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noonespecial

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Everything posted by noonespecial

  1. I might do something alone those lines, but don't have anything currently planned. Most of these parts are (very) loosely based off the ship from 2010 and stock parts that I feel need tweaking. KSO, Fustek, Porkjet, and many others already have excellent habitation modules. Do you have an idea for something specific?
  2. Thanks for the advice everyone. This is what I got so far (not finished with the normals). What do you think? With Lights I'm playing around with (not sure if they'll make it into the final model)
  3. I'm working on a series of parts. I'm happy with the way the geometry of the part has turned out, so I started texturing the first part. Thus far, I've been working on it for three days and pulling my hair out. I've tried about half a dozen different textures on this model and haven't been satisfied with any of them. I'm not looking for someone to texture it for me, what I'm really looking for is suggests. Not of a technical manner, but more aesthetic advice. Well, enough how-do-you-do, here's the model. Passage Joined by noonespecial on Sketchfab
  4. Have you tried to just importing the .blend file directly into Unity?
  5. Wish granted! http://forum.kerbalspaceprogram.com/threads/88366-0-24-2-JSIPartUtilities-a-mishmash-of-clever-things-to-do-with-parts
  6. Mihara made a plugin, called JSIPartUtilities, that can make meshes togglable in the VAB. Just make the pipes a different mesh, then that mesh could be toggled on and off. https://github.com/Mihara/PartUtilities/wiki/JSIPartComponentToggle-and-friends
  7. NTSSX 0.2 Alpha Release Changes: Fixed a bug where Mesh/Node changes did not persist from the VAB to Launch. Added TweakScale Required (and included): JSIPartUtilities by Mihara. TweakScale by Biotronics Recommended (and NOT included): Connected Living Spaces by codepoet. ***Kerbal Stuff Download*** Included in this release: Any ideas, suggestions, or requests... please please please post a comment This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
  8. Thanks! That worked with Pod 1! Pod 2.... well, not yet. I'm still playing with it.
  9. No dice. I pulled it to where only a sliver was intersecting. Still obstructed. Then I pulled it out to where they are essentially overlapping.
  10. P.S. It doesn't show it in those images (I was just rebuilding them in a brand new Unity file), but the Layers are set to Part Triggers in Layer 21.
  11. I know this has been talked about SO much, I've read and reread every post concerning it. Problem is, conflicting information. One says do this, other says don't do this, and most people even admit that there is so sort of voodoo involved. After hours of trial and error, I'm about to try the voodoo, but can't seem to find a live chicken anywhere. So, I have two pods and can't get the hatches on either of them working. I've tried every suggestion I've seen on the forum. Origin at 0,0,0, above 0,0,0, below 0,0,0, hatch mesh only intersects with one mesh, no meshes, multiple meshes. I just can't see to get these things to work. They always seem to result in "obstruction" errors. Anywho... here's the info screen shots. Pod 1 (Altair Ascent Pod) Pod 2 (Unnamed Ascent Pod)
  12. I would tend to agree about the engine. Unfortunately, the only schematic for this comes from the earlier posted PDF from Nasa which shows: There are other artists renderings, but zero pictures showing the bottom. The wireframe shows the full engine, which appears to be primary inside the structure. Since the pod couples to an ascent module, I didn't want to recess the bottom. I'm open to suggestions about what to do about it through.
  13. Update 9/1/14 Final (maybe) model of the new pod. Explorer Pod Joined by noonespecial on Sketchfab
  14. Not an Update I'm really enjoying modeling, but I have to say... for some odd reason, I haven't played KSP since I started modeling. I only boot up KSP to test parts and fly it around a little bit before I go back into blender. Seems like a natural evolution though: First, played space ship games, then, play a space ship building game, finally, build parts for space ship building game. Though, I must admit, I miss playing KSP especially with exciting new mods like Karbonite. Meh, I haven't even left LKO since .24 was released.
  15. Amazing source. As a thank you, let me present a very work in progress from it
  16. I have an idea that I was going to make, but I'm busy with other projects ATM. An in game measuring tool. Something that can be toggled on and off in the VAB/SPH that will put a bounding box around the model with a read out of size in meters. Additionally, I was thinking about having a feature to save measurements that could then be displayed later in other model. Example of usage. Build rocket, but radial docking port. Toggle on measuring tool to see the measurements. Build another rocket, toggle on measuring tool, then precisely line up second docking port on new rocket to match the measurements of the first model. Alternately, save and display highlighted part ("ghosted") on new rocket from save. Just an idea.
  17. And.... *facepalm* fixed. I was sure I double checked that, even said I double checked it. Meh, boy do I feel stupid now.
  18. So here I am making this.... Blender: No problem. Poly count, no problem, only 1,128 tris. Export FBX into Unity, no problem. Export through Part Tools into KSP, no problem. Start KSP, no problem (no errors). Start game, go into VAB, problem. Selecting the part and trying to move it around generates MASSIVE lag. So I think to myself, maybe I messed up the colliders. Go back into Unity and turn off all of the colliders except for the base "housing". Export, start KSP, no change. It has 110 frames running at 24fps. I'm using ModuleAnimateGeneric and ModuleDeployableSolarPanels, both work with MASSIVE lag in the VAB. Lag seems nominal on the launchpad, but unbearable in the VAB. Any ideas? Other information: Edit: I've tried both ModuleAnimateGeneric and ModuleDeployableSolarPanels... not using both at the same time.
  19. I'm using the pictures from the Boeing SLS booklet, which was released in January 2014. Sometimes, I use information from the EAS if it is more recent (such as with the service module). http://www.boeing.com/assets/pdf/defense-space/space/sls/docs/sls_mission_booklet_jan_2014.pdf
  20. Update 8/30/14 Mars (Duna) lander. In three pieces. The Upper Tanks, The Lower Utility (with landing gear), and radial attached RCS engines.
  21. Oh wow. I love the stock-a-like feel of these parts. VERY nice
  22. Because at the rendering of this model, I had yet to do the detail work on those particular pieces, so instead just hit it with a subsurface for the sake of the rendering. The small thrusters are actually hexagons and the large thrusters are decagons with the base being an octagon.
  23. Update 8/25/14 + Eye Candy NOS Explorer Pod NOS Explorer Pod by noonespecial on Sketchfab NOS Explorer Pod + Very WIP/Will be Redesigned Lander Lander by noonespecial on Sketchfab
  24. As I said, I'm not giving up or abandoning the project. It is simply I'm putting the Orion and Launch system on the back burner and shifting priorities to the payload systems that aren't already done in other mods. That being said: Eye candy, the ALTAIR Ascent Pod
  25. It's just the ascent module for the ALTAIR lander. It's only a small portion of the intended lander and used primarily just to ferry people from the surface to the Orion in orbit. Here is the (maybe) finished untextured model
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