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Starwhip

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  1. Solar Sailor MKII - Maiden Voyage Hybrid Rapier - VASIMR powered SSTO. Long range capabilities. Payload deployed at Ceti
  2. I find docking really fun (I even wrote a now-ancient guide to it, holy cow, 2014. Most of the images have been lost.) Highly recommend, if you can mod the game, the mod Docking Port Alignment Indicator. Once you understand how it works docking becomes a cakewalk and far more realistic, I tend to align and approach at <1 m/s and allow timewarp to get me into position. A short guide I whipped up, I am sure you can find a better one.
  3. And so our valiant crew of Galileo, Bobert, Jade, Poody, Sigma, and Raging take the first leap of any Gaeleans into interplanetary space.
  4. Leap of Faith refueling completed. Awaiting Niven transfer window (t-182 days) and crew training.
  5. Iota ISRU base deployment successful. Leap of Faith has docked with the Iota starport, and is awaiting refueling before crew returns to Gael for final training.
  6. Leap of Faith core module and lander lifted to orbit. Both craft require fuel before departure. First interplanetary mission using Galileo's Planet Pack, target Niven. It has enough living space to sustain its 6 crew indefinitely (Kerbal Health mod), a radiation shelter for any solar storms that may arise, a science lab for data processing and medical facilities, and it should have enough dV to fly to Niven and return. I will tug along an ISRU lander to ensure its return, and extend the duration of the mission to collect additional science. Development of Starlaunch nears completion. Still some kinks to work out with reentry of the orbital vehicle, as the craft tends to nosedive even with airbrakes deployed: Likely a problem with using the MK3 fuselage parts. The first stage can lift close to 50 tons to orbit and then recover itself. Crew vehicle is 41 tons, leaving 9 tons of payload capacity in this configuration, demonstrated by the fuel tank in the bay.
  7. Alas, there is some kind of widespread issue on the internet and a bunch of sites don't feel like working. I'll get some better pictures eventually. Giving the good ol' Sabertooth II some tweaks for the latest KSP version.
  8. Silverfish II, electric boogaloo. Might make another attempt at the circumnavigation challenge. Also, still not dead.
  9. All the engines I have available are real-world analogs, and I don't yet have the engines to make Juno I or an R-7 yet, so it is difficult or even impossible to get anything to orbit so far.
  10. I have been fighting against the rocket equation in a Real Solar System/Realism Overhaul career mode save. This design is 4x heavier than my launchpad can handle and would take several years to build and still cannot make it to orbit. I'm probably going to need to do some additional science experiments and contracts to get the necessary technology and facility upgrades to get up there.
  11. Solution: Needed to do several things to fix this, and the rest of the save. #1, uninstall Ven's Stock Revamp, since the version Realism Overhaul wants is not available and conflicts with ReStock #2, install the missing PatchManager #3, install the missing TexturesUnlimited
  12. I have recently started a masochist install with a full suite of realism overhauls, and I'm having an issue with the starting probe cores, and probably some other parts that I haven't found yet. They are supposed to be 0.3 meters in diameter, but they're 3 meters in diameter. Am I missing some kind of dependency? UPDATE: Image included. Seems like the correct 0.3m part is there but the mesh for the SAS unit is also added. Where would this conflict be coming from?
  13. While I've been away, I've given Blender a fair shake. Check these renders and models out. I'm sure I've done other works, but these were what I've felt were done enough to upload somewhere Procedural Earthlike with Rings More angles at https://imgur.com/a/VreBjiU Mechwarrior Locust cockpit Procedural Marslike PBR test - Rubik's Cube
  14. I may have installed approximately all the mods
  15. What's it been, 3 years? I might poke around here again, figure out what people have done in my absence. Might even give the game another go around and see what's changed before I inevitably mod it into the ground.
  16. Here's a Laythe test. FINALLY got water working properly, and definitely some better atmosphere setup. EDIT: I know the shore is a little funky. I need to poke the bump map a little. It's also not the same resolution as the color map, so some issues may arise there.
  17. I would need to know what mods are installed first. And even then there's no guarantee that it'll work properly.
  18. Well, is there a way to get the entire maximum resolution map at once? I have only ever gotten chunks or one low-res image.
  19. @Pine, sounds like a plan! Need an ice field though... should not be too hard. I hope. Still need a Laythe model for @spacebrick3's render. I think a friend linked a mod with some nice big planet textures, and if anything else I may be able to make my own. Perhaps even with Blender.
  20. @DMSP's Sahara vehicle ascends above Kerbin, awaiting sattelite deployment. Well, I'm going to grab some higher-resolution Kerbin textures, methinks. And figure out how to do water better, though it kinda looks like that in-game. :/ With the new GPU, this render only took five minutes instead of an hour or two! It is so strange.
  21. Aaaallllright! I have a new computer, with a proper graphics card, GTX 960M! I tested it this morning on that Blackbird render, took 1:57 instead of 45:00+, at 600 samples instead of 300. Once I get everything all set up, I'm hitting these requests again. ^-^
  22. Yeah I'm not getting any issues either. :/ Are you browsing the forum on Mobile or something? It may also be the fact that your monitor's aspect ratio is bizarre, if that image is an accurate representation.
  23. Since I've already got a thread for showing mine off, I'll show off a little bit of the process I used to make my last, which you can find here: You may be wondering how I did the shiny dish on the satellite. A few months ago I was poking around in the node tree on the part shaders, and found a node that plugged into the part's glossy material output. Setting that node to small numbers, such as the dish's 0.01, makes the related part very reflective. It's great for metallic-looking parts. In the second picture you can see the initial state of the render. In Blender I used a spotlight to give me a reference for the smoke and fire on the ground, which is what that blue circle is on the surface. I then drew in the flame, using a transparent light-blue brush to achieve the initial shape, and then filling in more and more towards the center while also changing the color slightly to give the plume its cone shape. A few touches down at the bottom give the plume its final appearance. And in the last image I used a large, jagged brush with a grey transparent color to add in smoke, coloring several passes to make it look like varying thicknesses. Lots of simple steps to make one more complicated image. That's the way I operate when I do my renders.
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