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Chimer4

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Everything posted by Chimer4

  1. You didn't make a mistake , some Atlas Vs do have an all orange tank like so I just used this as my reference for most of the CCB work Not sure why they use different tanks, unless they are fueld slightly differently
  2. Do you mean the CCB? There are a couple of different versions of the tank, some are a solid colour throughout, some have a silver finish on the top half. I wasn't sure which finish to go for, and in the end I went for the silver finish but it doesn't show up too well in ksp
  3. Interstage done, models smoothed out and set to correct shader (thanks for pointing out the smoothing BlazingAngel). Also added the Centaur forward adapter which acts as a decoupler and ASAS. Just fairings to go now, and may switch over to use an engine faring rather than the ISA.
  4. Thanks Currently modelling the ISA as I type this so hopefully it shouldn't be too long before that is done
  5. Ok guys, I have finally managed to get the CCB and centaur in game and working. I have not done the payload fairing, or the interstage adapter yet, but the main parts are probably 90% done. Here is what's done so far CCB model and texture are done, just tweaking the texture a bit (it looks slightly better in game than I thought it would) Centaur model and texture are done, again just tweaking the texture slightly Gimballing on both the CCB and Centaur 2 Engine flames on the CCB (thanks to Borklund for that) And here's what needs doing Fairings and Interstage BALANCING! I have no idea what values I should use, so I will play around for a while to see what works well for me I may consider giving a very early version, with just the CCB and Centaur to those of you who wish to test it. I will only do this 1. If people are interested and 2. If I get some figures of fuel, mass, etc that are in the right ballpark. Anyway, here is a quick pick of the CCB and Centaur
  6. Well I think blazing Angel will carry this pack really I am having quite a few problems my end. I have gone from the game hanging when I try to load my parts, to no parts at all being visible in the VAB :/ I don't think I have done the .cfgs right. Anyway the CCB for the atlas V is done (the texture is quite bad, being my first time I messed up the UV unwrap), the centaur is modeled and unwrapped properly (I think lol) and texturing almost done.
  7. Jesus that's big, that propulsion stage looks like it would almost be as big as the Ares V first stage. The launcher must be huge for that bit alone, the other bits aren't too small either. I WANT!
  8. I thought I had got used to the old part tools, and then this comes along Is the URL something that has to be assigned in the script in unity, or does it not matter? What happens if I change a folder name, do I need to re do the script?
  9. UV mapping is done, and I have put a basic texture on to test it, ignore the pipe on the side, the normals are flipped on it
  10. I dont know why I bothered posting all this lol, I managed to figure most of it out after trawling though the web for a few hours Ok so I am new to modding, and have never done a UV unwrap or textured a model before, I literally only started to try and UV unwrap my model about 10 minutes to go. I practiced with some basic shapes like cubes and cylinders beforehand, but can I unwrap my model? No. It looks like a spider on caffeine has tried to make a web in my UV image viewer , and now I have no idea what to do. I know I have probably done something wrong along the way, but I if I have I don't know what to do to fix it EDIT I may have been a bit hasty with this, as I have cleaned it up a bit now, but I still have some problems. I have a basic tube that I have unwrapped, but the section that should be a rectangle, is pinched towards the end so it's more like a triangle :/ EDIT AGAIN I got the UV unwrap sorted and roughed up a texture which looks like it was done by a 4 year old, but now I have a new problem, a lot of my normals are flipped I'm now having to go around flipping most of the normals on the external features. Does this mean there was something wrong with my model or map?
  11. Here is a shot of the CCB, this is just the model, I haven't started the dreaded UV unwrap yet *gulp*
  12. I am keeping it to 64% of real size, but those tips are quite handy nhnifong. I am slowly getting better at how to work blender, although I am not looking forward to the UV unwrap xD Also does anyone have any good pics of the top of the CCB? I cant find any decent shots of it, just some diagrams.
  13. Well I don't even know what I'm doing most of the time xD I'm trying to cut a face, but I cannot do it for the life of me, the rest of the faces around it will cut, but not the one that I actually want to cut :/
  14. Thanks for the offer cesarparent, but I would rather make my own model, yours is probably a better model than mine though It's just I want the practice in blender.
  15. Aha, yes you are right there, thanks I had something in the back of my mind that I had seen something about a delta IV, but now you have mentioned his name I remember now. I shall proceed to send off a PM Also a few things about sizing, what is the best way to go around it? I currently have the parts I am working on at 64% (i think thats what bobcat uses) of real size in blender. Is this right?
  16. United Launch Alliance Pack Version 1.0 RC1 has been released. Click any of the pictures below to visit the release thread Delta IV by BlazingAngel Atlas V by Chimer4
  17. BlazingAngel has already mentioned, we have decided to work on this pack together. BlazingAngel will be working on the Boeing side of things with the deltas, and I will be working on the Lockheed Martin part with the Atlas V.
  18. "United Launch Alliance (ULA) is a joint venture of Lockheed Martin and Boeing. ULA was formed in December 2006 by combining the teams at these companies which provide spacecraft launch services to the government of the United States. U.S. government launch customers include both the Department of Defense and NASA, as well as other organizations." Hey everyone, I would like to announce that I am beginning work on a pack that will, hopefully at some point, contain the launch vehicles that are used by United Launch Alliance. This will be Atlas V Delta II Delta IV This is my first venture ever into the world of modding, but after being inspired by the works of modders such as BobCat and Yogui, I decided that I would have a crack at this modding malarkey There are already some great mods for Soyuz, Proton, Ariane, Falcon (the list goes on, as I am sure most of you are aware) but I hadn't seen any of the Atlas or Delta series of rockets. I have therefore decided that I would have a go at making those rockets that are operated by the ULA. Being by first attempt at using blender, and modding outright, this might take a little while as I am having to learn as I go how to model and texture, and then get those into the game. It may take me a while to get parts of this pack out, especially the early releases but hopefully once I get the grasp of things it should make things a bit easier. I don't have a release time-frame that I am working to, but I do have an idea of the order in which I want to release the parts Initially I want: Atlas V 401 Delta II 7920 Delta IV Medium These are the most common configurations of the launch vehicles so I thought I would start with those. If those are successful, I will consider adding in the different configurations. This should, for the most part, consist of adding or removing boosters but I will tackle that once I get there. The next two posts have been reserved for announcements and releases.
  19. It is a wee bit big but looking good nonetheless
  20. I can't find the post of what your schedule was for the American pack was, but I was wondering if you were planning on doing a Saturn V at any point for it? The Apollo program was my favourite of any of the space programs
  21. I've Never personally experienced that problem Good_Apollo, but I understand what you are saying. The vessel is flipping before the autopilot it's programmed to start any kind of turn, right? It should be going straight until your set gravity turn, but something is causing it to flip before that point. Do you by any chance have FAR installed? It's the only thing that I can think of that could be causing it. Does it still flip if you go at a faster/slower speed? In the inputs window in the bottom left, what is mechjeb doing? Is it doing the usual stuff to keep it straight, or does it do something drastic that may cause the wings to move away from the velocity vector abd cause the flip. I hope I can do something to help
  22. A quick question guys seeing as I can't play the game at work how do the trusses dock together? Do they just attract each other like docking ports?
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