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Phenakist

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Everything posted by Phenakist

  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/
  15. CFG :- PART { // Kerbal Space Program - Part Config // B2SFuel // // --- general parameters --- name = B2SFuel module = Part author = NovaSilisko // --- asset parameters --- mesh = model.mu scale = 0.1 MODEL { model = Phenakist/T8T4/B2SFuel } // --- node definitions --- node_stack_top = 0.0, 15, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -15.1, 0.0, 0.0, 1.0, 0.0 node_attach = 5.01, 0.0, 0.0, 1.0, 0.0, 0.0, 1 // --- editor parameters --- TechRequired = advRocketry entryCost = 4800 cost = 1600 category = FuelTank subcategory = 0 title = B2SFuel manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co description = A stretched variant of the FL-T400, the FL-T800 holds twice the fuel in a slightly stronger container. The black stripes along the side make the rocket go faster, our engineers tell us. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50 breakingTorque = 50 maxTemp = 2900 RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 } }
  16. http://postimg.org/image/u82ennlw3/ Just a little mock up of an idea I had for KSP fuel tanks. This one is a 1.25m-62.5cm fuel tank. My thinking is to make a set of parts that reduce the need for adapters in the later game, so from a framerate to part point of view you have the option, but at the expence of unlocking the part AFTER the current adapters Texture is temporary http://postimg.org/image/67737n13t/ In game. Does anybody know why the texture hasn't loaded? I specified the texture in the config but seems to always be white. Is there a certain format of texture I need to be using?
  17. DKnight54, that sounds like a good idea, not seen any ingame yet would love to make a few designs for you. Can always do some mock ups for you to test, until the configs work and refine from there!
  18. This sounds highly possible from my launch speed I was going excessively fast. That's good to know, thank you!
  19. Updated original post with related works.
  20. Hey guys, I thought I would start a thread to express my interest in making assets for KSP. My main problem is that a lot of the idea's I used to have for kerbal have now pretty much been covered leaving me at a loss now I come round to actually attempting to model! Do you as the community have any ideas of parts you need/want for KSP? If so leave a comment below! As it was suggested I have some other art projects I have worked on over the past few years. Some relate to gameplay, most recent being xenonauts when I toyed around with making assets for that, however the rest are more just set pieces over anything with real functionality, but here they are. - Low poly RPG for game design http://postimg.org/image/9u7qfshef/ - Swords http://postimg.org/image/m5l4sbmo9/ - WH40k dreadnought (albeit unfinished) http://postimg.org/image/87k32yny5/ - Typhoon http://postimg.org/image/gvqs1sqdh/ - Space Scene http://postimg.org/image/9251h2uy1/ - Starcraft II Logo http://postimg.org/image/4bx75nxob/ - DragonHead http://postimg.org/image/4r5wzrqd7/ - Xenonauts WWII themed tileset http://postimg.org/image/khs8aedav/ - Xenonauts Construction themed tileset http://postimg.org/image/b4j0f7s57/ I have done numerous more projects than this, including short animations, but this is a decent shortlist of the varied things I have done with 3d modelling
  21. For some reason, when I decouple my SRB's my main engine cuts out. This happens whether I activate it with that stage or if I burn the SRB, wait then attempt to ignite the fuel engine. Is this a bug or an oversite from me?
  22. I have a couple questions about this mod, in theory I feel like this is a great addition to making KSP more immersive, however in it's current implementation I find it way too intrusive on the game. As it stands, things such as leaks can go hugely unnoticed, there's no possible way of telling I am leaking anything when I have several ships in the sky, no popup that alerts me to a possible mission catastrophe like loosing all my oxidizer whilst time dilating. I am well aware there is a colour coder to show potential issues, but I feel a time dilation reducer to x1 and a pop up warning me would be a more reliable system, accompanied by the nice colour coding overlay (much like how it works in the life support mod that does all this to make it 100% clear something bad has happened) Another question I have is regarding fixing decouplers. Is it possible? I did an EVA to try and manually pop the decoupler myself and I could see no possible way of doing this. Am I missing an option? I hope this is taken as positive feedback because this mod is great, and I am aware it's in alpha so I thought my input would be appreciated, but until some of these are addressed I manually edit the config so leaks // decouple fails cannot happen. Carry on the great work!
  23. Great mod, such a small change but a great one. There is one point I wanted to highlight that the administration bonus' also seem out of line and easy to exploit. I had a simple mission of launching a rocket part into a sub-trajectory orbit, this netted me with 317 science for a low cost of -9,597. Screenshot will be included but personally gaining 317 science for 10,000 funds seems way out of line. I will be de-activating this campaign as it kinda defeats the point of using this mod, but just thought I would highlight the issue as maybe a second mod idea to complement this one. http://postimg.org/image/iub857hxr/
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