-
Posts
478 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by noonespecial
-
Double Parachute Question
noonespecial replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
So three (four) models in total? The Parachute base (and canopy), the drogue chute (two animations), and the main chute (two animations)? -
Firstly, I know about this. (sumghai's post about parachutes from the devComp thread) Secondly, definition: Double Parachute. First, deploys drogue chutes, then deploys main parachutes. Thirdly, how to? For example, in ReadChute, the double parachute has a drogue (with partial and full deployment) and a main parachute (with partial and full deployments). So would that require four animations? I've figured out how to do a single parachute, as per the instructions. Any guidance? Thanks in advance.
-
I was looking through my old imgur files and found this. For those of you who have wondered why I've taken so long to release this.... you know, since I first started on the Orion over 9 months ago. Since then, I've literally remade and remade and remade the orion at least a dozen times (probably two dozen). Here is a comparison of my first orion 9 months ago and the final version. Practice does pay off in the end, I think
-
Pretty much just holding off for KSP 1.0 and a few refinements. Such as, I want to have a look at the KSP 1.0 fairing system and such. Other than the fairings, it's good to go.
-
Okay. That settles it. I'll offer the two textures as two different downloads (with different model names, so you can have both). I'd rather have it this way than have a mod that sometimes works if you have the correct version, which would be broken if the author of that mod updates. Plus, with KSP 1.0 dropping in a few days, I think it would be better to not rely on dependencies which might be broken in the release.
-
The white texture is, unfortunately, on my computer at work. So it'll have to wait until Monday. Then I have to decide logistics: 2 releases, one white one black; 1 base model with optional texture download (which one?), or one of those fancy plugins that allow you to change textures in the VAB. Decisions, decisions.
-
The Orion, all payloads, and the SLS will be offered as a mod separate from ChakaMonkey. ChakaMonkey is rather memory heavy, because it has MANY parts and high quality textures. You could practically delete all stock parts and run only a ChakaMonkey game (almost). My SLS will have a much smaller memory foot print, as it will have much fewer overall parts.
-
You got me very excited by that link. Sadly, unless lo-fi did an undocumented patch, it doesn't accomplish what this thread was requesting.
-
Here is the finished model and WIP textures for the 3 section Orion MPCV. Sections include: Main Body Parachute + Docking Port Heat Shield I'm working on the IVA currently. The model for the IVA is done, but I need to do the textures, then figure out how to get the IVA into KSP. There are some good videos here on the forum for making IVAs, but I've never actually done an IVA before, so unsure on the exact process. After that, I'll have to get the transforms, parachute, crew hatch, and such working in Unity. On a related note: I'm pretty much done with the main portions of the SLS launch system as show in earlier posts. Models and textures are 100%. Unity and KSP part.cfgs are pending... mostly because doing the Unity and part.cfgs are the part about modding I hate . Love modeling and texturing... Unity is boring... and I loathe doing all the testing, tweaking, and balancing required for writing part.cfgs. But, I'm hoping to FINALLY have an official release soonish. Although, I'm not overly thrilled about the heatshield. I'll probably redo it (again) before release. I have to find a better method than just creating a poly sphere and flattening it
-
Chaka Monkey - Closed Development Thread
noonespecial replied to YANFRET's topic in KSP1 Mod Development
What I want to see is documentation on using Blend Shape animations in KSP. A few people have figured them out, using NLA Strip animations, but they are keeping their secret. Inflation REALLY needs Blend Shape animations to be visually accurate. Using geometric scaling just doesn't do the effect justice. -
Announcement I'm aware that I haven't been very active in progressing this mod recently. The reasons are due deteriorating health and frequently being sick, some requiring an ER visit. Well, after months of seeing doctors, tests tests and more tests, the results are in. A very minor problem, but one that will require surgery. The surgery is next week, then there will be a recovery period. I'm hoping to return to this project and complete it after I can actually comfortably sit in front of the computer again. My apologies for this mod taking much longer than it should to complete. Regards, -NoOneSpecial
-
Announcement I'm aware that I haven't been very active in progressing this mod recently. The reasons are due deteriorating health and frequently being sick, some requiring an ER visit. Well, after months of seeing doctors, tests tests and more tests, the results are in. A very minor problem, but one that will require surgery. The surgery is next week, then there will be a recovery period. I'm hoping to return to this project and complete it after I can actually comfortably sit in front of the computer again. My apologies for this mod taking much longer than it should to complete. Regards, -NoOneSpecial
-
Announcement I'm aware that I haven't been very active in progressing this mod recently. The reasons are due deteriorating health and frequently being sick, some requiring an ER visit. Well, after months of seeing doctors, tests tests and more tests, the results are in. A very minor problem, but one that will require surgery. The surgery is next week, then there will be a recovery period. I'm hoping to return to this project and complete it after I can actually comfortably sit in front of the computer again. My apologies for this mod taking much longer than it should to complete. Regards, -NoOneSpecial
-
[WIP] Concept magnetohydrodynamic solar sails
noonespecial replied to C.A.Sizemore's topic in KSP1 Mod Development
There is a working solar sail in the Interstellar Mod. Take a look to see how he did it. It also works through timewarp. -
In blender, while in edit mode and object selected, hit Ctrl-F to bring up the mesh/face menu. There is an Tris to Quads option (or direct shortcut of Alt-J). It will join all triangles into quads where possible. Disclaimer: The results are not always desirable, where it might join the wrong triangles into quads. There is where the Knife tool (shortcut K) is useful. So often times, a little clean up will be required after. http://wiki.blender.org/index.php/Doc:2.6/Manual/Modeling/Meshes/Editing/Faces