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Yarbrough08

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Everything posted by Yarbrough08

  1. I like your models, but I think your textures look great.. Really nice work, keep it up..
  2. Yeah, there arms only stick out as far as their feet when they are sitting. You would have to lock them in there seats in order for them to interact with any control panel lol.. Anyone want a release with a new instrument panel and seats? (as well as additional minor tweaks of both the interior and exterior, some noticeable and some not)
  3. First up to model were the seats: The design is inspired by the seats in the ALCOR. Didn't turn out too bad, IMO, but I still have to do a little more polishing on them.
  4. Ok, my first though systems test is complete: The mission was quite successful, and I did not encounter any problems with the capsule. I did not have any issues with heating (other than my solar panels attached to the side burned) outside of what is already a concern of attaching objects radially (too close to the heatshield and the'll burn). I also did not have any problems with the collider sinking into the ground (ST-1 occurred in a 10x RSS). If anyone else finds any issues, let me know because I am going to start on modeling props for RPM IVA tomorrow.
  5. Alpha 0.3 Released - IVA layout changed (Stock Props Complete) - Added lights to the IVA - Interior model touch up and UV'd - Airlock wall, hatch, and cover added Helmets are now off. Let me know what all of you think about this, because honestly I can't make up my mind. This will be the last of these rapid releases. Which brings me to my roadmap: I'm going to start modeling props both for stock and RPM use, so I'm not going to be releasing everyday anymore. After I complete the RPM IVA, I'll call it in Beta, and start polishing. Texturing, detailing, cleaning.
  6. I've improved the IVA. Still have a few more things left, then it will be time to start work on the RPM interior.
  7. A0.25 Released •Added a shroud to the bottom of the module (still need a decoupler though) •Hopefully fixed collider and heating issues •Added electric charge (somehow deleted in last release?)
  8. The Beginnings of the IVA The proportions maybe off a little because I zoomed out to take some of the screenshot. The windows are already "clickable"
  9. I just created a Tutorial for RCS Ports that is more detailed than what we have listed here.
  10. I have gotten a few requests for help with RCS ports over the past year, and considering that there is no real documentation on them; I thought that I would post the information I have been sharing so that it is available to everyone who needs it. I do not precisely know where to put this, so if I've put it in the wrong place; I apologize - mods please relocate this tutorial to the proper section. RCS ports are quite easy to create, however; people that are not as familiar with KSP may not understand how dependent Unity is on transforms (a.k.a. Empty or Empty gameobject; whatever you want to call it). I will not be covering modeling or texturing as that is already covered extensively. So, without further adieu: RCS Transform Tutorial Ok, RCS ports are just named transforms (empties in blender) with the LOCAL Y Axis pointed in the direction of thrust. (one for each "thruster" that you want to fire in a particular direction) You can name these transforms anything you want, because you will specify this name in the cfg. Optional, but makes life easier: rename all of these RCS transforms to the same name. Otherwise you will have to add a separate module in the cfg for each transform name. Then in the cfg, add this information: MODULE { name = ModuleRCS thrusterTransformName = RCS //This is the name of the transform. thrusterPower = 1 //self explanatory, this is your thrust produced resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 260 key = 1 100 } } Again, if you did not rename all of your transforms to the same name, you will have to add this module for every thrusterTranformName that is named differently. i.e. MODULE { name = ModuleRCS thrusterTransformName = RCS.001 thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 260 key = 1 100 } } MODULE { name = ModuleRCS thrusterTransformName = RCS.002 thrusterPower = 1 resourceName = MonoPropellant resourceFlowMode = STAGE_PRIORITY_FLOW atmosphereCurve { key = 0 260 key = 1 100 } } etc. This is bad practice, and way more work than if you just renamed all of the transforms to the same name. I hope that I have provided enough information to be helpful. Remember that THIS THREAD is your best friend as a modder! Soar safely, and happy blending.
  11. Since there seems to be enough interest, I will release it when I'm closer to being finished. Which should be a basic version by the end of the week. I want to create a RPM internal for it, but this first version will be stock. I will also be creating compatibility for TAC LS, RF, and DRE. Those will be released this first time, but it will not be required to have those mods. External first pass is complete. Beginning my first pass over internals...
  12. Also: How is that? I currently have it configured to cooperate with Real Fuels.
  13. I will be keeping the inside the same scale, as I have determined the outside size by establishing a "layout" of the inside. The hatch is in the center of the back side, and is large enough to fit an actual kerbal through. I was actually contemplating opening the hatch so that you could go inside to actually enter the pod. As in: open hatch and maneuver kerbal inside airlock, then grab hold and board pod. But I have not made up my mind yet. Seems like just making extra effort for no reason other than a "that's kinda cool" factor.
