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Ledenko

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Everything posted by Ledenko

  1. I thought I'd make a little something - https://dl.dropboxusercontent.com/u/27552313/KP0110LES.zip The launch escape tower. The texture is eh, but I think it works as it should
  2. Oh, right - regarding realchutes support and adding a secondary canopy to act as a drogue, I tried when I was still working on it, I really did, except both canopies acted completely different and I gave up on it because it was only driving me nuts.
  3. https://www.dropbox.com/s/1drgqtpx9jo7efg/pack.zip?dl=0 Pack containing Unity packages (parachute, main module, IVA) and base model file for the escape tower (not unwrapped). It only dawned on me today that I could export the relevant files as Unity packages and I hope these files work as they should, I didn't get a chance to test it. I have copied all the various files I used to create but I won't be putting those anywhere, if everything is at is should be, the files in the zip should be sufficient for modification. Disclaimer: I'm providing these files as is, I take no responsibility for wrecked Unity installs and anything else that might happen (but most likely won't). You are not allowed to make fun of me for stupid/weird/wrong modeling and/or texturing decisions If you use these models and/or textures, I'd appreciate it if you sent me a message telling me what you've created because I'd love to see what someone else can come up with (you're under no obligation to do so, though!) Everything regarding this mod can be considered public domain, open source, call it what you will. Feel free to modify and redistribute your creation/modification as you want
  4. Sure, I've got no issue with it, in fact I'm gonna change the licence to state I'm releasing it into public domain already so feel free to do whatever you want with it Unfortunately, I still haven't gotten around to uploading the source files because I'm never at home but I'll try to get it done ASAP!
  5. I checked and there's 6 gigs worth of stuff because I saved a bunch of confusingly saved iterations so I'll have to do some digging to find the right files. Once I get around to that, I'll upload the package and release it into public domain.
  6. Hey look, an RPM config! Alright, it's time to fess up - this summer I'm basically not using the computer outside of work, I'm either diving, getting drunk or hanging out so I won't even pretend I'll be doing anything with this soon. Maybe in a few months, but right now, since there's still interest in this wacky pod, I'm totally willing to give up all the assets to someone who'd be willing to finish it. Heck, I might just opensource it and let anyone who wants to go at it
  7. I've got a LES model that would be a perfect fit for this module already made, I'll look into finishing that one. I won't be making a shroud because I don't like them, plain and simple
  8. Well, here we go: http://forum.kerbalspaceprogram.com/threads/82045-K-P0110-Apollo-like-crew-module
  9. 9 months ago, I decided to make an alternative to the Mk1-2 crew module. Months of hiatuses later, here's version 0.99 of K-P0110, the unimaginatively named module that has some resemblance to the Apollo but is ultimately meant to fit in with stock parts. The module is made up of two parts: the crew module itself, featuring an IVA and a built-in fairing and decoupler (decoupling only works by right clicking on the module and selecting the action or by mapping it to an action group, staging does not) the parachute and docking port, featuring a parachute, docking port and an animated probe. The docking port acts as a standard Type 1 docking port (meaning 1.25m stock port compatibility, the docking probe is just for show and has no collisions) http://kerbal.curseforge.com/ksp-mods/221052-k-p0110 I'm planning on adding RPM props, possibly splitting the built-in decoupler and making it a separate part. This mod is released into the public domain so feel free to do whatever you'd like with it. https://www.dropbox.com/s/1drgqtpx9jo7efg/pack.zip?dl=0 Pack containing Unity packages (parachute, main module, IVA) and base model file for the escape tower (not unwrapped). Module manager DRE Config by Taki117: http://www./view/07zd1t5f23mxin5/KP110DRE.cfg Module manager Realchute config, also by Taki117: http://www./view/0y0q33vlobfd0zs/KP0110Chutefix.cfg Alternate texture set by Eudae55 converted to pngs: https://mega.co.nz/#!2sVTGLwL!P3Pm_u5EgCLIBvitZYHImPn1dYqJgf5oEaKxiqkY2gw (Extract to the KerbonTech folder then, after ensuring that in the KP0110 and KP0110Internal Folders there are duplicates, delete the .tga files.) Disclaimer: I'm providing these files as is, I take no responsibility for wrecked Unity installs and anything else that might happen (but most likely won't). You are not allowed to make fun of me for stupid/weird/wrong modeling and/or texturing decisions If you use these models and/or textures, I'd appreciate it if you sent me a message telling me what you've created because I'd love to see what someone else can come up with (you're under no obligation to do so, though!) Everything regarding this mod can be considered public domain, open source, call it what you will. Feel free to modify and redistribute your creation/modification as you want
