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Ledenko

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Everything posted by Ledenko

  1. Thanks Bananabread, I've edited the first post to inlude the download link and a basic licence. Real life and a trip to ER for my gf means nothing was done, but I'll get on it.
  2. RealChute support shouldn't be a problem, stupid_chris could add it to his config when he releases an update and if you're using his mod, you have RealChutes and if not, well, you just have the regular wonky parachute
  3. I'm here again and I owe everyone who's been following an apology - I'm sorry I just disappeared on you because you're right, there's a sort of responsibility if you come out with something, especially if you promise to release... Anyway, what happened? Work happened, that's what. For the past two months, I had barely any free weekends and I've been coming home late and if I felt like gaming, I wanted to play, not work on something. Lousy excuse, I know, but there you go. Since 3d modeling is only a hobby, I now sort of have to relearn some of this stuff and figure out what I've been doing in Unity. When I stopped working on the module, this is what I had: It's still the same model with reworked textures, now I simply have to do the same for the parachute part (and not mess it up again). I do need your help though, those of you who downloaded and tested it, have you noticed anything that should be fixed? IVA obviously, but I'm not even considering tackling that just yet, unless someone else wants to take over.
  4. I uhh.. I'm not dead, so there's that. Got sidetracked with filthy time stealing games that aren't KSP. I'll get right back on this, pinky swear!
  5. So I haven't forgotten about this or abandoned it - I decided to remake the UVs and textures and it provided me with a whole lot to do and not much to show for it. At least I found out there's a right and really wrong way to set up UVs for use with normals. Anyway, it looks a whole lot like the Orion, doesn't it? Retextured to look pretty much the same as before.
  6. Wow, that really is a nice shot. Moon, the pod's so cramped, I'm not sure the poor kerbals can fit their helmets through the hatch
  7. I completely missed that app! And it would have been so useful some time ago when I was trying to make a stockalike module. Still managed to somehow create a pretty good replica of stock textures Heh, I use a fair number of addons, but they're mostly plugins to add functionality, rather than adding parts. I have a few larger mods for that, but I tend to not even use them much.
  8. I realize as much much, but honestly didn't consider it a lot for a two, eventually three part addon. What started this holy crusade against textures anyhow? It started about a week ago or so, didn't it?
  9. About 1024x1024 - I honestly don't know. I know a thing or two (out of several billion) about modeling and I reduced the poly count as much as possible. When it comes to texturing I'm just awful at it, both in terms of making something that looks nice and is efficient at the same time. But I do want it to look good, at least for myself - my reasoning was "this is the hero module, this is what's gonna be there from the start till the end". I will test it of course, it might very well look just fine at 512x512. The parachute does use those files because at some point, parts of the parachute model were supposed to be integrated into the CM until that turned out to be a bad idea. I tried putting them into the same folder, didn't know how to properly set it up in the configs so the parachute used the CM model and it was 5am So yeah, I'll put them into one folder to not duplicate textures as soon as I figure out the configs. To be honest, I was thinking about slightly remodeling and re-UVing the models right before reading your post, it's just that with my limited home computer time, the idea is frightening! fake edit: thinking about the various detail texture size, it could very easily do with a smaller texture as there's mostly flat colors. There will be fiddling.
  10. I had similar issue with the airlock hatch, it was always obstructed and absolutely refused to work unless I put the collider for the airlock far away from the module. That is, until I figured out that marking Layer 21 'Part Triggers' is not enough by itself, I had to select it from the layers pulldown menu once defined. After that, it worked on the first try without any problems.
  11. Ha! And you doubted it's game breaking potential When I started making this I built from the assumption that object origin should represent the CoM but it just dawned on me that CoM in model origin could create similar issues as with the parachute which, derpy as it is, uses a CoMoffset to not spin crazily. Another thing to fiddle with
  12. Well, after messing around for ages with setting it up, I have something that basically works and could be called early release, alpha, version 0.110 or whatever. Here it is: https://dl.dropboxusercontent.com/u/27552313/KP0110.zip Please note! Being mostly untested, I have no idea what it's potential for save game breaking it is. It's not using any mods but since this is my first complex part, it's possible it'll cause some issue I'm not even aware of. It's still mostly untested, but it seems to work, EVA hatch and "ladders" are functional, docking port seems to work (the thingy on top of it might interfere with a docking cam though, in fact I'm pretty sure it'll do that) and the parachute functions, even though the animation is messed up as I animated the wrong axis. At least it points the right way... So, currently known bugs and/or issues: Docking port thingy interferes with docking cam (probably) The not-fully-deployed animation for the parachute is stretched the wrong way + edit: the texture is a placeholder There's a texture issue on top of the docking port, weird flickery triangles edit2: the way the heat shield and attachment node are positioned it only really works with tall/wide decouplers such as the stock 2.5m one, with low decouplers you'd need part clipping. I might move the attachment point lower and make an automatic shroud so it doesn't leave a gap, but the prospect scares me (figuring out Unity is a pain). Feedback much appreciated!
