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KSP2 Release Notes
Everything posted by Lack
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Already fixed.
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Heh, yeah. It's certainly a tad time consuming. Oh, and Zodiak, here's an example with the toned down bump map+specular (left, emissive turned off) and the diffuse+emissive on (right).
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Hmm, it doesn't want to distinguish between the two versions. I'll uninstall the older one, don't use it anymore.
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Ah that might be it, I've got one of the older versions installed as well.
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I really enjoy the Unity part, I normally end up constantly making revisions to the model once it's there. Could never get using the .blend file so you can edit on the fly to work though, probably the way I've got blender installed.
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It's just what comes up when you click on the model file once you've dumped it in Unity. Easy enough to do once you find it. Just moving the 'smoothing angle' bar along. Bump map is a bit too strong, so I've thrown you in a weaker one. I'd play around with the material settings till you're happy with it. I've also included an emissive map. I'll PM you the files.
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Here's what I meant about the import settings:
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Yep, I'm here. Bit more progress: I had to re-do the model, but it's about the same size/shape. With a model like this I wouldn't bother manually doing the smoothing, just do it in Unity on the import settings. Lazy, but it works. I think I've done that with about 90% of SXT.
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I've always found that you have to clean up models in Blender quite a lot when using sketchup, delete doubles will remove about a third of the vert count. I'm taking a shot at texturing that model, will post pics shortly. Edit: Bit of progress
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It's alright, it's not as clear to me in the clear light of day as it was last night. So I can see the confusion. Not sure yet, I always thought they looked a bit silly. There was another mod that added them, I'll see if I can find it and have a look how they've done it. Although, speaking of silly. I probably shouldn't be allowed near rockets. Edit: Yep, definitely not.
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The K1-8 is based off the second Block B of the N-1. That is it's a cluster of 8 'NK15-V'-like engines. The 'KX' I made ages back, and didn't want to depreciate it. So I just marked as being a cluster of NK-10-P engines in the description, which I admittadly just made up. The KX-16 part shouldn't be in the title, I thought I'd changed it to just KX and put in a note about it being a proto-type.
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That'd be because I neither checked, nor noticed. Edit: This seems to work. Problems seems to be the unchanged interaction-range, 1.2m isn't great for a 2.5m part. Although I wasn't aware you could collect data like that. SXT/Parts/Hull/ServiceMod1/smallScience.cfg http://pastebin.com/uUaNLAUA
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Brightness/levels altered. Quite a lot, but you can just about see what's going on. I'm testing to see if rotating the 2.5m materials bay -90 degrees (to match the rotation of the stock 1.25m one) and increasing the interaction range helps.
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Okay, cool your jets. It doesn't replace the materials bay, they have different names. I wasn't aware that Squad had changed the config code, I'll have a look into it. Edit: The CFG code is identical to the stock material bay.
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I've heard some people experiencing weirdness with KJR installed now that the main part of the pack is stock anyway, things like spontaneous dis-assembly. I'm guessing the newest patch for it has fixed that, but there's not the same urgency to have it installed. I've launched the odd 4x2 without problem, the N-1 makes an excellent launch stage for it. Mind you, I never had that many problems before and happily launched things like gigantic 4x4 freighters. Does anyone have any pictures of some of the more 'interesting' CCCP/RF designs and proposals?
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The listed download is about half a year old, doesn't have any of the nodes set or anything so doesn't benefit from the new joint system. New version should fix that, I'll PM you a link to testing version of LLL-Full v12.
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Ah, gottcha. Wasn't aware you could do that. That should work. https://www.dropbox.com/s/zjy8hxey48dynwf/SXT-alpha-12a.zip
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Really? How odd. Tend to stick to pre-chrome Opera and firefox myself, something about it just gets on my nerves. How about this: *snip*
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Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
I've observed that memory usage does seem to increase on a per-cloud layer basis. Purely casual observation though, haven't properly tested it formally. So the extra cloud-layers could be causing the problem there. -
Right, here's a testing version for SXT-12. SXT-alpha-12a.zip Since I've been looking at LLL for a little while now, there may be something or other I missed. If anything obviously doesn't work, do say. Still not a 100% sure on the engine balancing, since I managed to do this, if you have your own suggestions then please say as well. Stupid_chris has an excellent table for balancing TWR to ISPvac. Things like weight for gimbal capacity generally need eye-balling. From: http://forum.kerbalspaceprogram.com/threads/75272-0-23-x-Stock-Rebalance-Project-v1-2-7-04-14 LLL v12 is looking pretty shipshape now, as well, I'll need a few testers for that. Drop me a PM or post in the thread if you're interested. Edit: Would it be too mean to throttle-lock the first stage N1 engines?
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Yep, seems about right (the lack of gimballing is harsh).
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The hatch is just cut out from the MkVII hull. So it's with the files for that. If you search for 'hatch' you'll find hatch.cfg in LLL/Parts/Command/MKVII/ The large aircraft passenger cabin (as opposed to the large aircraft fuselage) has the door. I didn't want to add one in to the short one, since having a door every 4ft would look absolutely *snip* ridiculous.
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Yep, not really anything I can do on the symmetry front. The 4x2 does, however, feature a 'Jefferies Tube'.
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Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
Thanks, I've playen around with it a bit more. -
Better Atmospheres Development Thread
Lack replied to Thesonicgalaxy's topic in KSP1 Mod Development
Bit too green perhaps.