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KSP2 Release Notes
Everything posted by Thobewill10
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Emmissive shader animations (engine heat effects)
Thobewill10 posted a topic in KSP1 Mod Development
How would I go about setting up an emmissive shader animation in unity and applying it to KSP? -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Redid my UV mapping and the emmissive map. Now to texture. -
[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
He\'s a very busy man, and I\'ll need to learn sometime. I\'ll work on it a bit over the weekend and practice my texturing. I\'ll leave the fancy new part tools for afterward. -
That is a beautiful behemoth. I\'ll give this a try
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Yeah, I designed it first, flew it around for a bit and realized 'Hey, it kinda looks like a manta ray!'
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That\'s hysterical. You fell victim to Minmus\'s notoriously out-of-whack terrain colliders. That is supposed to be solid ice. Now i kinda wish it was supposed to be a muddy sludge.
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Help, I cant save/ Launch my rocket
Thobewill10 replied to Rocket man's topic in KSP1 Gameplay Questions and Tutorials
More information, please? -
I present the Manta-Ray-class VTOL (soon to be armed with) Gunship Uses a hinge to raise the landing gear (and back canards) after takeoff to give more stability (i.e. raising them from a' /\' shape to a '\/' shape) and additional yaw control. Exceptionally maneuverable, especially at low throttle. Supports hovering and high-speed low-altitude cruising (Top speed <1 km: 257 m/s). Rotors tilt to give additional forward speed. Landed: In horizonal flight mode. Gear retracted, fans forward Fans tilt backward to help kill horizontal speed The only problem is that it doesn\'t have a lot of fuel, and thus the high-speed maneuvers are very short duration. However, if you run out of fuel mid-flight, it can still glide down for a horizontal landing. To counteract that, we added more fuel. The Manta Heavy has a top speed of ~210 m/s. It\'s slower and less maneuverable than its lite counterpart, but can go the distance. Hovering Back to hover mode
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I present the Manta-Ray-class VTOL (soon to be armed with) Gunship Uses a hinge to raise the landing gear (and back canards) after takeoff to give more stability (i.e. raising them from a' /\' shape to a '\/' shape) and additional yaw control. Exceptionally maneuverable, especially at low throttle. Supports hovering and high-speed low-altitude cruising (Top speed <1 km: 257 m/s). Rotors tilt to give additional forward speed. Landed: In horizonal flight mode. Gear retracted, fans forward Fans tilt backward to help kill horizontal speed The only problem is that it doesn\'t have a lot of fuel, and thus the high-speed maneuvers are very short duration. However, if you run out of fuel mid-flight, it can still glide down for a horizontal landing. To counteract that, we added more fuel. The Manta Heavy has a top speed of ~210 m/s. It\'s slower and less maneuverable than its lite counterpart, but can go the distance. Hovering Back to hover mode Requires Damned Aerospace and Damned Robotics
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Awesome. Thanks, man.
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Could you post the craft file for that? It looks pretty damn cool. I\'ve got your spike engine intake.
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We\'re going for the look of a 747, though. The two-deck thing would at most be a texture edit. What you have may have two decks, but it doesn\'t look like a 747.
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Just move the tailfins up, and then use WASDQE to rotate them back to horizontal
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I would suggest altering the wings heavily. The 747 has wings angled slightly up and back, for stability and ease of takeoff, and the tailfins are placed higher than the front wings. Here\'s one I made in 15 minutes: Note the wing angles in the last picture. It goes a long way toward making a real-looking 747. Mine handles well, if a bit slowly, and there\'s lots of room for improvement.
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My minmus base
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[0.15, PARTS] Mk2 Stock Parts (Alpha 0.2 "Released")
Thobewill10 replied to Thobewill10's topic in KSP1 Mod Development
Yeah, i modelled up the ion engine today and have spent a lot of time trying to figure out emmissive maps (so i can get a cool blue glow). Not there yet. Also, I\'m rubbish at textures, so those will take a while. EDIT: Added picture of ion engine -
This is an indev parts pack full of stuff for interplanetary travel, like ion engines and stuff. Here\'s some pics. I suck at most things, like cfg editing, balancing, visualizing, and writing, so any suggestions are appreciated (especially on the balancing and part descriptions front). It uses the MuMechLib plugin (for the variable engines), and the PowerTech plugin. Those and Maraz\'s DynaVolt solar panels are bundled with the pack. To install, place the contents of the 'Mk2 Stock Parts' folder into your KSP directory, overwriting whatever\'s in there already. I will do my best to keep this pack updated with the latest versions of the plugins involved. This is a possible parts pack (read: unlikely) done in the style of the stock parts. The parts themselves will be balanced against stock and be designed primarily with interplanetary travel in mind, which is currently implausible with stock parts. All I have so far is concept art, but I hope to get into 3ds Max this weekend and make some basic models. Ideas and suggestions welcome.
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I liked the use of the Orion MPCV and the altair lander.
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Aeronautical Re-Engineering
Thobewill10 replied to ARPOLLO's topic in KSP1 Challenges & Mission ideas
I also have a sweet F-22 but no screenies here... mabe ill post it when i get home. Top: Eurofighter Typhoon Middle: F-16? Bottom: Definitely an A-10 Thunderbolt -
Cart mod and the Katerpillar wheels. Look in the plugin releases forum
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The pictures aren\'t showing up. Might you try to reupload them?
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Got into a Mun orbit, then went to minmus, then landed, then back to mun, landed, then to kerbin, and finally splashed down. Aboard the Inter-Lunar I. Bill, Jeb and Bob are ready. Launched into a 100K orbit, then transferred to the Mun. Left the Munar orbit, and got into a Kerbin orbit, Transfer to minmus Captured Deorbit with enough fuel to land anywhere on the surface. Landed Jettison legs and lift off Back in a Kerbin orbit Lower orbit and transfer to mun Captured again. Pick a landing site Braking burn Shoulda kept those legs, eh? Departure Deorbiting In atmo Stage sep and parachute deploy Splashdown 20 days later, they\'re finally home. The craft has enough fuel to select a landing site on both Minmus and the Mun. With better fuel management, one might be able to land back at the KSC, too. NOTE: The craft lacks any form of ASAS. When landing, precision controls are a must. The core/transfer/Mun orbiting/minmus orbiting/ minmus landing/ mun transfer/ mun orbiting/ mun landing/ mun departure stage has an SAS though, near the CoG, to help hold position.