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Lillegre

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Everything posted by Lillegre

  1. I could code it in BASIC Thx BBC Master! I might just take a look at Arduino.... I have readied a space on the desk to bolt it too... this may become a RL hardware mod project... Now, to refuel the Mun dropship, with safeties on and onward to the Mun and PROFIT! Lil'
  2. Also good.... I was trying to hit alt to pipe / assign fuel to tanks for an easier orbital burn, then bits started flying off... it was not good...
  3. ... activated all the explosive bolts on my craft... I mean all of them whilst in the -deltaV to get into a stable 300Km orbit.. Lots of parts went a great number of ways....
  4. OMG!, where were you 30 mins ago when I was ejecting docking clamps into space!!! Srsly, thx for the protip. Will put that to good use on the rerun tomorrow. Still liking the idea of a bank of stage switches bolted to the shelf above the PC... I might take a wander to Maplins tomorrow...
  5. ... can mod my Keyboard, ot the space above my deskr to make the stage eject button look like this.... I want keys, safety toggles and big fricking LED's.... (*** may *** have just have ejected the landing clamps from my Munbase modules on the -deltaV into a 300km orbit, after 5 hours of docking, planning, refueling intercepting and transiting at 25% thrust so the thing did not shake itself apart....) #clue... without the docking clamps... it does not deorbit so good Failing that, any mods / protips to lock stage ejects? F9 got recovered 50% of the disaster, still have to re-refuel a 250ton orbital cargo train Lil'
  6. Having read the cfg files, if I am reading them correctly, all unmanned probes have between 1/15th and 1/45th the rotational power of manned pods. I am assuming this is to simulate "ground control" lag.
  7. Assuming you are using blender, using array modifiers and mirror modifiers are your friend. If you are sneeky, got can get away with unwrapping only 1/6th to 1/3rd of the model. Also, using Unwrap --> project from view. Remember, as alpha is allowed, you can clone like the whole UV and have details as "decals" on top. I'll post some unwraps once I have got my mod pack 0.01 up. A good resource if I am honest is SOE's Player Studio, they have some 800 poly models to download for "reference", but they have some awesome ploy saving tricks and amazing UV efficiency tricks, just load them up and see how the map is done, will give you some great ideas. Also, how many posts before I am off 100% mod approval?
  8. Hi Bluegobln, I must admit to being a fan, I have played extensively with your stuff and I'll be honest, your work was part of my reason to start work on KSP mods, I love the idea of well thought through sets. Alternatively, my question could have been "what is the poly count of the THSS regular strut?" I am just finishing off a schweet 1.25m animated door cargobay atm;it is coming in at 472 tris, just working through getting it from Blender to Unity to KSP. My current sticking point is how to render UV's for the anim components, but I am sure I'll sort that soon Regards Lillegre
  9. Hello! Lillegre of Lilligre Special Research Projects here! I have been having lots of fun blowing Jebediah up in a number imaginative and interesting ways, but now, I am modelling up my 1st parts pack. So my question is this, anyone have any suggestions, recommendations, or links to anything to do with Poly count? I have modelled for games before, I know most of the good stuff, like pipes do not render visual better after 6 faces and can make poly efficient models. I am assuming, 500 - 1K for a mid size part max? I will mainly be concentrating on structural sections and other module repacks (into new, interesting forms that I want to use). I intend the releases to visually match stock parts, as well as game values being in the "realistic" range. Hit me with "the knowledge" Lillegre
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