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martinezfg11

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Everything posted by martinezfg11

  1. I've noticed that on KerbalStuff many are downloading ver 1.0... Version 1.0 is an old version and things have changed quite a bit since then. I'm not sure if that is a result of the mod being on CKAN or some other type of website that consolidates all the mods on the KS website.
  2. I think you would be better off unwrapping your bottom plate in quarters. Then overlaying all four islands on top of each other. I think separating your model like you did earlier would create too many unsightly seams.. That's just my opinion though. As for Tri's and quads, I usually aim for no more that 1500 tri's on a finished model, even though I don't think it would much of an issue if you went higher. I think the most I've seen on a model that was originally in ksp was around 3 or 4k tris. If you use quads in your model they'll just be converted to tri's once you import to Unity, so using tri's in your model isn't too big of a deal. What I would worry about more would be the Ngons (more than 4 sides). I think those would give you unpredictable results once you import to unity, like messing up your textures. At least that's been my experience.
  3. I don't see anything here... Am I missing something?
  4. Nice, I'll try that docking port if I ever make it out of Kerbin's atmosphere...
  5. Ok, so for the first picture you originally posted, the reason you get those smoothing artifacts after removing the double verts is because I used the edge split modifier in Blender to make sharp edges. Once you merged those verts the smoothing took effect on the whole model. Edit: so if you want to modify a mesh, then you would merge the verts. But you would have to re-apply the splits in order to get sarp edges once again.
  6. Sweetness. Using RPM and some good ole fashion trial and error I got something:
  7. It just sucks that in KSP you can't spawn a craft while you're ingame. You have to go back to the SPH, VAB, or use the EL mod.
  8. So Looking at different mod author's props and Squad's throttle IVA prop, I notice that the throttle rotates off an axis. I wanted to know if anyone's tried getting a throttle to move on a linear axis? Kinda like this:
  9. Hey all. Updated the pics in the OP to accurately reflect the current parts in the mod. Here's a random pic:
  10. Posted a small update on KerbalStuff. Just added the values provided by AccidentalDisassembly.
  11. I had null refs and I just ended up creating a new unity project.
  12. Ok, I've amended the values to the FAR_config. I'll post it today as a hotfix.
  13. I'll take this into consideration. Honestly, the part's mass values were mostly put there without much thought, I roughly based them on the part mass values of stock parts. I fear though, If I lower the part masses, The total CoM on any aircraft will usually be toward the rear of the craft.
  14. I forgot to mention: please delete and previous AoATech folder if updating to 1.2. Also, the craft files were designed with FAR, not sure how well they will fly with stock aero.
  15. Version 1.2 is up. I'll upload new pictures later. Check the OP for changelog.
  16. Actually with the Pilot Assistant mod it's pretty easy. Once you get the hang of it.
  17. Hi, first of all this mod is awesome! I wanted to know is it possible to activate changes on multiple vessels simultaneously? For example I have two aircraft flying together, and I wanted to make altitude adjustments and have them apply to both aircraft at the same time. On a last note, how hard would it be to add a feature that keep and aircraft within X feet of another? Thanks!
  18. The .craft files will be in the next update. Coming soon..ish Thanks! - - - Updated - - - Yeah it took forever just getting the two aircraft together.
  19. K-FA-47 and K-F-2 in formation flight during airworthiness trails.
  20. It's on KerbalStuff. As far as I know, KS puts mods on CKAN.. I don't use CKAN so that's about all I can tell you.
  21. Did you set up your GameData directory under the Unity PartTools?
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