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Everything posted by Eskandare
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[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
I may revisit the ejection seat. All I need to do is have a plugin that does the same for the external command seat but allows the player to see an IVA. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
A republic is the best of the worst form of government. A benevolent king is the best form of government. I think I'll choose to be a benevolent dictator. Lol -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
I like this idea I think I'll just do that. I would suspect thr rules would have to be, 1. No Reservations, first come first served; 2. The building must be completed prior to requesting a lot.; 3. Have an alternative lot in mind should the first choice be unavailable. I'll post them up once the "base pad" is available. YES, that is something I've been aware of. I have the Kerbin Side texture set so I'll be using that mostly. Also I have a good plugin that makes small square textures seamless. Although they still can be seen as tiled from a great distance. Nice, I'd love to see them. Thank you, I'll let you know if I come up with something. Thank you for all your work on Kerbal Konstructs. I've got the Kerbin Side texture set from AlphaAsh and I'll be adding a few of my own to the set. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
No, I'm not allowing it to go way of Kerbin City. Coincidentally, I'm in the middle of building a temporary bridge for KC, also repurposed for use with Cities of Kerbin. The main cities I'm building are going to be built and completed by me and most of the assets will be propriatory, however I like the idea of a construction kit. Perhaps the construction kit can be a community project. I could make some basic base pads with various road configurations and others in the comunity can make building packs that everyone can build thier own cities. The community can share Kerbal Construct Config files and state the packs used for the city. I have the basic layout and test model for Jool International Aerospaceport, tell me what you think? Just know this isn't the final version. -
[WIP] The Cities of Kerbin (Hex Blocks)
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Good to know. Well I haven't got a fun design for Dreston or Eelootia (which will be a city in the frozen north.) Community driven buildings are always good, I could always do with more buildings. Jool City is going to be huge with a multi level highway and big parks, so tall buldings are a must. -
The Cities of Kerbin (Dev Page) While working on a few things for Kerbin Side I realized we needed more cities like Kerbin City. So, I present you with an add-on to Kerbin Side for use with Kerbal Konstructs. Note: Pictures Coming Soon. Project Changes: What will this mod do? Adds a hex block system for building new cities on Kerbin. The design will be simmilar to the hexagonal sections KSC is made out of. You can build your own city or expand the example city included in this mod when it's relesed. MORE TO COME SOON!
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[HELP] Part Tools Model Compiling/Unity
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
I already checked the output_log.txt I found the entry, there wasn't an error, but I finally did find an error in Unity where it was removing leaked texture. I'll work with it and see what I can do. I have an idea. nil2work I'm also going to make a skin compatible with Retro Future. I plan to use fsTexture switch. -
[HELP] Part Tools Model Compiling/Unity
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
I checked the file size, it was a healthy 170kb, then I checked the KSP output_log.txt and there were no loading errors. I checked the console and there were no reported errors. So my final thoughts is that Parts Catalog isn't recognizing the file. -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
Eskandare replied to AlphaAsh's topic in KSP1 Mod Releases
New version of Kerbal Konstructs is available.- 2,488 replies
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[HELP] Part Tools Model Compiling/Unity
Eskandare replied to Eskandare's topic in KSP1 Modelling and Texturing Discussion
So far I have everything the way I set it up for the missiles and stuff for Kerbin Side. It looks like this: GameObject - part tools > cockpit - mesh, mesh colider, texture material >>frame - mesh, mesh colider, texture material >>> glass - mesh, mesh colider, texture material >> frame - mesh, mesh colider, texture material >>> glass - mesh, mesh colider, texture material > ladder >> ladder.001 - mesh > airlock >> airlock.001 - mesh > handhold >> handhold.001 - mesh I haven't looked at the size, but all ksp materials are used. I haven't checked the output_log.txt yet. I'm worried that something hidden in my mesh is screwing up the mesh. Also my smoke texture isn't compiling with my missile model particle effects. -
Not sure if I'm missing something, but recently when I go to compilemy parts in Unity, KSP won't read the mu. Unity is writing the mu. I've checked the config over and over for errors and I can't seem to figure out what I did wrong.should I name the part model.mu? (I don't think it should matter. I also used cube meshes for the airlock, handhold, and ladder coliders.
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[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Oh that was the smoke effect getting tested. The "big green" missile has the same fire effect as the older render, I just added smoothing to make the missile more round.. Yes, a SU fuselage system is coming, it is based off the original Red Star Co-op mod, but more refined. -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Pictures of the Sukhoi cockpit are up! -
Question, are you talking about the red Star Sukhoi parts? I I'm actually rebuilding them almost completely from scratch to go with my Russian Missiles Add-on for BD Armory. Although due to how IVAs are managed I am not installing the ejector seat. Reason, entry and exit of the craft, and IVAs.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Eskandare replied to BahamutoD's topic in KSP1 Mod Development
Lol I love that XKCD! I think about that every time KSP updates. What's better is the mouse over text. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Eskandare replied to BahamutoD's topic in KSP1 Mod Development
I think we need mushroom clouds. -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Added picture of the Vympel R-27 missile (AA-10 Alamo) -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Yeh, it has a 1000m blast to represent the warhead. Now if only I could animate the impact smoke and fire into a mushroom cloud. -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Updated the gallery with a couple of new pics. -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
Good point and yes I am using Blender, still getting the hang of it. I'll be revising the model once I have it working game. Edit: figured it out! Thanks sumghai! -
Question, is it better to just have one copy of KSPAPIExtensions? It seems that multiple copies are redundant. ~E
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[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
No worries, much of those missiles were based off an AIM-9 the Russians captured. -
[WIP] Eskandare Heavy Industries, DEV THREAD
Eskandare replied to Eskandare's topic in KSP1 Mod Development
I had planned on making my own model for the AA-12 only because there are some little differences between the two. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Eskandare replied to BahamutoD's topic in KSP1 Mod Development
BahamutoD, I made a AGM-84 Harpoon. I know it's not part of my Russian pack but I thought there should be one. Also here is a preliminary test of the AS-6 Kingfish. It weighs 4 metric tons and makes a big nasty boom. Is there a way to increase the explosion animation? If not I may have to nerf the explosive power. -
Eskandare Heavy Industries' Ballistics and Chinese Take-out Division Russian Missiles for Bahamuto Dynamics Armory Work In Progress SU Series cockpit - Alpha (No IVA yet) SU Series Nose Cone/Antenna - Alpha (I may add ScanSat) SU Series Fuselage A "Kobra Style" - Alpha SU Series Fuselage B "Fuel Tank" Alpha SU Series Fuselage C "Tail & Engine Nacelles" - in development Raduga KSR-5 (NATO reporting name AS-6 Kingfish) - In Testing Vympel R-27 missile (NATO reporting name AA-10 Alamo) - In Testing Vympel NPO R-77 missile (NATO reporting name: AA-12 Adder) - WIP Vympel R-73 (NATO reporting name AA-11 Archer) - WIP More Coming Soon! Also, making my own version of the Sukhoi parts, based off of the old Red Star Sukhoi mod for .17 (yes, way back when) minus the ejection seat. NATO, Non-Russian [WIP] Boeing AGM-84 Harpoon (Because I thought there should be one) - In Testing Real life slowing me down with work and the holidays, but I am still working on my project. Here is a sneak preview, via my notes, of what I'm working on. CREDIT BahamutoD: For getting me started, helping me with the project and making the plugin this mod is for. SpannerMonkey(smce): For support, help and inspiring me to make an addon to BD Armory AlphaAsh: For getting me back into moding and 3D modeling. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.