-
Posts
568 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Porkjet
-
Whats the stupidest name you've given to one of your ships?
Porkjet replied to sedativechunk's topic in KSP1 Discussion
"Lander Calrissian" -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
Ah OK, krap. Gotta check that out. So the fix is to just deletes original resources before FS is added? -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
Thank you, it's an honor! Your website is an amazing source of information and inspiration. And these won't be the last atomic engines I made for KSP -
My favorite warning text is on the ruggedized vehicular wheel: "WARNING: NOT CERTIFIED FOR REALLY COOL JUMPS" The cockpit postits are funny too
-
Somewhat like an Analog. Because our own solar system already bears so many fantastic and interresting landscapes and things. Take the most interresting and amazing features and exeggerate them in a kerbal way, change a few things or add moons here and there to spice things up where necessary, but leave things mostly in way that it still somewhat represents our solar system. For more exotic things like carbon planets and hot jupiters, add more stars. (squad, pls? :3 kthx)
-
Part dont show up in KSP
Porkjet replied to Nupol's topic in KSP1 Modelling and Texturing Discussion
You have to use "mesh" without the MODEL{} brackets MODEL { mesh = model.mu <--- just this } You cannot grab your part because your collider isn't set up right, you have to give it a mesh collider component, (Add component, Physics, Mesh collider) don't forget to tick 'convex' Your attachnodes look correct to me, but concentrate on the more severe problems first and see if this persists. -
Part dont show up in KSP
Porkjet replied to Nupol's topic in KSP1 Modelling and Texturing Discussion
Edit: MODEL requires full path to the file, like: MODEL { model = Squad/SPP/Mk2FuselageLong/FuselageLongLiquid } instead, this also works and is simpler: mesh = model.mu -
Spaceplane Plus textures
Porkjet replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
The low resolution on the new adapters is simply a mistake, original textures have texel density similar to Mk2 parts and will be replaced. (Sorry for late reply, only just stumbled on this and thought I should reply anyway) -
Ambient Occlusion Artifacts + Weirdness
Porkjet replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
That's perfectly normal for intersecting meshes, for whatever is inside the other mesh, AO is rendered dark, due to resolution limits the dark bit bleeds forth through the intersection, causing the dark pixelated borders. When this happens I usually just blur the relevant bits of the texture a bit by hand and everythings fine. -
[Question] UV layouts and texturing issue..
Porkjet replied to Quiznos323's topic in KSP1 Modelling and Texturing Discussion
You have to join them back together to unwrap, and then split em up again. Yepp, it sucks. I think in 3ds max there are ways to unwrap multiple meshes together, and for Blender there are helpful plugins that let you workaround this. There was another thread about the same thing, take a look: http://forum.kerbalspaceprogram.com/threads/89360-SOLVED-Unwrapping-multiple-objects-on-a-single-texture?highlight=multiple -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
Yeah sure! I could convert them to module manager configs and provide em for use with NFP -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
Heyo! Sounds cool, I've been thinking about air augmented rockets and scramjets for a while, maybe not in this specific pack tho, but nuclear turbojet and ramjet would fit perfectly. Also this is the first time I heard about Radioisotope engine, it could bridge the performance gab between 0.625m chemical rockets and ion engine, would fit the theme rather well! According to this paper such an engine is estimated at: ISP: 750s - 800s Thrust: ~ 1N or 0.001kN (lol...) that's in the range of real life ion engines, so could be cheated up like the KSP ion engine weight: 0.187t ("double shell design") / 0.085t ("Lightweight Design") In KSP this could be: ISP ~ 650s - 750s Thrust: ~ 2kN (similar to ion) weight: ~ 0.2t (bit heavier than chemical counterparts, lighter than ion engine and electric systems and less complicated) Propellant: LiquidFuel seems quite useful to me, would be fun to make Oh nice find thx! Looks pretty cool too, definetly will use this as reference for future emissives -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
