CluelessModeler
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Everything posted by CluelessModeler
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Money not the issue. RL making everything suck for the foreseeable future.
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Too soon Duncan, too soon...
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True! Actually, the Space Shuttle SRB's used Aluminum as their "primary fuel." It's complemented by Ammonium Perchlorate, which serves as an oxidizer. Along with Iron Oxide, a sort of a catalyst, because it's easier to ignite. Along with a couple of polymers and an epoxy resin that cures the propellant in place. This is all pulled from Wikipedia, but, it seems legit.
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Blender Model Donation. Post all your unfinished models.
CluelessModeler replied to Weebo's topic in KSP1 Mod Development
Alrighty! If it's not too much trouble, could you make a normal version? If you have time! Let me know if I can help! -
Blender Model Donation. Post all your unfinished models.
CluelessModeler replied to Weebo's topic in KSP1 Mod Development
Oh, I just did that to keep it looking nice. Every part is already separate. What I always did is to build the entire vehicle, and then import piece by piece from unity to KSP. -
Blender Model Donation. Post all your unfinished models.
CluelessModeler replied to Weebo's topic in KSP1 Mod Development
This might cause a storm... I don't have time anymore to work on this, so I figured I'd let whoever wanted to take a crack at this slightly Kerbalized Atlas V. https://www.dropbox.com/sh/9wk0p8q4zz2jd63/AAD_j8byo0EQdzPHRQDh0oYKa?dl=0 Good luck! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
Work continues on my end, finding time to throw into the Deltas around midterms as best I can! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
It's about as fun as a colonoscopy without anesthetics... Luckily, I woke up to learn that there might be a light at the end of the tunnel! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
Looks great for a start! Promise I'm not dead guys, trying to buy a house is turning out to be a helluva lot more stressful than I thought... But, my obligations haven't been forgotten! -
Well, I guess the first part of my name is starting to make more sense by the day! Oops!
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I love the new pack! But I'm a bit confused... (This is probably my own ignorance or something) Why are there two identical service modules? One is named the exploration, and the other is a transfer or something to that effect. Both have identical stats, and are identical in appearance. Did I just install wrong? Or is there something I'm missing... I'm also having a problem with part elasticity, but I highly suspect that one of my dependencies is out of date. So, I wouldn't consider that to be a "bug" for you... Other than that question, and the resolved problem with nodes, this is a very well put together pack! Excellent work as always!
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Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
I hear ya on the other priorities thing... Stupid RL. That's fine with me, I was just trying to see what kind of details I could get! That's all! I'll whip something up from scratch! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
Thanks Nixonshead, you don't by any chance, have a folder of the Delta 4000 series do you? Captain_Party, at some point in the next week or so, I'll sit down and take a look at all of these models and figure out exactly what needs to be animated. If you haven't done so already, start watching YouTube tutorials on blender animations! There's a bunch by BlenderGuru and Andrew Price that are pretty decent! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
I looked at it for the S1C, and tit seems doable. Just got to find a way to consolidate textures without sacrificing quality. As far as the solar panels and everything else goes, I don't think animations are already in place for them. So we'd have to do that for ourselves! -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
CluelessModeler replied to DasPenguin85's topic in KSP1 Mod Releases
This is pretty neat! I was thinking something like this would surface sooner or later! With respect to the 10cm idea... I seem to recall that there was an old version of RT that had a single piece satellite with everything, fuel, engine, command, etc... In the spirit of basing your designs off of CubeSats, couldn't you make some sort of launcher? That way, you could send up a bunch of the 10cm satellites, and release them as you reach their intended orbit! Kind of like the satellite launcher on the ISS, see here http://iss.jaxa.jp/en/kiboexp/jssod/ But, other than those suggestions, marvelous job! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
Signed up for the Delta 4000 series! NathanKell, pm me if you need/have more information about it! -
Eyes Turned Skywards UPDATE now with Signup Sheet
CluelessModeler replied to NathanKell's topic in KSP1 Mod Development
Depending on how school (college) goes this week, I may be able to contribute to this a little bit. I'll get back to you after weeks end! -
Internship is ending... Might have a bit more time to devote to this. I make no promises, but, I'll see what I can do. One of the benefits of working at Pratt was that I got to do an awful lot of 3d-design/drafting work. Might be able to translate some of that to KSP. But, let's not read to far into this, I'm also going to college, and moving into a new house, and trying to keep a wife happy. So, we'll see what I can do!
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Ah, well, I guess I should've rephrased that a bit. I didn't know how to generate Alpha Channels to begin with. Hence, baking the Ambient Occlusion in there was why I couldn't ever get anywhere in it. There's probably a different way to do it, but, I didn't know! Either way, you rock, good sir! Keep up the good work!
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Darth Vaders Imperial Navy R&D-new concept Jul 9.
CluelessModeler replied to Kerbal01's topic in KSP1 Mod Development
I don't think it's a bad idea at all... If you consider the fact that most people probably don't sit down and plan out their missions down to every last detail, they wouldn't know their exact orbit they need to achieve, so, for those people, keep it a liquid... However, if you guys would want to, make a second version a solid motor, that way, those of us who do plan out every last detail have a challenge!!! Either way, looks great fellas! -
[WIP] [Dev thread] Dang it! A random failures mod
CluelessModeler replied to Ippo's topic in KSP1 Mod Development
Only joking!!! But could you make it that any vehicle named "Delta III" fails catastrophically during launch? (Too soon?) But seriously, this has potential to keep the game interesting! Good job!