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I.O.M.

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Everything posted by I.O.M.

  1. A custom set of wheels actually . Although a forklift would be an interesting challenge. I would have to design a set of dock nodes so that the containers and tanks can be properly detached. While not the exact design goal for this project, these parts would work well for refueling SSTO's. I know Lack and helldiver are both working on service vehicles for the KSC.
  2. Despite my initial optimism I ran into a number of difficulties with this project. While not cancelled, the scope has been greatly reduced so as to remain manageable. Let this be a lesson to anyone new to modding: start small and get the basics down. Anyway... The Kodiak Heavy Rover! The Kodiak will be a large-ish, single part rover (minus the wheels) that will function as a mobile science lab with room to fit four Kerbals. The Inspiration: Image courtesy of drednorzt.blogspot This is still very much a WIP, updates (and pictures!) will come slowly. Stay tuned Modeling: 90% - some minor adjustments foreseeable. UV mapping: 10% - super frustrating! Texturing: 5% - color palette decided! Unity: 60% - animation for experiment bay is the final hurdle, along with textures. Configs: 60%
  3. Thanks for the link Orbitus, I was able to figure it out after some trial and error. Edit: Maybe I spoke to soon, The animation appears to work just fine in Unity, but I can't get it work in KSP, it's probably a problem with my part.cfg. >_>
  4. I exported it with .fbx. Is there a guide for making an animation in Unity?
  5. Hi, as the title states I've run into a problem trying to export an animation from Blender into Unity. I'm trying to make with a similar animation to the stock material, with multiple panels opening together. It works just fine in Blender but when I export it to Unity the asset contains well... more animations than their should be. I really don't know where I went wrong with this. Here's an image to help illustrate the problem.
  6. Totally Cool. The start up sound on the Griffon Century is beastly!
  7. Exactly right. The general profiles are fine, but everything else about the parts... ugh. I go as far as deleting the part files to remove clutter, especially now with Spaceplane Plus being completely superior to stock.
  8. Nothing in the quote explicitly refers the mk2 parts, so who knows what he's working on. Squad is better off dumping the old spaceplane parts and starting over anyways, they're atrociously ugly.
  9. Neat. I did a small test run to the Mun and the dark side actually felt spooky, so cheers for the nice plugin .
  10. Hear, hear. People have all right to be impatient, but there's no need to make sardonic and openly inflammatory posts. That's no way to support a modder who has put out nothing but quality work for so long.
  11. Very cool addition. I can't wait to have this as part of my .24 playthrough. Are these parts on the tech tree?
  12. I noticed that as well. The amount of intake I was getting with them seemed buggy as well, although that may have been due to poor positioning on my part.
  13. You're over-thinking things Mr. Potato. The side of the large inflatable which has the crew hatch is 'up'. At least I think that makes sense.
  14. Absolutely beautiful! I can't wait to see the final release version. Do you have plans on updating the VLADMIR engine?
  15. Nice! My dreams of creating a kerbalized version of Underhill from Red Mars may become a reality.
  16. Hey Roverdude, I just wanted to say how cool this project is. I've always wanted to see a proper colonization mod for KSP. Keep up the great work! In regards to you plans for more permanent colonies, would static buildings be a possibility?
  17. Sorry for the absence Kip, I've been busy with university stuff. The new config that you gave me to test seems to have solved the issue with the part enlarging.
  18. Would it be possible to release it as a separate download? It's possible someone in the community might be able to find a solution. It's worth a shot at the very least.
  19. I followed your instructions and was able to make the test part. The bug still appeared when I reverted to launch when on the pad.
  20. I've replicated it a number of times, and with each of the 1.25m parts. It's likely that another mod is interacting with it in a weird way. I'll remove my mods one-by-one and retest to see if it has an effect. Update: Removed my mods; bug still appeared. Also decided to unistall and reinstall to be thorough and I'm still encountering the bug.
  21. I believe that I've encountered a bug with the 1.25m low-profile hub. When switching from the ship and then returning the hub changes to the 2.5m version, clipping through other parts. I'm using the most recent version of the mod.
  22. I wish I there was an 'all of the above' option, but I don't want to add too much to your workload. I would really like to see more station parts. I think there's still an unfilled niche for parts designed for planetary base-building.
  23. Have some patience. Modders have real life obligations that take priority and just because there hasn't been an update for a few weeks doesn't mean it's dead. Especially when Nertea has been actively posting on the thread for his primary mod.
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