do you do texturing? :P

    I do texture, although it isn\'t particularly spectacular. UV mapping has always been the biggest Blender challenge for me. I suppose I can put together okay looking texture images, it\'s just the UV maps that always throw me.

    What about landing gears? Are you guys going to use the ones implemented in .15?

    Yup, that\'s planned. The model already has textured in doors, so placement will be easy. Also, the new knife tool in Blender 2.63 should help a lot.

  7. That be Blender3D

    Hmm, I think in 0.15 you could leave all of that assembled except for the small OMS engines themselves, which you\'d mount like the SSMEs. You should be able to make that rear fuselage piece RCS thrusters, liquid OMS fuel, and RCS fuel., leaving everrything forward for cargo and avionics/docking.

    That\'s the plan. I never thought about sticking the OMS pods back on the engine mount block, but now that you mention it, that\'s a great idea. I forget how capable the new module system is.

    Also, Ben, well done on the engine (late congratulations/compliment). The pipes are brilliant too! 8)

  8. If multiple part types is supported in 0.15 (or close to it) then we could add the manoeuvring + RCS thrusters into a single pod that goes on the back of the shuttle. Would be easier to put together then, instead of having 2 pods (one for RCS and one for return rockets).

    Correct. I\'ve split the parts for now, so I can merge what can be simplified later. Being able to cram the OMS fuel, RCS fuel, and maybe even the RCS units themselves would help a lot.

    This is my progress on the OMS system for now.

    82Xpp.png

    Q9Vfu.png

    phus0.png

    yKlHZ.png

    I\'ll explain what this all is. The engine block I simply cut the engines from and filled in the faces. Then I UV mapped those to black, as shown. The OMS pods also had the RCS units removed from them, and the faces filled. I made the OMS engines from scratch (and existing textures!). I should go back and make them more accurate. I think almost all the faces are filled and textured now.

  9. Here it is. Test to your hearts content. I\'ve no idea what stats it needs, so feel free to change the config. If you can think of any way to improve the textures, I\'ll give it a go. Perhaps some more wear and tear on the edges?

    It animates too now. :)

    Put little yellow numbers and words in a stencil-like font on the main engines. I\'ve seen them on the engine bells.

    Looks pretty good though, but I still really don\'t like the red. Every shuttle launch I\'ve seen has the engines without any red at all. That of course might be my own mistake, but I think in general the red is unneeded.

  10. Sorry Ben.

    I have to admit your engines are quite nice though.

    I wonder if for the time being, until I can get gimbal control just how I want it, if I could simply rotate the nozzles in blender a bit so when they attach in KSP they are already angled upwards. Of course thrust would still show downwards, and this really doesn\'t fix anything else.

    Just an idea.

    I love the cargo bay. I would also like to see the ability to deploy the radiators on the cargo bay doors once they are proper.

  11. Hmm that is a good question. I don\'t know if it is possible. I don\'t even know if engines can be attached at an angle either.

    I wonder if there could be an advanced gimbal control plugin or something that could define a new gimbal angle like that as zero, so the shuttle defaults with it.

    I say it could happen. I\'ll try messing around with it.

  12. When I zoomed in too far today, I found out that the inside of the cargo bay is textured. This bodes well.

    It should be relatively easy to make then. I might give a go soon at that.

    I\'ve also been messing with removing the OMS pods and RCS thruster blocks to see if I can get them all working separate. So far, the RCS blocks are fine, and I\'ve removed the OMS pods, but I need to figure out how to neaten up the edges so when I add in the missing faces, it doesn\'t look ridiculous.

  13. Hi,

    I made some new SSMEs. I really have been wanting to make some in general, so I did.

    tvYfM.png

    dzXJU.png

    332vO.png

    dW2Aw.png

    I\'ll gladly provide the file for the engine. It\'s in tune with the one that comes with CSS, just so you know.

    I personally think the engine is a tad too long right now, as the whole stack now is tilted forwards on the launch pad (although launch goes fine). The nozzles extend just beyond where the SRBs do. However, a launch platform in the future might help any problems like this. The fact that the orbiter is attached too low on the tank by default also exaggerates this issue (but I bet it\'s because the engines are all level on the launch pad when you do this).

×
×
  • Create New...