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Everything posted by NoMrBond
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
What goes with a throttle animating intake? A throttle animating engine! (Nazari's HotRockets! on the air breathing mode, stock on the rocket mode) The petals don't move a whole lot, only 8 degrees, not sure if I should accentuate their travel more, it's pretty subtle Exhaust animation doesn't start till ~70% throttle for jet mode though so something needs tweaking [Edit] Tweaked effects thresholds [Edit2] I should totally make a 1.25m or 2.5m version, after cleaning up, lots of stuff with placeholder textures etc -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Throttle goes up, throttle goes down Animation throttle linked, no plugin required (not exactly accurate I know). I've added the bypass doors since too, just needs texturing -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Maybe a 1.25m shock-cone intake while thinking about antenna animations and normals Not sure about the inlet detailing [Edit] Slightly happier Not sure about animating the cone position and bypass doors, hrm -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Hah, yeah, I didn't pay attention to the scale for it (I think it ended up being 4m tall?), and there are no hinges (everything just pivots on 2 vertices) or base, or much of anything really. I just wanted to see if I could make an animation, then get it through Unity (4.3.3) into KSP at all. Now that the answer is tentatively yes, I can start making things with an eye for fitting in form and function wise. -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Have an eye burningly terrible proof-of-concept gif Now to get some sleep and probably dream of mechanical unfolding animations -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Some terrible animation Burn your eyeeessss But hey, animation into the game via Unity 4.3.3, some kind of miracle -
.24 reusing ships?
NoMrBond replied to Sigma117's topic in KSP1 Suggestions & Development Discussion
Some stuff would be 'more' re-usable than others (essentially just different %'s), or recovered items, instead of coming back and automagically turning into money, would have some kind of 'ticker' in the VAB, like a little side number, which says how many of those parts you have in your recovered stockpile and could be included in a ship for less money (than a 'new' part) SRB's would need to be refilled so $% recovery would be different than, say, an engine which might be reconditioned after recovery, while parts you shed during ascent would need something on the 2.4km-from-active deletion logic which basically checks for parachutes and probable landing etc and if whatever conditions are met it would be counted as 'recovered' when it gets atmosphere removed Maybe parts could only be recovered/reconditioned a certain number of times before being scrapped (returning a small amount of research instead of money) at EoL. -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
I'll share anything I get to work as soon as I get it to work, almost the weekend so I should have some time to work on it [Edit] Rough idea/layout for 1GM antenna Thoughts? -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Yes, I'm looking to set it up for KOSMOS which I help out with, and then other stuff like AIES which I like and/or use if no-one's beaten me too it. First I'm going to try that residual SRB burnoff thing though -
KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
Targeted at 3.75m due to crew number I think was stated earlier (you can see the 2.5m rmax decoupler under it on the first picture above). -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Nah, Unity can accept .blend files directly now, there is no need to make an intermediate .FBX export between the two any more Dishes sound interesting, haven't tried making one of those yet, animation would have to wait until 0.24 and commensurate part tools for Unity 4.3.3 though, but models shouldn't be a problem -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
If having all 16 RCSthrust transforms didn't work (I was expecting probably oddities, nope and/or summon Krakken), I was going to split each cluster up so there would be N/W/E/S RCS groups and four RCS modules, each module controlling a side group of 4 thrusters which shouldn't be too much different (from the games point of view, hopefully) than an RCS tank with 4 RCS thrusters on it, but we'll see how that works out when I get some free time tonight. I was going to try having each thruster (transform) parallel to the stack direction, since the exhaust/vectors are all so close to the body I'm not sure how much torque this thing will actually make, I guess it's intended for 0.625m format probes and stuff though. If the part works out I might make some bigger ones for 1.25 and 2.5 since it'd be a good way of going from 5 parts to 1, with everything together -
[0.23] Stockalike parts for useful esthetics
NoMrBond replied to TurboNisu's topic in KSP1 Mod Releases
A question if you don't mind regarding the minor/diagonal bracing spars on the girders, are they triangular profile rods which terminate inside the structure (to hide the ends, and additionally I guess, pass through each other if applicable) or do they intersect/join onto a single mesh? I've been doing the later, and I feel like it's going to get triangle-expensive/overly-complicated on anything larger? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NoMrBond replied to Porkjet's topic in KSP1 Mod Development
It's a shock spike for 0.625m (mounted on one of Hoojiwana's RLA tanks in the pic) so it's proportions (and face count) would be off for anything larger, I could make a 1.25 (or 2.5m) version of it though The engine on the back is a tiny RAPIER, which ended up looking a little bit too much like a stock turbojet :\ based on the experience though I'm making a v2 which is closer to the original idea I had for it. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NoMrBond replied to Porkjet's topic in KSP1 Mod Development
Like dis? -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
NoMrBond replied to sarbian's topic in KSP1 Mod Development
Here's an idea, you could set them up as multi-mode engines, with the second mode (essentially the fumes/residual burnoff) kicking in once the solid propellant runs out (you would need to define a resource for it) Give the second mode weaker/slower orange flames and (almost) no thrust This would let you cut them away once the main burn is done while they were still guttering in the second residual mode Honestly this sounds neat and now I'm going to try this once I get home from work.... in like nine hours T_T -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
That does sound promising It's a bit more finished, although the texture is distorting near the RCS outlets which I'm not entirely sure about since those sides are flat Just need to get it into Unity and set up all the RCS transforms, nearly midnight though so that's going to have to be tomorrow -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
I was thinking of an RCS tank with built in 4-point thrusters I have no idea if this will even work -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NoMrBond replied to Porkjet's topic in KSP1 Mod Development
So, uhh, did you get that job that was going at Squad or what? -
KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
Looks promising, good luck with the decimation work The forum supports IMGUR tags as well so you can wrap the album descriptor (U5FaW) in IMGUR tags and it will be embedded automatically by the forum like dis -
HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
Without adding another transform for the effects to come off (possible with the co-operation of mod authors), you're stuck with the included thrustTransform (thinking stock here), which means you could add another exhaustEffect with an offset placing it at the gas-generator exhaust port, with the caveat that it would be pointing in the same direction as the main engine due since the fxOffset doesn't have a rotational argument (I think). I could be completely wrong though and I can't really test it since I'm at work for at least three more hours -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
They're a lot thicker than they should be, I think it's only bugging me because I fixed it on the square one -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Square core 0.625m part (right) to go with the hex core part (left) Shared texture for reduced footprint [Edit] The diagonal cross beams on the hex core one are bothering me now /headdesk -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Thanks, I hope it's easier to assemble on, I wanted discrete surfaces to match what seems to be the preferred symmetry options (the hex should also work for 3x) Cleaned up the vertexes and edges on the inside, needs texturing now. [Edit] Basic texture + ingame