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Everything posted by StarVision
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Well I was trying to get the Enterprise onto the new mod repository, but I kept getting an error when I tried to upload. It's worse than spaceport.
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Maybe. I might be able to make an emissive for the lights. I'll see how difficult it would be later when I'm home.
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So I had a "burst" of inspiration after seeing this image. I made this. I'm actually really happy with it. I wouldn't worry about me not working on Voyager though, I just need something to do when I've had enough Trek.
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[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
I haven't actually watched Enterprise, but next I'm going to make an original Shuttle, so that's simililar. I already plan to create a shuttle and a spacedock. That's next on the agenda. Modding the game I find is fairly easy, it's the modeling that is the hardest part. -
The problem is I have to have the Thrust coming from the Nacelles because there is already an engine on the Main hull. It doesn't seem to matter where in the Nacelles part I put the Transform, it still moves. I might try and give it exhaust, then I can debug it easily. I'm sure I'll figure it out.
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The Open Part Mod - Week 2 Voting Started!
StarVision replied to StarVision's topic in KSP1 Mod Development
Sure. I hadn't actually put it into the game when I made it, but I just did now. Here it is: Download -
I'll make sure to put it in there when I "release" it. Glad you're looking forward to it. Creating battle damage shouldn't be too hard, but It probably wouldn't give any depth. I'll have to experiment with it after I finish the basics first. I've been struggling with a problem for the past few days, but I've now figured it out. The thrust was moving with the Nacelles, so when I throttled up it would be off-balanced and spin crazily. I'm not really sure what to do. Hopefully I can just move some stuff around. Regardless it looks good in game. I just need to finish texturing the landing gear, and fix this thrust bug, then I'll get an alpha up.
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Is play-automatically enabled in the mesh that has the emmisive? I can't remember how it works but that might be it. If that's not it could you post a picture of the animation tab?
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The Open Part Mod - Week 2 Voting Started!
StarVision replied to StarVision's topic in KSP1 Mod Development
I scanned through the Dev thread looking for entries, but the thing Nertea posted looked more like a Progress shot. There was no download or anything. Edit: also thinking about it now, If anymore people participate next time we'll have to find another way to to a poll. As the Forum's only allow 10 choices. -
The Open Part Mod - Week 2 Voting Started!
StarVision replied to StarVision's topic in KSP1 Mod Development
Voting is open until next Thursday. Good luck to all entries! -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
I didn't really want to end this right at 6:00. It was more of a guideline. I'll start putting together the poll now. I'll also comb through the thread for any other entries. It was a lot of fun watching people develop their parts and I look forward to participating in the next one! I'm glad that some people learned through this competition. Edit: It has started! Go and vote! -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
Are you sure they actually do that? I looked in the cfg and I didn't find anything except the Resource. Also welcome to the Forums! -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
In Unity, just make sure that the part you want facing up in KSP, is also pointing up in Unity. You have to rotate the model itself, not the Empty Gameobject. So the Gameobject's rotation should be 0, but the model should be whatever rotation so that the antennae is upwards.Here's the submissions thread. As long as your entry is posted by Friday 6:00pm PST then you're good. I'm afraid I can't let any entries past then because you cannot edit a poll. Submission Thread -
Theme: Create a radially attached probe body designed for controlling spent stages Entries: Snjo Download - Unity Project - If you are confused LandeTLS Download tygoo7 Download Cpt. Kipard Download Robotengineer Download Nazari1382 Download darkside Download Ven Download Moon Goddess Download
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I love making planes.
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[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
It's at the very end in the Experimental Rocketry Node. Normally it is not visible. The node is reserved for mods. -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
Most of the time when I do Internals I just try and get all the normal stuff on there, then fill the rest of the space up with various rotated and scaled parts. If I didn't do this the IVA would look pretty bland. Of course I could model different doo-dads to fit in, but I was too lazy at the time to do anything. -
thanks for the kind words. And I think I'm willing to make a compromise. Once I've finished everything except the Internal I'll release a little alpha in this thread. I feel I haven't posted any progress recently, so here's some. The nacelles are pretty much done except for a couple glowy spots, then I'll texture the landing gear. Hopefully I can implement suspension into them with this tutorial.
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[Tutorial] Animated Landing Leg w/ Suspension
StarVision replied to BahamutoD's topic in KSP1 Mod Development
Awesome, now I can have proper landing legs for Voyager! -
[1.0.4] SciFi Shipyards [Discontinued]
StarVision replied to StarVision's topic in KSP1 Mod Releases
The Ford Anglia has been updated for 0.23.5 after it was brought to my attention that there were some flaws with it. Spaceport page is now up to date, whether it says so or not. -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
There are a lot of awesome entries and I can't wait to see them all finished. About the Unity files that it says you NEED, all you really need to do is give us the Project folder in a zip file. Here's a step-by-step guide: 1: In Unity look in the top bar for the name of the project (which you created) 2: Go to My Documents and look for a folder with that name 3: Send to -> zipped folder 4: Put your part's folder (KSP/GameData/FOLDER) into the zip. It doesn't matter what it's called. 5: Upload with something (Dropbox, Mediafire, Google Drive, Mega...) 6: Post it in the Submissions Thread which will be posted Wednesday -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
Maybe I'm just used to doing it, but shouldn't it be in the PartTools gameobject? also make sure the gameobject is centered. I'm kind of grasping here. Do you mind posting the .blend file? -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
Try resetting it's location and rotation in Blender. Ctrl+A is the shortcut. Does it look like this in Unity? Also regarding importing it into Unity, I'd just make sure that it is pointing up (z+ in Blender), and then just import the .blend file. -
The Open Part Mod - Week of 4/25 project started
StarVision replied to StarVision's topic in KSP1 Mod Development
I hadn't thought of that, I'll make note of it in the OP. I guess people just have to make sure that "up" is actually up. Also, kind of Off-topic, but I love your signature, and I've kind of adopted the same style for my own.