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NoMrBond

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Everything posted by NoMrBond

  1. Heh, I still have the old CBM's, with a touch of cfg editing to keep them up to date anyway
  2. Taking a break from construction to admire the view
  3. I put the module fix to stop the infinite-expanding VAB icons is in the module manager techTree update config too
  4. Updated F100 alpha, disabled gimbal (set to zero in config, enable at your own tolerance) and set for single mode (air breathing only).
  5. CBBP was working on a new build + uploading to the new Curse repository
  6. A little bit of tweaking; ok, for anyone wanting to try the F100 alpha oon a strickly AIWI basis you can download it here You will need the latest release of HotRockets for the exhaust effects, and I strongly recommend updating to the 2.0.1 release of SmokeScreen also Config details need fixing, but feedback and suggestions welcome Oh, and I left the gimbal turned on, I suggest disabling that either by tweak in-game, or setting the range to 0 in the cfg since I forgot to do that
  7. I have a MM config for adding all the KOSMOS techTree arguments in my signature
  8. Yeahhhh Almost done [Edit] The F15E is by 足浴盆620 (Baidu Tieba) with stock turbojets swapped off for the F100 test model
  9. I assume this is a feature you're intending to use in the next B9 release then?
  10. Dun dun dunnnnnnnnnnnnnnnn Way less done over lunch that hoped, kids are hard
  11. Download the SmokeScreen 2.0.1 release and update your .dll, open the SmokeScreen window via the Toolbar in-game and reduce the number of smoke particles (or their attributes, like collision) until you're happy with the performance.
  12. Thanks, hopefully will be able to get the last two things textured tonight and the config sorted-ish and have a alpha download of it tonight after work, unless the forums go down before then and I can't post it :\ I'll put a link up on /r/kerbalspaceprogram if that happens though That should still be in the download as SRV.zip I think, let me know if it's not otherwise I'll check when I get home. Sadly the v2 of that still isn't any closer to being finished, although I could/should change the v1 from the .cfg assembled state (which does not play well with symmetry in some cases) to model/unity side assembly. I don't think you can do rigging or animation with Wings3D though, although what I'm doing is rudimentary at best with keyframes, the next iteration should use more complicated actuation and armatures as I learn them, or more likely parented empties with constraints which was recommended for mechanical animations instead of armatures I'll keep it in mind if I ever outgrow Blender though
  13. Unfortunately 3DSMax costs almost $4000 here so that's a non-starter on my budget Given how hilariously bad I still am with Blender I think I still have a while to go before the software is the limiting factor and not PEBKAC
  14. I'm not entirely sure, I know they have at least one joint back there, the petals should really also be flexing at the 'waist' to so that the final one actually stays parallel during 0-66 instead of ending up canting inwards a bit as I've ended up doing just to make things a bit simpler I was thinking of having the armatures and shank ends as part of the animation too (instead of with constrainlookFX) but then they wouldn't really work with gimballing, not that the F100 actually does gimballing in this setup, shall ponder I could try setting up the petals/arms as an actual armature/bone setup for the correct flex (since it's only 1.7kT I might be able to add the twist/pull plates as well) but I might leave that for later (as I've never used armatures in blender before and there could be a bit of delay) and just finish a v1 release (and the GE-F110 aeroshell covered version) first so at least there's something available while I'm learning something else
  15. Some texturing progress (outer petals) Really need to figure out why my normal baking isn't working, user error most likely [Edit] Oops, they're cut wrong, better fix that... [Edit2] Betterer To widget or not, also the afterburner is possibly a bit much, might tone that down, and move it back a bit too
  16. I ended up deleting a lot of parts from the various mods I'm using (do you really need, 6 different 1.25 x ~3m fuel tanks for instance? and parts I never use), and also manually reviewing the texture sizes and re-scaling some of them (tiny parts with a huge textures, empty huge textures etc, literally blank normal maps in some cases) Managed to knock ~600MB off the memory level KSP runs at, not really getting memory overflows anymore, just NULLREF's from something
  17. Try the basic install of Active Texture Management first (if you're not using it already), after that you might want to pull specific parts out that you never (and I mean never ever) use
  18. Do you mean mods? plugins don't (generally) take too much memory, it's usually textures from mod packs which run KSP over the limit
  19. Yeah yeah yeah , GE-F110 version with turkeyfeather covers is up next [Edit] Better afterburner vid
  20. Whoops, forgot that you can only have one texture per model, I wanted to abuse transparency for the constriction bands and have specular everyone else, oh well they're pretty small anyway On to UV sorting and texturing (well, what passes for texturing in my case anyway). Officially there's a bunch of widgets below the second constrictor band and above the body which twist to pull the plates together during motion, I have no idea what to do with/about those. [Edit] Actually it's not even 2k triangles yet, maybe I do have room to do those [Edit2] Afterburner cycle I tried to make it a gif but it was ginormous [GFYCAT link instead]
  21. I can see the IR parts inside the assembled models, maybe talk to Sirkut and/or ZodiusInfuser about making the parts themselves IR parts so that they rotate/bend/plex/push etc by themselves You'd need to have IR installed for the plugin so they function, but the models wouldn't be dependant on the IR parts, maybe you could even include the plugin, but not the parts if you can get permission or the mods licence allows it?
  22. Petal motion now properly matches fixed actuation arm length from rim I think... Now on to trying to put the two collars on there and the inner petal flares [Edit] Some constriction bands and some innards Bands are a bit of a kludge and don't conform properly with the petal angle at max open, not sure what I can do about that right now [Edit2] Moved the neck past the body/rim as it was inside Added some more internals Changed the animation flex to be more cantilevered Surprising difference
  23. I'm not sure, what I read about the F100 said that that 'turkey feather' covers were left off because they would sometimes fall off. I wasn't sure if that was ever rectified as even some pictures of the latest SLAM/15K version with possibly the 229EEP had that look, while some of them might have been the ROK variant with the GE-129. I'll do a F110/GE129 style slat cover version after finishing the one without (which should be quick considering how much of the rigging could be reused), then people can use what they like [Edit] there are a couple of flex/constrictor bands which I haven't added yet either (one where the arms meet the petals and one further back), mostly because I have no idea how to implement them yet
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