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Everything posted by Eskandare
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I plan to CKAN it once I'm done with 1.0 It's a bug with how 1.05 handles the exhaust, it will be fixed with 1.0.
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Problem with light against a textured mesh
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Thank you Necro, I'll check that out. Its annoying to have more light behind the engine nacelle then on the nacelle itself. -
I'm having a problem with the in game lighting. The texture appears fine in the SPH/VAB scene but in the game scene the lighting doesn't flow right. I have a feeling it has something to do with my mesh. SPH colors and light blend correctly. In the game scene the light on the engine model doesn't match up uniformly with stock engine nacelle.
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I'll tweak the engines, I'm leaning this way. I definitely need to reduce the Kuni, it should be no more powerful then the regular jet engine. Yes, but in space the exhaust effects disappear. :-/ But no worries, updates coming soon. 1.05 version coming soon!
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Beginners Part Modding Tutorial
Eskandare replied to Beale's topic in KSP1 Modelling and Texturing Discussion
In regard to multi particle, how would one change the size of the exhaust FX? This for example... [CODE] MODEL_MULTI_PARTICLE { modelName = Squad/FX/shockExhaust_red_small transformName = thrustTransform emission = 0.0 0.0 emission = 0.05 0.0 emission = 0.075 0.25 emission = 1.0 1.25 speed = 0.0 0.5 speed = 1.0 1.2 } [/CODE] -
I'm definitely going to try this out, it may help me complete a couple of mods I put on the back burner, Air Stations (like space stations and moon bases but they fly) AND Flying Aircraft Carrier (make it rocket, turbine, or balloon powered, it doesn't matter it flies!). Seriously cool stuff!
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Well Kebin may only need 3 km/s for orbit vs 7 km/s for Earth. The engines were already based on stock engines. So really there isn't any real changes needed. Actually I'm already happy with Whiplash performance from the Masamune. Kunai needs a little nerfing since it is actually based on real life concepts. I may or may not increase the efficiency of the Masamune. I was thinking stock behavior as in just using just the non-plugin modules that are used in KSP, but it appears that the consensus is to keep everything as is... ok I'll just do the textures. Yes, TN comes with a few plugins.
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Stock Alike Textures?
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
Oh I certainly will leave the old textures and models and configs! I'll make my old version an option or perhaps my new version as an option, either way I'll set it up for both play styles. How about that? -
Sorry for the slow update but... Good news everyone! I am going to be updating my models to something very similar to PorkJet new stock style! Pictures will be coming soon, promise. BUT... Yes there is a "but", I'm in the transition of moving to a new job, or an even newer job (if google even looks at me twice). Nonetheless this change will consume some time, yet with all these changes IRL Thermal Nuclear 1.0 is slowly coming to fruition. Preview of new changes: -Engines configs are respec'ed to new calculations I have made. (hopefully closer to what I envision the real world engines may behave) -New models and textures. Yes, PorkJet inspired me with his new models. -Reducing Engines to Stock Behavior. Yes, no more plugins and will be using default FX. (just community resource will be used). This is to reduce RAM usage, also I am preparing for an easier transition 1.1, hopefully it will help. Stay Tuned, your space planes will scream across alien skies in style!
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Stock Alike Textures?
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
I have a *.dds plug-in for GIMP, so that should work. Any idea what the transparency % is supposed to be or is that something that is supposed to be there? -
I'm retooling my Thermal Nuclear mod to look more alike stock and in line with PorkJet's work. What is the alpha and colors that are typically used for the stock textures? I use GIMP and Blender for my models.
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[1.3](Jun04/17) Automate Vertical Velocity and Altitude Control
Eskandare replied to Diazo's topic in KSP1 Mod Releases
Can I rebind the VTOL mode key to tilda? I've got myself trained for Z being full throttle. I want to check this out for my flying aircraft carrier mod I put on hold. -
I made a small mod a while back but not released, it was a food stuffs mod compatible with RoverDude's Snacks mod. Maybe I'll unearth it and repurpose it. Although... Spice comes from Kessel. Why worry about that? I made a mod just to solve that problem. Just use this: Thermal Nuclear Aircraft Engines.
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Soon! I'm in the middle putting together a couple of MKII VTOL engine sections and finishing the Nodachi 2.5m engine. I'll be releasing them all together with the Murasama on my next update. The VTOL engines are for landing on planets with or without an atmosphere. I'll most likely make 1.25m, and radially attached versions too.
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taniwha, where is the config for the survey station? I want to create an alternate texture so that I don't confuse the survey station for the hitchhiker module. It'll basically be the same texture map but black/dark grey with yellow warning stripes.
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[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Hey guys... it's been hectic. I've been focused on real life crap for a bit and only had little time to keep Thermal Nuclear updated. I have Oceania for Kerbin Side to update and this project which is being made along side "Mounds" and the tentative "Pads" mod for Extraplanetary Launchpads also "EBM" (Electron Beam Melter) a smaller and more manageable set of models for EL. So, my plate is full. I make a few parts whenever I can. Sadly I don't get paid for modding. If I did, I could do this full time and put some cool stuff out there. Be patient, my work has not been forgotten. -
[1.0.5] FASTCORP Roads 2.2a Colliders Hotfix
Eskandare replied to fast_de_la_speed's topic in KSP1 Mod Releases
Look to the near future as I am updating Oceania for Kerbin Side, I have a few models I was creating for super cool landing strips on Duna, Laythe and Eve, as well as space for building cool bases. EDIT: Like THIS? Yes, yes, I know it is a big ol' boring concrete block with runway lights and markings. Also made one for Duna, and a mound for building bases for the Mun. -
This looks really cool; I'm going to check this out!