

fusty
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KSP2 Release Notes
Everything posted by fusty
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No prob, also fixed (hopefully) all the "breakintTorque" typos and changed them to "breakingTorque" Otherwise, no significant changes. Edit: It also seems they used the same size/naming convention for docking ports. So my 2.5m docking ports should hook right up to Squad's. Yup, the ports dock beautifully.
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Haven't Tested this yet, about to fire up KSP right now. I've updated all the downloads with proper Part Configs and the new folder structure. Upon Downloading just place the FusTek folder that is inside each zip into your KSP/GameData/ folder. EDIT: Looks like RescaleFactor and a new Scale paramter are needed for some things. I'll notify you guys when everything is done. EDIT2: Ok, everything seems to be fixed!
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Cool update, looking very good!
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TT's Mod Releases - Development suspended till further notice
fusty replied to TouhouTorpedo's topic in KSP1 Mod Releases
Whoa, glad to see you back touhou! -
Yup, you've just about got it right sumghai, and I'd love it if other's started making more station parts. I like seeing how Karmony fits with BobCat's ISS stuff. Anyway my workflow is thus Modeling in Sketchup Texturing in Sketchup (this involves lots of 'canvases' and tricky business aligning faces for texturing. Was taught by bac9) Import into Unity Add bump maps and spec maps based on my original base textures (sketchup cannot show bump or specular) Add airlocks and other Unity/KSP dependent bits Export .mu/textures Write part Config Repeat the previous 3 or 4 or even 5 steps until I'm pleased or tired. I do plan on making one of my projects completely open for all to learn from and cannibalize. I'm still deciding on which one to polish up, or if I'll do a new thing from scratch to open up. I used Photoshop (any version cs3 and newer should be fine) and an actionscript called nDo (download) to do the normal maps. I just paint them over my parts in greyscale and hope for the best. Painting normals is a black art I have not mastered, and really normal maps are only effective when there is light cast on the part. When on the dark-side everything will look very flat. I plan to lean on normal maps less, and texturing tricks more in the future.
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You mean like floating lights that sorta guide you in? I might have to play around with this idea tonight! Apple is out of commission but I've Frankensteined a computer together that can run ksp and unity and photoshop at home so I should be more or less back in business. No worries on the threadjacking, I just wish it didn't throw the thread to the top of the list each time . . .
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[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
fusty replied to Tiberion's topic in KSP1 Mod Releases
Are you flying unmanned probes? If so they require persistent electrical supply to function. -
Could you let me know the approximate percentage the loading bar is at? That'll let me know if it is the IVA or one of the parts itself. Could you also hit alt+f2 (after the loading bar begins to progress) before it hangs up and let me know what kinds of messages the log throws when it hangs up on the munox part/iva? Thank you!
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You can definitely make things easier or harder depending on the complexity of your model. Try some simple shapes getting nice continuous textures going and then keep diversifying from there. Practice makes perfect when it comes to modeling + texturing.
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That is a pretty freaking cool use of this part you've got there mecha pants. You're really leveraging a lot of mods.
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You mean a bigger version of the stock circular plates that are surface-attachable that allow stack-attachmnets? I bet I could make that happen too, though we'll see how quickly I can get my computer back in action. I have a free hard-drive replacement on the way thanks to some seagate 1TB repalcement program due to faulty drives.
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- InfiniteDice Strong Struts Pack - KSP 0.20.1 -
fusty replied to InfiniteDice's topic in KSP1 Mod Releases
Wow, ace work Infinite. Great concept and execution here. -
I like the side-tank idea. I'll have to make a small suite of appropriate tanks. I'm currently experiencing a hard-disk failure on my main work computer. Hopefully this won't slow me down too much, I was making great progress on angle-snapping docking ports Oh well, I'll keep chugging away on my slower computers.
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Working toward new models + textures. These will not be backward compatible. Reason being new features. Right click menu toggle button for engaging and disengaging the "angle snap to" feature I'm building into the next CBM's . . . The new CBM's will have two sets of colliders that are used for mating during docking. One will be the normal flat face you are used to which is great for quick docking when you don't care about the difference in roll angle between the two crafts. The second collider (these will toggle in and out of existence via an animation) will have tapered splines that will guide your ship such that it can only dock in 45* roll increments that line up with the opposing docking port. Important things to note! A CBM in angle-snap-to mode can only pair with other CBM's (no vanilla ports will work in this mode) in angle snap to mode. I will include a picture of what the two colliders look like tomorrow so you have an idea why there will be a need to be conscious of compatibility when using angle-snap-to mode. Angle-snap-to mode will be opt-in in a sense. All CBM's as they start on the pad will be in non-angle-snap mode, you will have to via right click menu or action-group toggle the CBM into angle-snap-to mode. I'll probably put some status-light visual cue on the CBM that will let you know what mode you're in. That is if ksp's physx enjoys these smallish colliders I'll be placing in array.