  14. First prototype in game: Created a collider mesh, basic cfg, but have not implemented an IVA yet.
  15. They will, although I doubt if it will have retrograde ports. (I haven't found way to implement them decently)
  16. 2.5m -> 1.25m I used a mock up of a kerbal (actual dimensions) to come up with a layout. The stock Mk 1-2 Pod packs kerbals in a little too tight IMO.
  17. Mk. 1-1 A2 Two Kerbal Command Pod NOTE: TEXTURES ARE SEPERATE NOW! YOU WILL NEED TO DOWNLOAD A TEXTURE PACK! PICK ONLY ONE TEXTURE PACK! I created high, medium, and low textures (both diffuse and normal map) for the pod exterior shell. I also am giving an ultra low choice that will make the pod appear as it was before - no detail. AGAIN, THE TEXTURES ARE NOT INCLUDED IN THE POD DOWNLOAD. I have uploaded and linked several texture packs for the pod. These packs contain the textures for the exterior (previously white) "shell," as well as the interior and exterior windows. The packs are divided up based off of the exterior shell texture size, and include: Main Textures are the exterior shell's diffuse and normal map. Size listed is for each texture.. Texture Pack 4096 -Main textures = 4096x4096 -Window textures = 512x512 Texture Pack 2048 -Main textures = 2048x2048 -Window textures = 512x512 Texture Pack 1024 -Main textures = 1024x1024 -Window textures = 512x512 Low Quality Texture Pack (The Original Textures) -Main textures = 4x4 -Window textures = 4x4 Alpha 0.4 Kerbal Stuff I will add a few beauty shots of A0.4 as I take them, lol.. Updated to KSP 1.0.5 - Fixed an issue with the bottom attachment node - Split the heat shield off to be a separate object to solve the issue with stock reentry heating (performance is slightly better than the stock Mk 1-2 pod and heat shield) - Added a texture and normal map for the outer shell of the pod - Added textures for both the exterior and interior windows - Remodeled most of the airlock - added handles for kerbals on EVA - Added handle bars to the interior - Included a remodeled instrument panel - Rearranged gauges for the new panel and for future props (still a WIP) - Various other tweaks that I probably forgot Alpha 0.4 Photos: I became interested in modeling a 2 person CP that was not historic in nature. I am looking for feedback at the moment, as well as interest in the project. So, with that being said... This is a 2.5m to 1.25m, 2-kerbal, command module. I used the dimensions of kerbals to come us with this size. The 3-kerbal Mk 1-2 pod crams too many kerbals in, and doesn't leave room for them to move around or even exit. It will be compensated for in a mass reduction, as not as much(insert your ideals of life support or equipment) is needed to contain 2 vs 3 kerbals. RCS ports are working, as well as a very basic IVA implementation. Windows are zoomable, airlock/ladder functions, and compatibility with DRE and RF (RCS Ports). Has (at the moment) an almost non-existent Texture footprint in RAM because of placeholder textures. Includes a shroud to smooth transition to decouplers, which are still needed. IVA layout changed (Stock Props Complete). I used at least one of each of the stock props. Added lights to the IVA Interior model touch up and UV'd. Ready for when I produce textures. Airlock wall, hatch, and cover added Of course this is a WIP and nowhere near finished. Although it looks pretty good, I have not finished creating proper textures for it. For now, license is: CC BY-NC 4.0 Navball Textures Old Photos First prototype [Mk. 1-1 A2]
  18. Yeah, Unity's smoothing is subpar and does not accept smoothing groups from most modeling programs (at least in my expierences). Splitting edges into separate elements provides the best look sometimes.
  19. Ha! Hype train for PP... Looking forward to procedural costs. Awesome work
  20. Who's resisting the urge to open blender and model this?
  21. On the ALCOR, I cannot change the display mode for (wire), from white to anything else. I also cannot change the color dulling. Is there anyway I can resolve this?
  22. I'm having trouble with smooth cones on RF parts... I have PP 9.8 and RF 5.3 After I set the size (doesn't matter what size, although I haven't checked whether volume matters or not), and fill the tank, I cannot bring up the right-click (tweakables) menu to change the size again (or utilization, etc.). Instead framerate drops for a few seconds and I get nothing, no menu at all. No error is thrown in the debug menu. Going to the real fuels menu in the action groups editor and removing the tanks(fuels) resolves the issue. In the tweakables menu if the RF GUI is checked, sometimes it appears that there are two GUIs on top of each other. Nothing game-breaking of course, but bugs nonetheless..
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