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Everything posted by CaptainKipard
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Weird issue with ladders and airlocks
CaptainKipard replied to nestor_d's topic in KSP1 Mod Development
nestor_d did the links that Svm420 posted not prove helpful? -
Any help is appreciated. If you're an engineer or a serious hobbyist, that's preferable. Have a look at the main thread OP (link in my signature). There are a few empty headings that could use filling if you're up for it. You can also keep an eye on the Add-on Development section and Modelling and Texturing Discussion of the forum and bring relevant technical questions to our attention here. Cheers
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What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Could someone please have a look at these free alternatives to solidworks and let me know if you've used them and how they compare? Cheers. -
That's a great find InsaneDruid. If someone could make a complete beginners tutorial for this this modifier using a common example like those windows (maybe with an explanation of vertex normals as in nothke's post) then that would be a great addition to the dev sticky.
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IMO As a collection it would be better placed in the dev sticky along with all the other reference material. Alternatively I could move all the reference material from the dev sticky to the engi sticky, and just add the link to the album. Personally I would prefer to see the images added individually with labels and arrows. Or both. I mean all of them are great for artists, but not all of them would be more useful for engineering-minded artists.
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I've seen a few people complain about the seeming sea of information in the OP so I added a table on contents with gotos and tags.
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
CaptainKipard replied to JoePatrick1's topic in KSP1 Mod Development
Hi. I added a link to this mod and the tutorial under the Addons For Modders section in the dev sticky. -
What are facets?
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@LandeTLS How did you get that particular edge flow in the 24-sided one? I can't think of a way or recreating it precisely. Did you boolean the window as the last thing? Or did you work around it?
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The only thing that it could be that I can think of is the sketchfab embeds. I don't even know what that is. It does have a license in the readmes, I just forgot to state it in the op. You're free to mess with it under this license, but since I'm not completely gone from the forums if you'd like to do some work on them and have it uploaded as part of the mod I would prefer it if you worked with me rather than simply fork it. Please use this thread for all discussions regarding development.
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[11/26/15 Update] Say Hello to the Light-Green Group!
CaptainKipard replied to Endersmens's topic in Kerbal Network
Hey I got a new pip. -
Has anyone seen them all? That seems like a lot of hours to watch with no obvious description of what's going on. I'd like to at least be able to give people an idea of what they should expect.
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The Claw and Fuel Transfer
CaptainKipard replied to SofusRud's topic in KSP1 Suggestions & Development Discussion
God I wish they'd fix this already. It's so absurd... -
[WIP] Loading textures only as required
CaptainKipard replied to Faark's topic in KSP1 Mod Development
Just bumping this for attention. Anyone interested in taking over the torch? -
Yeah I'm just here to update the links lol. By the way, did you get a notification when I did the @ thing or did you just check the thread?
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@Yemo I have two options: - Create new variants like you described, and leave existing parts as-is. This would likely make little difference for those that don't use CLS, but make the mod more bloated. - Change the existing parts the way you suggest, which would slightly limit functionality, though not too much. I'm leaning towards the second option, but I'm not convinced enough to decide. Any ideas?
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Yes but not by design. For whatever reason programmers in the community haven't been coming forward with suggestions and questions as often here. Anyway, recently added Cybutek's video tutorial series near the top of the page covers some GUI stuff. I'm happy to curate the thread but honestly if I were one of two curators; the other being a programmer; the OP would look a lot better.
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What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Anyone aware of good free UV packers or packing algorithms/plugins? The only ones of which I'm aware cost money. -
What is your primary 3D modelling app?
CaptainKipard replied to CaptainKipard's topic in KSP1 Mod Development
Hi again. Please vote Also still looking to see if anyone has experience with free/opensource CAD programs and any other specialised programs or scripts/plugins that you use or have used. I want to expand the list in the dev sticky. Please help.