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Everything posted by Noctrian
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Noctrian replied to cybutek's topic in KSP1 Mod Releases
whats the eta of a .23.5 version of kerbal engineer? as in a stable version. Hope I'm not being pushy, I'm just curious. -
[Community Project] Let's Build A Universe Together
Noctrian replied to I.T Marcus's topic in KSP1 Mod Development
I submit the Idea of a Blue Giant class star (Wikipedia article). so something many times larger than kerbol, which is similar in size to Jupiter -
Yeah I planned for it to be a lot like that, I plan on making it burn through fuel quickly, but produce more thrust, with a few other interesting characteristics of pulse jet engines.
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Thank you, this really helps, I had almost given up on the project, for now it will be stock smoke, later I will try the FX system. I am considering retexturing (still can't retexture, forgot how to open the models in blender and unity) the xenon tank to be the AcroSmoke container, right now the whole project consists of a config edited lv-1r. soo... yeah, not much progress.
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HotRockets! Particle FX Replacement + Tutorial
Noctrian replied to Nazari1382's topic in KSP1 Mod Development
I was wondering if you could help me with the mod I'm working on, right now I have nothing and no Idea what I'm doing, but I'm working on a part to create smoke trails, eventually I want to do more but I'm lost as it is. -
Update 12/2/14 I have started on the acrobatic smoke part, It seemed like the easiest part to start on. Initial prototype is a modified LV-1R, although I'm having difficulty modifying it to produce particle effects but not produce thrust, I think I'll take it out of propulsion and put it into utility. If anyone knows how to configure it to produce a particle effect that toggles on and off, let me know.
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Update. New concept art for acrobatic smoke
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thank you Greys
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thanks, also you guys, any help would be greatly appreciated.
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Hello everyone, I am pleased to announce the beginning of something I have wanted to do for a very long time, my own mods. this will be the place I put the stuff I do for myself and others. I have essentially no experience going in, so the development of my skills as a modeler, texture artist, and coder is something we can share together. I hope to have some stuff up in a week. Goals for me to accomplish (subject to change): -pulse jet engine. (no Idea how I would make it work) -2 man Mk-1 cockpit. (again, no Idea how to do that) -Mk-2 fuselage inline vtol fan and engine, with support from qfeys' throttle control avionics. (don't expect much work on this for a while, so much stuff I have no idea how to do.) -Inline landing gear fuselage sections. (this is getting silly, I don't have any Idea how any of this works) -Mk-1 to 3 fuselage cargo sections for rover deployment. (again with the silly goals, I don't know how to animate, texture, or model, let alone code, how do I plan to do this) -radial acrobatic smoke emitters based on new particle effects system. (you did it again, made a goal to do something you know you don't understand) -stop arguing with myself () Short-term goals (subject to change) -stuff
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you could make an inverted adapter so that you can make things that actually look like planes. also mk3 fuselages with LFO so that you can make shuttles that are somewhat useful. please critique my comment guys, my best ideas occur in response to critique.
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K, I'll get to work on some concept art, still learning to texture and model so, I won't be of any use to you in texturing for a while. (update) Concept art is coming along nicely. started to retexture stock mk 3 parts, a still lost but staring to figure it out.
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Mass-produced Space Sim Control Panel / USB Keypad?
Noctrian replied to MajorThomas's topic in KSP1 Mod Development
I agree, I was looking for some accessories for KSP and other space/sci-fi sims, you know to enhance immersion, I found a complete lack of anything that would suffice. -
My offer and suggestion still stands if you want. Just clarifying as no one seems to have taken notice of my posts.
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one thing I think you should do is re-texture the mk 3 to mk 2 adapter as it uses the same texture as the mk 2 to standard fuselage adapter. the only difference is the mesh and the anterior mk3 plate.
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I had noticed some texturing flaws in the pure stock mk 3 parts, and I have been meaning to learn to texture, model, and code to create some mods and the mk 3 was one of the stock part groups I was planning on giving an overhaul. But since you are doing this I figured I'd ask if you needed some help. I had created some concept art for the overhaul, including some mk 3 and mk 2 fuselage part ideas I came up with, if you are interested pm me.
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Rocket spinning (spinning not flipping)
Noctrian replied to Zander's topic in KSP1 Gameplay Questions and Tutorials
I call this spinning "toilet-bowling", apart from disabling the gimbal on the outer engines, I don't know how to fix it. FAR seems to help if are willing to use it. I use a 3-splitter stack so I only have this problem in the beginning of asparagus staging. -
how do I get started
Noctrian replied to Noctrian's topic in KSP1 Modelling and Texturing Discussion
Thanks for the Advice. -
how do I get started
Noctrian replied to Noctrian's topic in KSP1 Modelling and Texturing Discussion
Yeah, I'm pretty experienced with images. I'm taking my second year of web design at my high school and taking my first year of animation (right now we are using toon boom all-star). I know the workings of dreamweaver, photoshop and premier pro, pretty well. Blender I know a basic thing or two from youtube tutorials but nothing really worth considering as experience, all I know in unity is some terrain generation and lighting I learned through messing around. I played around with Cry-engine and got some pretty amusing results. -
Mine is the Minmus II platform (not yet pictured) Its second stage (counting asparagus and primary as a single stage) can establish circular orbit, transfer to Mun, establish orbit, and land with fuel left over. I can return my Minmus II class landers to Kerbin with most of their fuel left.
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how do I get started
Noctrian replied to Noctrian's topic in KSP1 Modelling and Texturing Discussion
I have thought about some parts that I wish were in the game and I can't find mods for. First off fuselage overhaul. I want to add some stock-alike fuselage parts, I find the current parts a bit limited, and B-9 aerospace parts aren't aesthetically compatable with stock. So far what I have thought of: Inline docking ports that fit all 3 fuselage types. Raised MK II to MK 3 connector parts (similar to b-9). MK 3 to 2.5m stack connector. Optional fairing for jet engine, want to make it more appealing, and easier to send planes to space. Inline Vtol fan. No Ideal how I would do any of this. -
how do I get started
Noctrian replied to Noctrian's topic in KSP1 Modelling and Texturing Discussion
I have been wanting to make some stock-alike parts, I kinda prefer the stock look. I was hoping to start of simple. -
I want to get into modeling so I can make my own mods, but I honestly have no idea where or how to start, I have blender, unity, and adobe CC (creative cloud) but I haven't come across any good tutorials, all the ones I can find leave me with more questions than answers. Can you guys point me in the right direction? I have thought about some parts that I wish were in the game and I can't find mods for. First off fuselage overhaul. I want to add some stock-alike fuselage parts, I find the current parts a bit limited, and B-9 aerospace parts aren't aesthetically compatible with stock. So far what I have thought of: Inline docking ports that fit all 3 fuselage types. Raised MK II to MK 3 connector parts (similar to b-9). MK 3 to 2.5m stack connector. Optional fairing for jet engine, want to make it more appealing, and easier to send planes to space. Inline Vtol fan. No Ideal how I would do any of this.