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Everything posted by martinezfg11
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Update! See OP for change log. Edit: Pic. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
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. -
Readpeated Textures: Good or Bad?
martinezfg11 replied to ev0's topic in KSP1 Modelling and Texturing Discussion
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. -
[1.12.5] Cormorant Aeronology - Mk3 Space Shuttle
martinezfg11 replied to Pak's topic in KSP1 Mod Releases
I don't see anything here... Am I missing something?- 2,359 replies
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- space shuttle
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(and 1 more)
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[1.4] SpaceY Heavy-Lifter Parts Pack v1.17.1 (2018-04-02)
martinezfg11 replied to NecroBones's topic in KSP1 Mod Releases
Nice, I'll try that docking port if I ever make it out of Kerbin's atmosphere... -
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.
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Throttle IVA Prop Linear Movement
martinezfg11 replied to martinezfg11's topic in KSP1 Modelling and Texturing Discussion
Sweetness. Using RPM and some good ole fashion trial and error I got something: -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
martinezfg11 replied to BahamutoD's topic in KSP1 Mod Development
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. -
[WIP, 1.0.5] Stock Replacement Assets 0.4 [25 Feb]
martinezfg11 replied to hoojiwana's topic in KSP1 Mod Development
Super Cool -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Hey all. Updated the pics in the OP to accurately reflect the current parts in the mod. Here's a random pic: -
Awesome!!!
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Cool jet. Are you using FAR? -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Posted a small update on KerbalStuff. Just added the values provided by AccidentalDisassembly. -
Texturing problem
martinezfg11 replied to 2001kraft's topic in KSP1 Modelling and Texturing Discussion
I had null refs and I just ended up creating a new unity project. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Ok, I've amended the values to the FAR_config. I'll post it today as a hotfix. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
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. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
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. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Version 1.2 is up. I'll upload new pictures later. Check the OP for changelog. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
Actually with the Pilot Assistant mod it's pretty easy. Once you get the hang of it. -
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!
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[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
The .craft files will be in the next update. Coming soon..ish Thanks! - - - Updated - - - Yeah it took forever just getting the two aircraft together. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
K-FA-47 and K-F-2 in formation flight during airworthiness trails. -
[1.1.2]AoA Tech Aviation Parts Ver. 1.3.5 PRE 04MAY2016
martinezfg11 replied to martinezfg11's topic in KSP1 Mod Releases
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. -
Did you set up your GameData directory under the Unity PartTools?