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KSP2 Release Notes
Posts posted by Nomad
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Thanks. I was not sure if I had enough fuel to get home but I did!
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Hi guys, so yesterday I successfully land on the mun and decide to plant a flag. Today I go and load in to the mun via the flag and to my horror I witness the lander's leg jumbling around which soon causes it to launch up in the air and land on its side luckily intact. The video shows how I escaped certain doom on the mun! Best viewed in 720p I need to figure out why 320p looks worse then usual.
Lesson learned: keep mun visits short
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I included the base texture, so if you want, make a texture and I will try to get it in the release.
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I got bored today, and since the model was sitting at 904 polygons, I decided to reduce it by remaking everything.
Currently sits at 425 ish polygons, textured, unnoded but ready to go. Oh and it has a AO map in it so I should probably slap that on here as well.
To be honest, the texture on this is mediocre, here is a plain looking one if you want to do better.
https://dl.dropbox.com/u/16349584/basetexture.png
AO MAP
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Interesting, I suppose because of limited jumps you will have to have them dock-able. Good thing we have two mods that replicate docking
I have linux multimedia studio so let me see what I can come up with.
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Wow, that looks better then anything I could ever do However I was talking about the second version that me and Emilio are working on
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Wow, never knew it was this easy. Thanks!
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What would be very helpful is if someone was to texture it, as I am very crude when it comes to that.
The model itself I am thinking of scrapping and redoing, not sure at this point.
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Take your time, I have an essay to finish, then I will be able to do some work. Good to hear from you also
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Hey guys, Work on this has slowed down but is not forgotten (Mainly since the texture is on my desktop ) I have not heard from so I don't know the fate of this on the coding end. Might go ahead and release a version without the coding even though there is the other person who has a warp drive. I don't know if my "fire" has been swooped up with the plugin powered one :\.
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Heading off to a wedding, It got lost my on my defunc hard drive so I'll have to re make it some day if there is demand.
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Sorry I have not been posting, I was away from my work laptop last week, so I could not do anything. Just a heads up that this will require you to own the paid version since I have decided to use the .mu format.
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That's great to hear! This mod pack is my number 1 download whenever I install a fresh copy of KSP.
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Hey guys, Don't worry I am not dead!
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Christ, I really need to finish texturing and uh getting it in game :-[
I have been doing stuff with Source Film Maker, making my own prop which is still in the texturing phase. Buut I feel like working on this since that train got me out of my slump. Going to work fast and smart and hopefully get it fully textured by tonight.
Will post an update later on.
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Question: Would you guys like a MK I upscaled to the new parts? I am still working on the second one with emilio, don\'t worry.
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Keeping it within KSP worldly limits, of course
Maybe something harnessing those munoliths.
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@ Rocketscienist: IF what I said works, then I will be able to add some modeled on effects. However I have no idea where one would place it on the rocket so I would have to have it way out or not include it at all. Look below in the second answer for the answer on how it will be powered.
@ SquirrelMachine: I will have to talk to Emilio about this, but I think it will be powered by a electrical battery that I believe will regenerate over time.
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Wow, that rover looks awesome! Keep up the good work
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Update: I have teamed up with Emilio and we will be merging our projects together and have decided to call it 'TL Engine'
Got some texturing in, won\'t be able to work on it for a week while I am at my dads, but atleast I am not rushing Emilio with the coding side of things.
Also, When I get back to my computer, I am going to see if I am able to import models that also have 3ds max particles intact.
https://dl.dropbox.com/u/16349584/test_flux_static_frontfluxul.gif
(For a Gmod project, but if I could translate that into something for ksp that would be cool)
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Ah okay, we\'ll mk I is not being updated anymore, Mk II is suppose to replace it.
Sit tight, I might have some time to do more texturing.
Oh also, is there a coder who whould like to work with me in coding the warp plugin?
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Oops forgot this.
public float accelRateCharge;
public double brakingDistance;
public double cruiseSpeed;
public double CruiseSpeedAccelLimit;
public WarpEngine.EngineState engineState;
public double initSpeedSquared;
public float jumpDistance;
public static WarpEngine Master;
public float maxJumpDistance;
public float minJumpDistance;
public Vector3d targetPosition;
public Vector3 warpVel;State, Master and the vectors can probably be ignored.
I wish I could code, but thank you never the less!
I tried to use that WarpDrive. No success, only an engine sound upon activation. Did you manage to set it up ?
MK I uses the hacky method of a invisible engine. Is your M/S increasing?
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Still, He did say it is buggy so its better to ask then release said thing and possibly break peoples KSP\'s
I will have more time to work on this next week, hopefully.
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To answer your question: I don\'t know, I am learning some coding language, I forget which one though.
[0.23.5] KerbCam v0.13 (camera pathing tool for videos)
in KSP1 Mod Releases
Posted
Hooray this mod is back!