

sirkut
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Everything posted by sirkut
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Started working on a separate project so I don't get too burned out on Infernal Robotics. It's the X-20 Dynasoar. The meshes are complete, I've chopped the parts into their respective peices (nose cone, cockpit, body, wing section, flaps, etc). Biggest hurdle for me right now are the textures because I'm a programmer first and an artist last. Here's a fit test using the transtage and the geminismall fuel pack from frizzank's amazing FASA pack.
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I'm working on the X-20 Dynasoar. Biggest hurdle right now is the texturing. It will go nicely with what frizzank has done.
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You can but some programming will be required since all the planets are currently hard coded. I do have an idea and will talk to Krag about it.
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That happens without the mod. I've seen it happen before.
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That usually happens when a stage has broken from the craft and you are currently active on the non crewable piece. Were you still able to control the craft?
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Will something like this help? http://forum.kerbalspaceprogram.com/threads/21544-22-Protractor-Rendezvous-Plugin-v-2-4-3
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You can break the model into separate meshes which is useful if you hit that poly limit.
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Yes, default is showing up with the texture.
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I am incorrect. Removing them does not work.
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I believe you can delete a planet for your list by just removing the items relating to that planet from the directory.
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Sure just pm when you are ready.
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Are you keeping the pieces the way I saw them? I was thinking in a later release it would be neat to have a smooth cylinder piece so you can make the drone blimp as long as one wants for example: front cap, engine block, 3x smooth, engine block, end cap.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Roger that. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
sirkut replied to Mihara's topic in KSP1 Mod Releases
I'm so far behind on playing this. Soon I tell ya! I should stop with the exterior and work on an IVA now with all these goodies. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
sirkut replied to Mihara's topic in KSP1 Mod Releases
Hahah. Next thing you'll add piglatin and 1337 speak filters. -
The only downside is they won't be able to extend as far but it can be done.
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The reason animating parts will not work is because nothing that you attach to it will move with the model. It just doesn't work that way hence chiming in. Just PM me any time and I can help you out.
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Couple of questions. Do you plan on attaching things to this? If so animating it will you nowhere _fast_. The only way, if you use Infernal Robotics, is to create individual parts (2 rings per part) like the Telescoping Pistons that ZodiusInfuser came up with. I could create this with no problem. I can make it extend and rotate at the same time. If you send me that model I can knock it out sometime this weekend.
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[0.22.X] BobCat ind. Historical spacecraft thread
sirkut replied to BobCat's topic in KSP1 Mod Releases
BobCat you can use the .mu importer to recover your models for blender. I've used it to look your models before. http://forum.kerbalspaceprogram.com/threads/43513-Blender-mu-import-export-addon -
[1.2-1.7] Blender (2.83+) .mu import/export addon
sirkut replied to taniwha's topic in KSP1 Tools and Applications
Recalling from memory hopefully im right but it needs to go in its own directory in scripts/addons. Also make sure you download the zip instead of each file individually. Sometimes doing that injects some web code causing those files not to load. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I haven't implemented career mode. Im currently looking at contributions because I don't play career mode. The next update will have career mode and I will have that done later this week. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
sirkut replied to Mihara's topic in KSP1 Mod Releases
ZOMG. I wished I didn't delete my saves to start over!