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Hawkstorm

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Everything posted by Hawkstorm

  1. 245k vert and 230k faces, tri's 447101 The mesh does look overerly complex and there is I think a vast amount of room to simplify it, the axel's for instance still extend right thought the axel casings etc, bear in mind even the interior has been modelled so its a very detailed mesh, the pics on the link don't really do it justice.
  2. @Bobcat Just fiddling around with blender and came across this model on a file exchange, the model is just screaming please Kerbalize me! http://www.blendswap.com/blends/view/52812 Now that is something I'd love to see with trailers. ROFL Model is creative commons so long as the modeler is credited (Stundif), unfortunately its beyond my Blender/unity skills at the moment. The model loaded up in Blender is just freakishly awesome.
  3. Hmm Personally I don't see the reason to decouple the trailers if your mining other than a excuse to use KAS if you understand what I mean, the legs and the solar panels sticking out kinda spoils the look of things for me, perhaps make a RTG Generator trailer to perform that function or have the command sections rear perform that function. Overall I think the model could use some upscaling width wise to give a larger and wider wheelbase. As far as the landing legs go you could remove them entirely with caterpillar tracks, whereby the tracks are in a triangle and they rotate on the center axis so the tracks themselves lift the vehical and the brakes stop the vehical moving, as well as looking a lot better it would also be damn cool. Wheels are so yesterday! ROFL As far as a RAT pod to deploy the sections it needs to be able to be opened and shut in the VAB/SPH I think like the B9 does something similar I think, assembly is a rip your hair out affair otherwise. Other than that looking good.
  4. Would be nice to see you do a complete set along with a interplanetary ship all with the same theme. Any chance of putting these up so we can have a mess about and give some input? Also a Tanker trailer would be nice, I don't know if its possible to have it use modular fuel system so you can decide what fuel it carries over a trailer with tanks on it. Would be nice to see these have their own sleek and sexy animated retractable parts for drilling etc. Also perhaps widening the wheelbase for stability and making a flat bed for a KAS crane. Caterpillar tracks maybe?
  5. Great to see you back mate this game wouldn't be the same without ya. As far as the WT51 some of the seams and joints between the parts need a touchup, I'm going to try give it a pass through Ubi's welding plugin to see if that helps with the woblage. I don't know if your any good with plugins or not, perhaps something like a auto load balancer that adjusts the center of mass on the fly to keep the center of mass balanced loaded or unloaded. Also for some reason I can't get the craft files to load in career mode even copied over to the save folder, even if the parts are all unlocked.
  6. Okie you've landed your EVA and you've boldly gone so far your lost because there's no navigation assistance on your Kerbal. At the moment there's not even a compass point to help you get back to your ship, it would be nice to see this fixed so that if you go flying off boosters ahoy! You can actually find your ship again. lol
  7. BIGTIME editor overhaul. View control improvement within the VAB/SPH, part sorting and category's as well as a part search text field. Research that adds something in the way of gameplay rather than the go repeat this x zillion times for a few numbers. A old German game from many years back had research where combining elements randomly would produce different things so no 2 games were the same. Gameplay perhaps where you do more than just build rockets, upgrading your facilities etc and managing funding as well as missions at the moment research is rather vapid and pointless. Simply unlocking parts over sandbox isn't exactly adding much in the gameplay dept.
  8. Please for the love of god put in better view controls for the player in the Vab & SPH the current control system is insane, and makes it very hard to align and position parts. Something that allows the user to move around the hanger perhaps with the wasd keys for lateral movement, so they have a full range of control over their view and position in the vab instead of the clunky thing it is now.
  9. Nice mods I think they will come into their own in .22 if you add science to the Icarus lab etc and the telescope. Also any chance you can add nodes to the bays on the Icarus as you don't seem to be able to get anything to attach inside them, I think they are also begging for upscaling, perhaps even the entire model.
  10. Odd reinstalled it again got the weld button even though it was installed in exactly the same manner. ROFL You don't need to know if the node has been unlocked or not, as the user can't access the part in the editor to weld it in the first place if it hasn't been. All you need to worry about is where to dump the welded parts and how you get them to load after they have been welded. As for changing where the welded parts are put how do I do that in the config file?
  11. Mods not working at all for me have everything installed in the correct place no weld button. sandbox or career enabled. As for career mode why not have it dump the parts to the start group so they are always available.
  12. And all complaining cos unity hasn't gotten 128 bit support yet and we are all running out of memory! ROFL
  13. Having this issue too, sadly I think this mod has gone inactive and because of this bug the entire mod has become useless to have installed in .21.1
  14. For the hyper ring if you need attachment points use spherical tanks flush mount. For engines I use Laztek's they are low profile and work fine.
  15. Anyone else having problems with it forgetting everything and not sorting properly in 0.21.1?
  16. Found a Nasty bug, if you scroll down to the second page of tags and then scroll down again it looses all tag and group information and you have to stat from scratch again over and over again as its so easy to continue to scroll down with the mouse wheel.
  17. So when are you Procedural boys going to get together and make a Procedural Parts Mods that covers all of em ?
  18. Please could you include the 3 radial mounts form 1.6 they were damn useful.
  19. Great mod but sadly lacks a much needed search feature.
  20. Okie few problems. Firstly and most importantly the grab point is in the middle of the tank, (very bad) as it makes it very hard and indeed impossible to place the tank correctly in some situations, grab point should be at one end same as other tanks. Also support for other resources would be nice such as Xenon, Kethane, empty and full tank, spherical tanks etc would be nice too.
  21. Yes I played around with the old version upscaled trying to fit a vehical into the drop ramp cargo bay, sadly prob is it rocks around like hell if there's anything on the ramp. Main problems I had were using the bays and actually getting stuff in em to deploy because of attachment and collision probs. The WT51 was great till you got to the tail and the beers kicked in. heh.
  22. Also cheating and adding Hooligans Boyancy module to the cargo section solves all landing and takeoff issues with the WT-51, or stick some on the top if your not bothered about the looks. heh And making a dummy set of rear engines with 0 thrust so you can balance it
  23. ALL Parts should be procedural. Fuel tanks the lot, you want it round, cubed, what colour or texture do you want on it, you want a bigger decoupler just drag n autosnap to size. It should also allow for custom geometry parts too so to support models made by others in other applications. The entire editor should be reworked to do this it solves a great many number of problems, far fewer parts and better looking designs easier for the user to use and very powerful. Frankly the editor is by far the worst element of this game and needs this kind of improvement. And this is where that should be heading I think.
  24. @ Devo ya though I was thinking on a grander scale, more for a heavier craft where you have a set of Main drive engines retract into a pod and have a eyeris close over them, one for standard mainstage atmospheric engines and another set for 'Ion' space engines. With a Set of retractable legs that sit just above as a part that are capable of clearing them, stick em together with the hyper ring and well you have some awesome parts to make some sci-fi looking ships. Nice pod, one of the things I like about stuff like this is the animated parts just bring things to life. I don't know if its technically possible but perhaps a part where the pods sits inside doors open and it ejects the pod. Also if your on a vehicle bent how about a delivery system or module? The DemV drop box, I think its probably the most useful idea for a part, however I can't get it to work with non Demv vehicals even if its upscaled because of the way the wheels work on those, so trying to use it for your rover or a custom vehicles wasn't successful sadly. It'd be nice to have a practical part for deploying along with the animated goodies your so good at. And perhaps a Utility command vehicle with a integrated crane that folds down and packs away (so it fits in perhaps) with stabilising legs for deploying all that lovely Biodome colony building stuff I haven't ersuaded you expand on and model yet.
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