  13. Very nice, looking forward to using this lovely thing
  14. Awesome to see KW Rocketry again, thanks Kyle and Winston, you're the best!
  15. It's not just configs though, stock models are packed with the download with the config files changed to show Oritz as the author.
  16. Uhm, these are stock parts with custom, cheaty configs, you should probably remove the download as you're redistributing Squad's models as your own...
  17. Wow! Thanks for the kind words! Sapphire, to answer you: - three separate parts, command pod, parachute/docking port with with the parachute cover being part of the parachute module, so it'll disappear once the parachute deploys and a LES, but that'll come after the CM and chute/dock - I'm making it as an alternative to the stock Mk1-2 pod because I don't fancy its asymmetry, meaning three crew members and - no RCS capability, from what I've seen, the real Apollo CM had RCS only for rotational control, something that can be accomplished with reaction wheels (as long as you don't run out of power, but should be enough for reentry) - I like the windows lighting up idea, I'll have to look into how that's done, thanks! I had basically zero time during the weekend, but I hope I can get something done soon
  18. It works! Sort of... It flies, the parachute deploys and it lands safely. At least in my tests, but it wasn't in space yet - I'll have to change it first. As it is, the collider for the parachute intersects with the CM collider, it doesn't seem to create phantom forces but it does mean once it's properly attached it's impossible to remove (can't click it). So, the docking port/parachute will have to be a completely separate part for it to work properly, the EVA is missing and it could probably use a ladder attachment of some sort. But it does have a flag decal case on the back! And you can see the tiny canopy as it's resting below the part. Look at it go! "Works" by way of eh, good enough. Fully deployed, it kinda looks as it should. Kinda sorta. The canopy and wires are still untextured and the wires themselves look like strips of rubber. The flag decal thingy. So yeah, there's still work to be done, but as a baseline, it actually works. Big thanks to everyone who helped me, I ran into issue with the parachute that left me utterly clueless but thanks to you guys, it behaves as it should.
  19. Thanks! As far as the rendering goes, I right clicked on mesh renderer, selected Remove Component and that seemed to do the trick - the collision mesh is not visible even though it's not set to be transparent.
  20. Yeah, that's how I'll do it, it makes sense. About drogues though - is there a reason besides realism for not making the partially deployed chute actas a drogue in terms of drag?
  21. Wow, who would have thought, huh? Thanks for sharing Mihara, that's probably why parachutes are rarely integrated, looks like I'll follow suit
  22. I checked how he made it and it's really what my solution would be for an integrated parachute - a canopy model made out of three canopies which behave like one model - simple and looks good. Probably the only sane way of making it. I just wish information for this sort of stuff was easier to find or written at all, I'm still not sure what's considered the origin of the parachute and how the wire that connects to it is created, not to mention I've no idea how exactly the deployment animation works. I'm guessing you have to make an animation that has a named start and end and that's all I know.
  23. I had a feeling the docking port bit would be easy, I just passed out before I could test it. About the parachute... Apollo uses three chutes and based on what you said, it's probably going to be a heck of a chore to get that to work... Would probably be better off by creating a separate parachute part with triple symmetry but I'm not too keen on making a part that's only useful for this module and nothing else. I'll see what I can figure out.
  24. Hey guys, I'm busting my head with mesh colliders - I made one for my module but I think what I've done is actually a workaround - I made a lower poly mesh of the module, added it to unity, gave it a mesh collider and removed it's render properties, thus giving the module a collider that doesn't render, but as far as I know, there's a way to add a normal mesh, except I have no idea how. I tried naming it node_collider but that had no effect, I read it has to be tagged, but tagged how? I'm sorry, I'm sure this stuff is basic for people versed in Unity, but I'm utterly lost... If anyone could help me with a step-by-step tutorial, I'd appreciate it
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