CluelessModeler
Members-
Posts
155 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by CluelessModeler
-
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
Ok! That's what I needed!!!! -
Banned because of Freedom of Speech infringement!!!
-
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
1.12 relative to Actual size? Or to Bobcat's model? -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
What's the diameter of the Orion Capsule that you're using? -
[WIP]United Launch Alliance Pack *V1.0RC1 Released*
CluelessModeler replied to Chimer4's topic in KSP1 Mod Development
If someone wants to ram this through Unity, let me know. I'm about fed up with dealing with it. Just PM me if you're pretty good with it. I also have the Delta II I did awhile back. -
Chaka Monkey - Closed Development Thread
CluelessModeler replied to YANFRET's topic in KSP1 Mod Development
You rock man! This is looking awesome!!! I might even get to play instead of do homework! Hope all the mod owners cooperate!!! Cheers! -
Well, thanks for the compliment! But, the wife would rather that I sleep!!! I just can't figure out how to create normal or bump mapping. I don't know what I'm doing wrong...
-
Haha, Coordinated Assaults on Modders! Well put, good sir, well put!
-
Working on the vernier engines now! Here's another teaser! Finding images of these, and the second stage is proving challenging. If anyone wants to send me links to good pictures, shoot me a PM!
-
Engine is seperate, only modeled RS-27A. RS-27 isn't too much different, not really worth modelling a second engine. Plus, I'm busy with the CSS! But, I guess what I have to do, is rotate the static section of the engine for the RS-27, so the vernier engines are put on opposite sides. I didn't know it had two vernier engines! I'll see if I can find some pictures of it! Is Blazing Angels modelling them 1:1?
-
Thoughts anyone? Fairy Early render, still have to build second stage and the boosters!!!
-
Component Space Shuttle V 5.0.1 (July 14, 2013)
CluelessModeler replied to Cepheus's topic in KSP1 Mod Releases
I'll do my best to make it take a beating, hahaha, not sure how. But I'll try something! Balancing, I guess will all be up to Dragon01. I'm just the bumbling idiot trying to ram it through Unity! (Come on! I knew y'all were thinking it!) -
Component Space Shuttle V 5.0.1 (July 14, 2013)
CluelessModeler replied to Cepheus's topic in KSP1 Mod Releases
Now that I've actually got the raw blender files, in a workable condition I might add, it's going to be a bit easier. I'm just open to all ideas about gear production!!! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
I've been unable to load anything in game with the built in colliders. I'll download the newest update to unity when I get home and give it a shot! Thanks for the advice! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
Hey folks! Just letting y'all know that this mod is not dead. I'm just on vacation. Should be in a position to work on it in a few days! Happy Holidays to all! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
The Minotaur one was scaled to 64%. Going to have to rebuild it. That's not a bad idea about the HAPS though. I'll see if I can work that in. -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
The Minotaur one was scaled to 64%. Going to have to rebuild it. That's not a bad idea about the HAPS though. I'll see if I can work that in. -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
Oh lord. More stuff to learn!? On top of the mounds of stuff I already don't know? Kill me now. -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
If it were that kind of spin I'd release it, hahaha, it's going head over heels at the moment, I'll send you the file if you wanna take a look. -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
A breakthrough!!! Finally got everything INTO the game, now I've just gotta figure out nodes and everything. So far all the rockets perform fine, just having some trouble with the interstage decouplers and the payload fairings. I get the feeling that releasing the next stage into an uncontrollable spin isn't very spaceflight worthy! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
After all is said and done, there's a possibility of me working on later Atlas stuff, might even take on Delta's too. Who knows? I would do some Russian stuff, but, like Dragon said, that's more up MrTheBull and BobCat, they're a lot better at this modelling thing than I am anyways! -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
Heh, I dunno Vader, I've already set myself up with quite a list. We'll see how everyone receives these when I'm done. It doesn't use ALL the same textures, but, for like nozzles, and stuff that are close enough to be within reason can use the same texture/material. -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
They could've gone better, I hate timed tests with a passion. Especially for Chemistry, wayyy too much maths to cram into an hour and a half for a 75 question test. I'm already getting back to work on Minotaur! Already got the basic model in Blender, which I've already posted pictures of! I'm adjusting the textures of the upperstages and also implementing the changes you and NathanKell mentioned! Delta II will follow that, I've just got to get a lot better on Unity. I don't know how everyone else does it, but, what I'm doing, is building a single blend with all the parts of the rocket, and I disassemble it in unity and import each part individually. It seems like that way there's less margin for error when it comes to part sizes not being exact. Thoughts? -
[WIP] Gizmo Rocketry Concepts
CluelessModeler replied to CluelessModeler's topic in KSP1 Mod Development
DEAR SWEET LORD FINALS ARE OVER!!! Got the Jack Daniels out, and I'm ready to build some rockets! -
Hey guys, I got distracted and caught up in some other stuff, beginning next week I can restart work on Delta II. Sorry I haven't given much correspondence, or, any at all... That's my bad, and I apologize for that.