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hypodronic

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Everything posted by hypodronic

  1. I thiiiink I've got fixed models on my fork of the repo, although I have no idea how best to organize such a thing, what version to call this, how to set things up for CKAN etc. I've also done a few cfg tweaks (mostly updating the legs to use the new suspension module system, which was mysterious and frustrating). I removed most of the scaled-up parts that could just be tweakscaled, and the values I put in for the wheel suspensions are, ah, arbitrary? uninformed? bad? Lots of room for improvement, I would love some guidance on what values make sense, but the other forum posts I've seen from experienced modders seem to suggest that "change numbers randomly until it doesn't look too silly" is a common approach. I didn't change the cargo ramp leg to the suspension system, because I don't think you can use that on something that doesn't touch the ground on basically a sphere or point. Take a look at these legs and see what I mean - if you tip the long ones forward or mack, the model clips through the ground because the wheelcollider is a sphere. And you can't have wheelcolliders on the same part, so effectively can't use the suspension system on those parts without the rocket falling over. I also took out the building parts and skipped fixing the building door - I'm not sure they're very good or needed? I'm happy to do them if people want them. I've also got a lot of ideas for future housekeeping work - a lot of "untitled3.tga"s kicking around, a bit of a weird folder structure, and I'd like to maybe standardize the look of the bulkheads. Several parts could use IVAs, but that might be a much bigger task. There's also a kludged-in habitat ring that's non-functional in the Extra portion that should go IMO. I have no idea what comes next, though, I'm a nub here. I've gotten a hint from doing this just how much @linuxgurugamer has done to keep things working as far as he has - I would message him my appreciation, but I haven't made enough forum posts to PM, so here it is in public. @SudAntares, could I also invite you to take a look and tell me what you think, as a fellow fan?
  2. Hi folks, I'm also an old time fan of this mod (uhh I guess ~five years ago is pretty "old time" now) and I'm plugging away trying to learn Blender and Unity, and git for that matter, to bring these back. I'm using taniwha's Blender plugin to import the models, then pulling them through Unity and rebuilding them for 1.10. Only the broken ones, that is. So far I've gotten a few of the oddball colliders fixed, one landing leg sort-of working, and discovered a few more problems along the way. It seems that KSP handles scale transforms differently now, and also doesn't support non-convex colliders, which is the source of a lot of the problems. No guarantees that I'll be able to actually get everything working, but wish me luck I guess!
  3. Having the same problem as Erabior, I tracked it down to Textures Unlimited. I can use the TU menu to assign a flat colour to the B9PWing, but no textures or B9PWing materials. There's already a similar comment in the thread for that mod, but no response yet.
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