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Everything posted by Nertea
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Of course, I've just been working on NFP these days. The pod is kinda a side project. -
Part prograde direction
Nertea replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
Yes, that would be the best way to do that. Have your geometry slightly rotated, and define the attach node's vector such that things will still stick on it "straight". -
[WIP] Nontek UltraHeavy Industries 2014 Catalogue (Preview/RFC)
Nertea replied to snarfevs's topic in KSP1 Mod Development
Beautiful texture work there! -
Another way to bake normals?
Nertea replied to Razorcane's topic in KSP1 Modelling and Texturing Discussion
I've had ridiculous amounts of trouble making these kinda of bakes fit. The only way I've ever got them to work properly tends to be to split them up into several smaller models and bake them individually. Resetting the xform is never a bad idea either . -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
There's no docking port, but there's a 1.25m node with room for one so it can be added at the player's discretion. I'm not a fan of integrating docking and other functions into parts so much. The service pod I did there was an anomaly . The leg is pretty much scaled right off the picture, I'm not really going to change it. It intersects because it is supposed to be part of whatever you attach it on to - I quite like the look. If you attach it to a skeletal truss, for example, it still looks contained. I have no plans at present to make any cargo bays either, though I always want them when I'm actually playing KSP, I don't quite have the motivation at the moment. A really old version of 3D Studio Max. -
Hi, So I have a module that modifies properties of a ModuleEngines module from GUI buttons. The actual game effects of the code are fine, but there is one issue: the activation of the module. It appears that OnFixedUpdate only runs when a part is actually activated, usually (always?) by a staging event. This is problematic because you can also activate a ModuleEngines module via the GUI right click menu, which activates the engine module just fine outside of staging, but which doesn't enable my addon module. I know that I can use part.forceactivate() to force the activation of all a part's modules on load, but that forces activation of ALL the modules on a part. In my case that means that the ModuleEngines would also be forced active, which isn't the end of the world, but is also bad because engines will get activated without player input. So, is there an equivalent way to force the activation of a single PartModule? Or am I misunderstanding how this works? The easiest solution is moving my code from OnFixedUpdate to Unity's default FixedUpdate and so it will run when the actual GameObject was active, which is pretty all the time (evidently with some checks for editor 'n such). However, that's not the most elegant solution, and I'd still like to know whether this is possible.
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Thanks for testing! I'll look into those issues when I can. I might make a part for the top eventually. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I uploaded the various bits for anyone who want to test them, to test. The landing legs are still giving me some grief, they work some percentage of the time, but sometimes seem to stop working for no apparent reason at all. Most other things are done, though I have some texture work to do on the ends of the service pod and the internal fuel tank of the fuel pod. Appreciate any comments on balancing as well. I threw together rough IVAs (basic modelling, no textures) also for testing. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Whoa, no, I hadn't! That similarity is really uncanny It's like... slightly off octagonal and everything! Gotta figure out a way to differentiate then! -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
Nertea replied to Fractal_UK's topic in KSP1 Mod Releases
That's why you'd use the gradient bit, they'd look like this. So effectively you would be able to define either a set group of discrete colours (say row 38 in that link) or a nice linear single colour gradient (row 1) or even a rainbow type map (row 39). -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I tried to jam 4 in there, but 2 seems like all that will fit well. -
Open Resource System (ORS) - Mod Resource API - version 1.4.2
Nertea replied to Fractal_UK's topic in KSP1 Mod Releases
What about a (relatively) simple sphere display overlay? Provide a model of a sphere with a standard cylindrical UV set, so that your resource abundance pngs map directly to their 'correct' locations on this sphere. Using a partially transparent shader of some sort, instantiate the sphere for each planet, for each resource map at the correct centre coordinates so that it's overlaid atop it. Display, say, one at a time. You could even then allow people to provide a gradient map along with their abundance png, which you could index into to colour the sphere for different resource colourmaps. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So externals are pretty much done, I'm just waiting on some kind of fix to the landing legs, which are not animating correctly when retracting (vexing!). In the meantime I'm fiddling with rough IVAs, so both habitable bits will have untextured, half finished interiors. Yay? I also made some progress on the 2.5m scale large trusses after a remodel or two. It seems like a semi-octagonal model looks pretty nice, with the smaller sides of the octagon matching the stock Modular Girder segments. What do people think of this? It has a bit more decoration than the stock girders, as it's kinda plain for something so large. I put some electricity wires in, plan on texturing the middle pipe kinda like a fuel line... -
I have an issue with an animation not playing in reverse properly. It uses the landing leg module and is... well, a landing leg. This is the bit of the cfg file here: MODULE { name = ModuleLandingLeg animationName = LegExtend wheelColliderName = wheelCollider suspensionTransformName = PistonB_extender orientFootToGround = true landingFootName = Foot // Axis is aligned forward instead of up alignFootUp = true suspensionUpperLimit = 0.47 impactTolerance = 450 suspensionSpring = 5 suspensionDamper = 2 } The animation plays correctly when extending the leg, but hitting retract just sets the animation to the first frame instead of playing the animation properly. Anyone seen this before and have any ideas on what to do? I've already tried every single animation wrap mode in Unity, just in case, with no joy at all.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Nertea replied to Porkjet's topic in KSP1 Mod Development
Holy baloney that's a lot of tanks. And they look great! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
If you look up images of the 787's cockpit, that's what I'm going to be heading towards. I will probably make such switches - I'll have to look into RPM's capabilities much more thoroughly before I start modeling props. IVA 1% complete . And as to other stuff... well, I don't know for sure. Trusses and integrated fuel tanks, to start. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Aww, thanks! I had fun making it too. I'm playing with some settings to make the capsule interesting. Its reaction wheels are stronger than the normal capsule and it's a bit lighter, but sacrifices impact resistance and heat tolerance. I'm also thinking of making it require power, but also be able to function like a probe core if there are no crewmembers. I'll certainly be making some kind of new chute for the top at some point; just haven't decided what it should look like yet. There's only so many ways you can make a nosecone . Yes, it will use RPM I think, to a silly extent (monitors everywhere!). It will not be part of NFPP; it'll be part of a (theoretical) separate pack, strictly for things I make that don't need plugins. -
Hilarious, I was also making truss bits from this .
