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martinezfg11

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Everything posted by martinezfg11

  1. All you said is true, and I've used that in my workflow in the past. Thanks!
  2. I was looking at your model and it needs a bit of cleanup. You have a bunch of vertices floating around with no real purpose. The verts will create some funny effect once you take it into Unity I would imagine. Also, you scaled your side parts too much in the UV.. for the Main face, I would try projecting from view. But I'm afraid you will need to take care of some topology issues first. Also your missing a face on the center area. Edit: Try this. A quick rework and all I did on the UV side was a quick UV smart project. I'm sure you could get a more efficient unwrap if you spent more time on it. Edit again: Also, your model can only have one material per mesh, you had like 3 of them. Consolidate your textures into one you should be fine.
  3. So I was looking through the different texture options in Unity and I noticed the "smallest" option. I used it to compress a 2048 x 2048 texture from 16mb to about 1.75mb with no huge difference in the textures. Is this an option anyone else has used? It compressed the image significantly, does this benefit KSP in terms of memory usage?
  4. That looks awesome. I'm happy to see crafts using the cockpits I made. Thanks for sharing!
  5. I could probably do that in the future. Right now I'm refining some stuff and want to finish the 2 seater I'm working on before I release the next version.
  6. More WIP stuff, this is a prototype 2 seat cockpit for the MK2 system. Model is complete, Texture is still WIP.
  7. Coming soon! Redone Drone texture, now 10% more stock alike!
  8. The same way they fit their heads on every other airlock LOL. All the hatches I've seen are comically small.
  9. The front gear in the pictures is just the stock landing gear, I just tucked it up into the fuselage, the rear ones are from BahamutoD's adjustable landing gear mod. Thanks! IVA's are actually pretty fun to make.
  10. Yeah, next revision may have a more stock aesthetic to it. Thank you for your feedback.
  11. Please delete the AoATech folder prior to updating New and improved! The MK2 Cockpit expansion has been revamped! Version 1.3.1 is up! See below for changelog. Download on SpaceDock [FOR KSP 1.0.5 ONLY] Download on CurseForge [FOR KSP 1.0.5 ONLY] Grab your pre-release HERE Dependencies - ASET Props ASET Avionics Rasterprop Monitor Mod Compatibility: FAR: I've tested almost exclusively with FAR, I've had no issues as of yet. Please report any issues. BDArmory: Drones have built in AI capabilities. Changelog: Changelog: 1.0: Initial Release 1.1: Revamped textures; redesigned "Cobra" cockpit model; added new 2 seat cockpit "KU-47"; converted textures to DDS; Revamped internals. 1.2: Added new drone cockpit; Replaced "Falken" model with "Falken Intake"; Did some retexturing; Some config polishing; Added MM for FAR and BDArmory; Added craft files. 1.2.1: Added Modified FAR_Config with updated mass values. Thanks to AccidentalDissasembly for the pointers! 1.2.5: Added Parts: - Added 0.625m nosecone; Designed to fit the MK2 Cobra Cockpit - Added new control surface Modified Parts: - Numerous changes to MK2 Cobra Cockpit - Temporarily removed MK2 Cobra normal map Made some small changes to MM configs. 1.3: Added Part: -Added Falken: Spaceplane edition. -1.0.5 update 1.3.1: Added Parts: - Revamped KU47 cockpit. See the "legacy" folder for the old part of you still prefer the older model. - Added new MK1 cockpit modeled off of the F-18 Hornet. - Added F22-ish engine with 2D vectoring capabilities. NOTE: This part requires KM_GIMBAL (Bundled with mod) - Some config changes, nothing too spectacular. - Changed names on some parts, so if your old craft files don't work then, thats why. To Do/Planned List: To Do/Planned List: - Revamp existing internals: Transition to ASET props and remove B9 dependency. - Create internals for MK1 cockpit - Emissive animations for MK22-Vector engine - Consolidate IVA textures for memory savings - Config balancing - Maybe add some new parts. - Upload updated pictures. - I'm open to more suggestions. License:
  12. Pre-Alpha download available! I was sick over the weekend and didn't get any work done. The "falken" drone has some nasty textures but it will have to do for now. Here's a pic of the cockpit using the awesome engine pack from Quiznos323.
  13. I like that idea. Here's a concept. If it makes it into the modpack I'll call it the Falken.
  14. Fleshed out the IVA. I had an explosive cord above the canopy, but it wasn't coming out how I wanted so I think I'll leave that out until I can figure a better way of implementing it. I'm hoping to upload something soon maybe this week. (Don't hold your breath)
  15. Thanks! I'm still a super noob at texturing so I've been shamelessly using Squad's assets. By the way here is a look at the IVA: and in KSP: I found out that capitalization is uber important in cfg's. which is why i was getting the errors mentioned before.
  16. Yep, I'm having some issues with the IVA stuff right now.. I'm getting an error once the Kerbal re-enters the vehicle from IVA. Internal Model error: Crewmember Bill Kerman couldn't be seated because the internal model doesn't have any more seats defined. and InternalModel error: Part Crew capacity is 1, but 0 seats are defined in internal model As for a FAR config, that's planned I just need to look at other cockpit examples. I'd prefer to have the Cockpit EVA and IVA complete before taking a chunk out of that sandwich...
  17. Really, that is genius.. Thank you for that.
  18. Can you explain your last sentence a bit further?
  19. I noticed that while the MK2 platform was pretty nice, there was a distinct lack of cockpits that could be used with the system. I introduce to you the MK2 "Cobra" cockpit. It's largely done, I just have some config stuff to finish and I'll be able to upload a pre-release. Pre-Alpha Download available Included is the MK2 Cobra cockpit and the Drone Core "Falken". There is still lots of work to be done on my end so there may be bugs. Known issues: -Iva cockpit shows up on runway after launch, not sure what the problem may be. TO-DO: - IVA - Done! - Retexture - Still WIP - Configs - Done! - Fix small collider issues - Done! - FAR compatibility - Doesn't seem to need any special config. - CC-BY-NC-SA 3.0 License. https://creativecommons.org/licenses/by-nc-sa/3.0/
  20. It's really as simple as putting the RetroFuture folder in your GameData directory and downloading an updated version of Firespitter from http://snjo.github.io/ If you are still having issues perhaps there is something else going on in your game directory, I have had inexplicable issues with KSP in the past and the best remedy I have found is to remove the whole ksp directory and re-install from steam.
  21. Hey! I had the same issue with RetroFuture and ATM (basic). I deleted the RetrofutureATM config from the RetroFuture folder and that solved the issue for me. It has something to do with the normals in the RetroFuture folder.
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