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koberko

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Everything posted by koberko

  1. Well, anyway I can't confirm that this models will in any way increase FPS or remove lag with big ships ( I actually haven't made any detailed tests), but I wanted to see if it will make any difference (I honestly didn't notice any; but I have tested on very big ships, so on less complex ships, it my have some difference). Anyway, I still decided to share them, so if anybody will notice some improvement in performance, please report it. And just for comparison, regular liquid engine have 2151 polygons, while my version have 436 polygons.
  2. I have request for moderators and admins; can you please move this topic to 'Projects and Releases' subforum? Thank you. P.S. Regarding this parts, I will soon add low poly versions of other parts.
  3. Tnx for info; I was under impression that 'Projects and Releases' is for official updates and mods... So, I will ask moderators and admins, that if is not a problem, to move this topic to appropriate place.
  4. I guess that a lot of people here (who are doing modding) have some previous 3D modeling experience. So, let's share our 3D creations (not related to Kerbal). Most of my stuff can be seen on my personal web page, so fell free to explore http://dejankober.com/ And just to point out to one space related thing on my site (something I have started to do, but newer finished... I spend to much time lunching rockets in to space ): http://dejankober.com/2010/12/generic-planet-project/
  5. Hi again. Here is my latest part; it's Kerbal version of Sputnik; basically it looks more or less like Sputnik, but this one has Bessie inside (who is Bessie, you will find out in part's description in game ) P.S. I don't know if anybody has made this model, even if it has, I'm sure that theirs doesn't have (above mentioned) Bessie! ;P
  6. Tnx for info! I missed that part in documentation EDIT: Tnx guys one more time for help; renaming solved last two problems
  7. Hi guys. I have made low poly versions of standard parts, to ease up rendering an possibly increase frame rate with big ships. Parts are in any other way identical to standard parts, they just have less details and less detailed textures (256x256 px). I have made new textures for this parts (more optimized use of texture space and UV maping), so you have to replace texture and 3d model file (DAE). Before you replace original files, make sure that you have made backup of those files
  8. Hi guys. I'm trying to model fuel tank with 3 time more fuel then regular, and 3x bigger. Idea is to make a bigger tank, but that will correspond to 3 regular tanks. Basically, I have make it 3x heavier, 3x more fuel and so on. I will make one 2x size, 4x size and 5x size. I wan't them to act same as equal number of regular tanks, so maybe in that way I will be able to remove some lag (less objects to deal with) when you build big ship, and still maintain same performance as regular parts. But I have couple problems... First one is drag parameters... I can't set them to correct value to make my big tank (as 3 regular) to act in same way as 3 regular. Here are my current parameters: By logic and test, I have come to conclusion that drag parameters are problem... I can't set then in right values to make my tank act same as 3 regular. With bigger values (as are current) thruster with my tanks speeds up at start, and then starts to lag behind... With lower values and same values as regular tank, it lags at start, and then it speeds up... Does anybody know how those parameters act when couple same parts are stack up? Does engine calculates less drag for lower parts, or they produce all same drag? If is first case (less for lower parts) then drag of my tank should not be 3x bigger, but less then that, but I can't figure out what value to put. I have attached my full config file.
  9. here is my latest update: 10 873 m/s As usual, I went strait up (as much as possible, due to manual flight of last stage)
  10. Hi guys. Here is my attempt at reaching 10k mark... Currently only 9505 m/s I find it more challenging to go strait up (as much as possible, because final stage has to be manually driven). I'm working on new rocket with witch I'm trying to reach at least 3000 m/s and more then 50 000m altitude just by using first stage (all liquid boosters). Then one stage of solid boosters, one more with liquid boosters (3 boosters) and then final stage with one booster and 4 or 5 tanks. If that will work, I think I could pass 10k mark. Regarding this current rocket; I have added couple fins to increase stability at lower altitudes, due to fact that I have remove most of S.A.S modules to reduce mass.
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