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Phenakist

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    Rocketeer
  1. As philotical stated, make a test animation with 1 clip, with 2 animations in one bar, export the .fbx and then in unity tell the game where to clip the animations
  2. An alternative, possibly easier method for unwrapping pipes is to have them follow a curve. This way, when you want to edit/unwrap/texture the pipe in edit mode, with the curve not applied it will revert back to it's straight position and once you go into object mode, it goes to it's curved position. This makes unwrapping extremely easy.
  3. ah ok, well if you are already using unity, just leave blender models as blockshading in blender, not smooth, should turn out just fine
  4. I am a user of blender for 3years and it's a great tool, but honestly I would recommend modelling/animating in blender and then exporting to unity. the steps to use unity are REALLY simple and makes life so much easier, also learning unity is a good skill as its a popular engine on subject, the reason I say this is because the calculate option in unity for angles makes this problem you are having a non-issue. it just works. (providing you have the KSP shaders)
  5. Thanks for the link riocrokite, here's the project I am working on http://postimg.org/image/71w997v5f/ http://postimg.org/image/wdvvwcsdj/ http://postimg.org/image/56qqm6z2n/
  6. Thanks for referring my link zodius, Delrey if you'd be interested maybe we could do some colab work and get some ideas together. let me know!
  7. Looking to make the airbrakes of these radial engine/fuel tank combo's have an actual effect for when in atmosphere. What plugin do I need to include and what .cfg parts do I need? I imagine it's firespitter but I am not 100% sure http://postimg.org/image/6x4t80r0t/ http://postimg.org/image/d2trkk3u7/
  8. hey guys, made a new thread to focus more on an idea I have about making space utilities. The thread can be found here http://forum.kerbalspaceprogram.com/threads/109278-W-I-P-Space-utilities. Keep the ideas flowing here, any suggestions welcome, as the idea of a rover body, maybe with some rastor prop monitor support would be awesome to make
  9. How do you feel about some more parts that extend current modules, like the small command pod for example :- http://postimg.org/image/ahil4xcin/ http://postimg.org/image/a8s6f3cf9/ The rig has locations for 4way RCS, also a panel that contains some amount of RCS fuel, whilst still allowing parachute mounts or radial engines + parachute at the top
  10. Hey guys, in early development at the moment, however I thought posting up some early images will either inspire me or inspire you guys to give feedback for improving my models before finalization. Current ideas that I have is to increase utility, pictures below. 2.5m fuel tank + utility space for large science pieces such as science lab. Bottom attachment can fit either a 2.5m engine or 1.25m engine for flexibility, also possiblity of side attachements such as decoupling engines. http://postimg.org/image/uhi1bo2d5/ http://postimg.org/image/7aezskjw1/ 1.25 + 2.5m fuel tanks + utility space - bottom attachment 62.5m engine space http://postimg.org/image/eqag4t4bh/ commandpod utility rail. RCS fuel + 4way RCS locations with radial engine/parachute support http://postimg.org/image/ahil4xcin/ http://postimg.org/image/a8s6f3cf9/ Let me know what you think, what can be improved or bugbears with current KSP base game + mods that don't offer quite what you may need
  11. I like the idea of making rover parts, be interesting to make something stockalike that, like you say, isn't just a square shape but still has lots of customization without it being included in a set box make rover ''a''
  12. You would have to explain to me how I mod for the procedural wings, that I wouldn't be familiar. as far as KSP is concerned I can make objects, put textures in game, write basic configs and also do animations (although more than 1 animation I still have issues with so if any tutorials are out there point me in the right way)
  13. I imagine the only way around the FAR issue is to make two seperate wing parts that combine together ingame as two pieces? So for example PART 1 is ''wing_fold_main'' and there is PART 2 that is ''wing_fold_secondary'' for example. Would this be the best way to do what you require?
  14. Does the old parachute mod no longer work with .9? I will try that updated config information tomorrow, thanks rabid for taking the time to explain! Just did some texture updating. Not quite sure how to do textures to fit kerbals asthetic yet, but heres an example http://postimg.org/image/sqz0akq4r/
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