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cineboxandrew

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Everything posted by cineboxandrew

  1. Brakes act between the wheels and the plane, not the wheels and the ground
  2. @Snark's explanation here is excellent, though I would like to add that in practice I imagine the bearings in the wheels would seize up at a certain speed. and definitely break apart like a skateboard wheel in a water jet of course nobody has explained why the plane is in this situation.
  3. This depends on how you import the model. the light leaks come from Unity extruding the vertices along their normals for the shadow pass. If the vertices are split but still have parallel normals they will extrude the same way and you wont get light leaks. In blender at least you can have a single "vertex" have multiple UV corrdinates, but whats really happening is its several vertices with parallel normals. Just make sure you select import normals in Unity
  4. Modeled and textured the SAS module's internal workings. Finally figuring out how to use AO. this is the most complicated I've done, and possibly a bit too noisy for such a small part, but It was fun to do
  5. The yellow is sampled from the stock texture, so it should be a match. It probably just looks off because these screenshots are from Blender. I'm probably going to move some of the knobs around a bit since I think I dont actually want pro/retrograde SAS on the basic probe core. I thought the probe core was missing something so I added a folded-dipole antenna. (I made sure the 750Mhz label is correct for the dimensions of the antenna .) I also modeled the fuel cell module and made the texture for the computer core. The inside of the fuel cell feels a bit simple and "things in a box" to me but im at 1500 tris and I dont know if I should add piping.
  6. Had a midterm today, but quickly through together a faceplate texture for a battery module I've found it easier to make the faceplates by drawing them in photoshop first, then adding actual models to the details afterward
  7. Yes its a bit of a successor to Boxsat, but I want to do more bodies than just the 4U box.
  8. Oh wow, I didnt know there was a refresh of US in the works. I love the new external shroud system, the "scalloped" effect with the old shrouded wedges at larger sizes always bugged me .
  9. Yeah these are definitely pretty small parts (the faceplates are 600mm wide). The labels on the fuel tanks I know are way too high resolution right now, they were one of the first things I didnt know where to aim for resolution-wise
  10. I was thinking of the lower tech parts as being fully analog instruments, so a programming connector wouldnt make much sense. Trimpots would work but I dont think they would look as good I'm wondering if the textures on the faceplates are too low resolution? I'm using 3mm/pixel but since the parts are so small the text still looks pretty blurry
  11. I think I will add some status lights, and maybe change the knob on the probe core, make it look more like an adjustment than a pilot control
  12. Satellite inspection and ground calibration is exactly right (hence the PID knobs on the SAS module). And these could also be used in crewed ships in avionics bays, where the knobs would be useful. I could get rid of them but I really wanted the parts to be diverse and interesting to look at.
  13. I decided to start a thread to document the work on my Rack mount spacecraft parts concept. the rack mount units would be usable for making probes, or inside avionics bays in larger spacecraft. I plan to add parts for smartparts and KOS as well 4U Fuel Tanks: These reuse existing textures for the tanks themselves to lower memory usage Probe core and SAS: A little PCB model I'll find a use for eventually: To follow development on Github: https://github.com/drewcassidy/KSP-Rack-Mount
  14. I'm working on a mod that would add a rack mount system to the game, including support for KOS. Is it currently possible to have a part with JUST a disk without a processor, so you would have to have seperate CPU and drive parts in the avionics bay?
  15. Is that a new thing? I swear I've controlled vehicles marked as debris but which had probe cores in the past
  16. I know an update for 1.4.1 is low priority but I'm getting this error in the VAB with the cargo bays [WRN 22:18:26.053] BoxColliders does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "mk4servicebay-1/mk4cargo-1/model/MarkIVSystem/Parts/Fuselage/mk4cargo-1(Clone)/Mk4CargoLong/CargoDoor001/ColliderDoorL001"
  17. just uploaded an update which adds some more Moon icons and moves them to a second part for better organization.
  18. Feel free to bundle this set if you want, just try to keep the Semiotic/ folder at the base inside gamedata so theres no texture duplication
  19. I'm going to make some more Moon ones which is why I want to seperate them. It would be a second part with its own list, just to keep the list from being too long
  20. I'm tempted to move the Moon icons to a seperate part. I'm unsure what that will do to existing vessels though. it probably reverts to the default variant? EDIT: if anyone could test what happens to existing vessels in the world/VAB when a variant on one of its parts is removed from the config that would be great. I'm not in a position to test right now EDIT 2: Startup KSP against better judegement and it looks like it just resets the part to the default variant. neat
  21. A set of decal textures based on the icons designed by Ron Cobb for the movie Alien, the Semiotic Standard for Commercial Trans-Stellar Utility Lifter and Heavy Element Transport Spacecraft. In addition I also made a few icons based on the ones designed by Gavin Rothery for the 2009 movie Moon includes: The original set of 34 icons designed by Ron Cobb for the movie Alien Some more icons in the Semiotic standard's style for hydroponics and docking ports An additional set of 16 icons from the 2009 movie Moon designed by Gavin Rothery Each decal is 15x15cm and uses the part variant system introduced in version 1.4. This will not work in older versions of the game without being retrofitted to work with a mod like Firespitter possible future changes: more icons! alternate version where the figures in the icons are more kerbal-like Modulemanager patch to add the decals to other parts as MODEL{} elements Changelog: Downloads: Github Spacedock source: https://github.com/drewcassidy/Semiotic Licence: BSD
  22. Any plans for Salt Water Nuclear Rockets? I want my torchships >:D
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