  10. Only three? Dude, can you be my boss? If you're so lenient about deadlines as you are with this...
  11. Gonna go ahead and do a 0.99 release, just need to make a few screenies and make a thread.
  12. If you use a flag with transparency (like the default KSP or NASA flag) it goes all weird. Transparency issue of some sort... But that looks really, really awesome!
  13. I was sure there was an awesome apollo CM made by now, weren't there some in the making? Well, I'll push a 1.0 soon with no mod dependancies (meaning no glass cockpit for now, so I can ease back into modding) as soon as I litter the inside with props and figure out why 23.5 broke flag decals... Dragon, I'll skip for now, got too much stuff happening as is.
  14. Welp, I've been out of it forever again... Is there still any interest for this? From what I remember, the module is pretty much done, only IVA left.
  15. Had a few minutes and updated the download to include the IVA
  16. IVA is in this, older version: https://dl.dropboxusercontent.com/u/27552313/kp0110_a6.zip I did not add it to not bloat the download, because it didn't change apart from a test RPM config that would just create headaches and it was late... Edit: Taki, I'm sorry for being useless, but I've no idea what's going on there. We have a huge migration going on at work so I won't be able to look into it until later today.
  17. Ok, let's see... UV has been redone and changes have been made to the texture - heatshield with hexagonal grid, darkened windows, detail added to docking port docking probe retracts (right click on the parachute/docking port) joint between the two parts has been considerably strengthened with unknown magic collision mesh has been rotated, try to attach some rcs in quadruple symmetry and you'll see what I mean parachute has been changed somewhat Plus some other tweaks. I've sort of lost track, life has been hectic the past few days and I didn't do all I wanted... For example, as lousy as I am for putting it off, there's still no drogue canopy for realchutes support. Let's just blame the completely weird parachute animation module. It took me way too long just to get the current canopy working again because it kept getting offset because of where it decides the center is etc. Keep in mind - enough stuff has been changed that I can't guarantee it won't break saves. So here it is: https://dl.dropboxusercontent.com/u/27552313/kp0110_a7.zip
  18. Smoothing errors on booleaned surfaces - I can feel your pain :S A few observations - models in KSP are usually 24 sided, but that's not a rule written in stone. Some of the detail can be made with normal maps to save on poly count and smoothing errors (btw, a narrow outside bevel is your friend). I'd suggest making another low poly base and using the high poly mesh as a normal baking guide if you plan on reducing the number of sides. And if you plan on integrating a parachute, consider it pretty much has to be a separate part or it won't behave correctly in the game.
  19. Lovely! Careful with LW though, some time ago I tried getting a model made in LW9.6 (I think) into the game and got weird smoothing errors.
  20. Jobin, what was going on with it? Did it not create a stable connection? If that's the case, it should be fixed in the next update. Speaking of which, I've got some fiddling to do still, but this should be available pretty soon:
  21. Just today I was messing with an attachment node that was supposed to be slightly rotated to fit a particular piece correctly... In the end, I put a number in config that I got with voodoo and it worked, but it would have been much easier to just plop down a properly oriented transform. So I can see uses for them.
  22. Does this even work yet? I tested it, tried to add a node along with regularly config-defined node and couldn't get them to show up.
  23. Forgive me if I'm asking a stupid question, but could any part of this solution be used to improve the accuracy of stock float physics? I'm excited about n-body physics, but I'm also having fun with stock physics except for the inaccuracies.
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