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KSP2 Release Notes
Everything posted by Starwhip
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*salutes* I say, where's Red Iron Crown?
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I do! Here: kspblender ========== KSP in Blender This is all based around the python file ksparser.py, which operates on a given Kerbal Space Program .craft file (the file type that ships are stored as) HOW TO USE DEMO: 1. Download Blender from http://blender.org 2. Download .mu importer Blender addon from https://github.com/taniwha-qf/io_object_mu 3. Extract, put "io\_object\_mu\_master" folder (the whole folder) in Program Files\Blender Foundation\Blender\2.72\scripts\addons 4. Enable the addon in Blender. Press Ctrl+Alt+U or go to User Preferences under File. Go to the Addons tab, search for "mu" and enable the addon by clicking the little checkbox 5. Download kspblenderdemo.blend from this repository 6. Place .craft file into the same folder as the Blender file (they can be found under "saves" in the KSP.exe folder) 7. Follow these setup instructions: http://imgur.com/a/oTjPT Change to Coding view Change line 23, the KSP.exe directory, to your own directory (be sure to use double backward slashes!!!) Change line 1196, the craft name, to be the name of that file Change back to Default view Press Run Script in the bottom right Wait patiently Press Render (or F12) 7. Ask for help on reddit if these instructions suck 8. Render, then press F3 in the render window and save the image where you want it. 9. You can do tons more, but it will require learning some Blender. I'm happy to help with that. Project's Trello: https://trello.com/b/ffCPkGyM/kspblender I English-ified the ReadMe a bit. Also: Put the io_object_mu-master folder inside Blender's "scripts" folder. Mine was here: "C:\Program Files\Blender Foundation\Blender\2.71\scripts" Then, inside "kspblender-master" is a folder called "demo". Open up the file called "kspblenderdemo.blend" with Blender. Follow the instructions on the ReadMe: Copy your craft file into "kspblender-master\demo", where the .blend is. Then, find the line WAY down at the bottom, where it asks for the name of your craft. Change it to the name of the craft INSIDE "kspblender-master\demo". Near the top is a line where it asks for your KSP.exe directory. Go to KSP.exe, right click and go to Properties. Copy the "location" line into blender. Then, hit "run script" at the bottom and it should work. I may have missed something.
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10/10. What else?
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This is a 3D model. Check out the thread HERE: KSPBlender Brand new member with an amazing work!
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Ehh, what's your definition of "hard", then? Jool's atmosphere is 138,155.11 meters deep, with the density at the bottom being 15 times that of Kerbin. Eve's is only 96,708.574 meters, and 5 times that of Kerbin. Really, this is when you ditch rockets and go for spinny things with wings. (With conventional rockets on top, of course. Can't go anywhere in space with only wings!)
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SSTO "Xephos"- the Lamborghini of mun SSTOs
Starwhip replied to manni01's topic in KSP1 The Spacecraft Exchange
Well, that one was just a test. I usually make them nicer. -
Louisiana Paddle Boat Rover
Starwhip replied to Little Katie's topic in KSP1 The Spacecraft Exchange
@Little Katie: Was that your first attempt at a boat? Looks nice! Mine was bad: Though, my second was better. Love the paddlewheel. Zekes, did you get it to spin? It looks like it does. -
Granted. They suddenly become your real exams. Good luck! I wish that my report was done right now.
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I'm with you! Three!
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One qualm: Too many abbreviations that are way too short. New users and people new to coding would be entirely lost! (I code, so I'm not. ) Decouple. Instead of Dcpl, how about a Stage() method? (Which takes optional parameter for stage number, defaults to "next" stage)? To avoid confusion with parts associated with stages, to access a part you could do: Ship.Part(<part>)
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SSTO "Xephos"- the Lamborghini of mun SSTOs
Starwhip replied to manni01's topic in KSP1 The Spacecraft Exchange
I also see that you're using HotRockets: There's no mistaking the un-textured Turbojet. (Yeah, I use it too. ) Nice job hiding the intakes so well... I can't see them in the screenshots. -
Haven't seen him in forever. Perhaps the next shall be zekes?
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IMO, the first looks more stock-like, but it's your mod!
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What makes the 48-7S so good?
Starwhip replied to SlabGizor117's topic in KSP1 Gameplay Questions and Tutorials
Well, I wouldn't get my hopes up about that... "Rebalancing everything" generally includes everything, if you know what I mean. -
Nah, three.
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Perhaps, but I haven't seen them.
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Nada.
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No, that's just a REALLY steep hill, no problems there. I'd say that, if you did make it out of that hole, that 20 degrees is your maximum inclination with that design. Some tips: Ditch wheels, use the NERVA engines, if possible. If not, go with smaller wheels and a lighter craft. Add some engines to help push you up. The "plane" gear are un-poppable. (When rolling. Crashing... well. ) Use engines and those gear and you can go at nearly any speed, provided you can still control the thing. Good luck! EDIT: Oh, the plane gear aren't "wheels", exactly. They are, but the contract for a mobile base doesn't like them. Stick other wheels on it and you'll be good, though. (The tiny little ones will let you complete the contract. I don't think you even have to use them!)
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Make up your mind! -1.
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What planet (or moon) do you have the worst time landing on?
Starwhip replied to Columbia's topic in KSP1 Discussion
*dying of laughter* Oh, boy. Well, I've only ever landed on a few planets and moons... I dislike Gilly because of the INSANE time it takes to land because of the low gravity and no timewarp. Physics Warp doesn't help. Wish I knew about the tracking center thing when I did my mission there.