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[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
I think the externals are almost done! I need to complete the specular and normal maps for the fuel tank, utility pod and landing legs, but things are otherwise approximately where I want them. Then I'll release a test release, before I start with IVAs (which will take a good while). Today I flew the assembled ship to Duna and landed it to test performance and landing ability. I used up about half the tank, but I suspect I better pilot could do it in less. I may add integrated landing lights into the landing gear pods too! -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Just two at the moment, I will re-evaluate once I test the IVA. Could be room for back seats in the cockpit - if so, four. Glad you like it. They'll be a bit cramped, but the entire volume is similar to the Hitchhiker, so two kerbals will fit okay. It's a torroidal tank that is quite large, not the stock tank at all, though I'm matching the style. My aim is for the whole ship is about 2200 dV - enough for landing and takeoff on Duna and a one-way trip (barely) to Tylo. Currently if you omit the main fuel/RCS tank it gets about 500 dV on the engine's integrated fuel alone. I got a bit annoyed with unwrapping, so I put the parts ingame to test them and ensure scale was correct. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Progress update! Engine module is completely modeled now, time for unwrapping. I detailed it a bit, added proper gimbal setup, and decided to integrate a small torus tank for a small amount of fuel and oxidizer. I also finished a slightly aerodynamic RCS block that could be attached onto the parts: Before finishing the outside of the service compartment, I've been laying out the internals, so that they match. Here's what I've got. The left side will have some cabinets and various modeled O2 tanks. The right side has a window through with you can see the integrated RTG and a few of those E- type Batt-Man batteries with slots. There will be either 1 or 2 seats for crew also, probably just below the RTG window and opposite the batteries. The command pod is also coming along nicely. I've finished the external modeling and have laid out the IVA (not shown, as it's just blocked out, nothing cool yet. I will be making a separate download for things that do not need that plugin. -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
Indeed! I wish he'd do more space-ey art, the artist is excellent. ..Whoops . Totally forgot. Methinks it is indeed horizontal, but I also don't want to tile it too much. I'd rather keep a nice radially symmetric look for it - assume it's either made of really fancy composites, or is designed mostly for exoatmospheric operations. I don't really have plans to make an inflatable either - that would maybe come in the future. I finished up the service propulsion module and fuel tank. They are pretty vanilla. The propulsion system has a 1.25m node on the bottom for attaching docking ports or similar and 8 thrusters. The thrusters will have about 3-5 degrees of gimbal, allowing for some enhanced control. The fuel tank is completely boring, but I might have it carry monoprop as well as LFO. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Nertea replied to Porkjet's topic in KSP1 Mod Development
Loving that IVA, Porkjet -
[WIP] Nert's Dev Thread - Current: various updates
Nertea replied to Nertea's topic in KSP1 Mod Development
So I was playing 0.23 a bit, and I figured I wanted a kinda... futuristic CSM-type thingy. I also do not like the trusses I am working on. I poked around and found this really pretty thing. So, I'm going to stockalike the little pod at the front for my next project! This is what I have so far: It will be in the 2.5m size class and be made up of 4 primary components, the command module (2-kerbal), the storage and such module (1 or 2-man hitchhiker thingy, possibly with an integrated RTG), the fuel module and the engine module. The command pod I've chosen to be 2-man, mainly because there's no stock command 2-man pod, and we'll assume it's stuffed with advanced electronics and such. It will not be very suitable for reentering the atmosphere alone. I will make an IVA, if it's not too complicated. There will also be this cool podded landing leg, which I've just finished animating, it just needs some more mesh detail to be done. And textures too I guess. Shall I continue?