Thanks for the comments and rep, guys Seems like i forgot to include the dependencies >.< but I'm sure you figured it out yourselves. Added em to the download now, just in case. It has been collecting dust in my shelf for quite a while yes x) The LANTR since around february 2014 actually! I had problems with the Lightbulb, particularly, it was a bit finicky to set up with its 12 piston gimbal (they are moved with FXModuleLookAtConstraint) and the texture of the autofairing very persistently refused to load, it almost drove me mad, until I finally tried just using MBM textures and voilà... so it turns out the PNG loader might be bugged too now... Firespitter is required for the fuelswitch, since it provides the cfg module for that. I actually forgot to pack it in the download tho! >.< ... just added it in together with latest MM Thanks for that info! It's kinda difficult to get very clear info on those things, details seem to vary with different sources, it seemed to me that the upper middle part of the engine bell usually had the brightest glow, and images of running engines i found looked like that too, these were chemical engines though. And I've taken the liberty of exeggerating that a bit, I mean those rockets are super hot inside, so I want to see the whole thing glow dangerously, you know? But now that you mention it, it seems plausible that the narrow throat would get the highest pressure and temperature, I'll try that out some time later when I'm in the mood. Hmm, kinda... but not really. TWR of the engine described there is orders of magnitude better than the one from his pack, and ISP is twice as high. This one has just enough thrust for a small ship to take off and make it to orbit, single stage. The engine seems almost OP to me as it is, but I'm open to suggestions, maybe weight could be lowered a bit? Sure is possible. I was already expecting some people might want this so heres an alternative version with just the engines running on LFO https://www.dropbox.com/s/fkcoz91731jazez/AtomicAge_EngineOnly.zip?dl=0 I'm gonna continue and overhaul that mod at some point, but I'm too busy with other things right now and in the near future. Maybe Roverdudes Orbital Kolonization system has what you're looking for http://forum.kerbalspaceprogram.com/threads/79588-0-90-USI-Kolonization-Systems-%28MKS-OKS%29-%280-22-2%29-2014-12-24 I've actually gone the whole way of making humongous 5m liquidhydrogen tanks for NTR's early this year, with nearly realistic resource density. I was crazy to make a copernicus MTV clone in KSP. They were great in that they required you to make ridiculously large ships with 95% of their volume made of fuel if you wanted to get anywhere near 5-digit Delta-V numbers, but that didnt turn out to be near as much fun as I expected and I was overall quite dissapointed and scrapped that idea. Really, it was just clunky and annoying. LiquidFuel feels like the right compromise. As for nuclear fuel decay, I've thought about expanding this mod with nuclear fuel and waste later, basically just having the engines slowly consume nuclear fuel and generate nuclear waste. Maybe even make a simple reactor that runs on that principle, plus nuclear fuel containers to refuel and dispose of the waste. But there are other mods that do this in a much better thought out way, like interstellar and near future. I don't have the programming skills to make a proper competitor mod to those, so I guess I'll either make it as a compatible expansion to them or just let it be. Yupp, these engines have been dusting on my hard drive for very long now, it was about time to fix and release it. I would have some spare time to spend on habitat pack right now, but not nearly enough to get anywhere... I don't like starting things without finishing them, it kills my motivation. -
[1.0.5] Atomic Age - Nuclear Propulsion - Red Hot Radiators
Porkjet replied to Porkjet's topic in KSP1 Mod Releases
And also: Merry Christmas y'all! -
More nuclear rockets for various purposes! Unlike Humans, Kerbals never considered the use of nuclear power for weapons, and their fascination about the possiblities of this technology by far overcomes the fear of any possible dangers. Kerbals are well aware of the harmful effects of radiation though, but they know how to protect themselves from it and trust in their engineering skills and technology. The first successfull spaceflights of the LV-N nuclear rocket eliminated the last doubts about nuclear power and triggered Kerbals ambition to invent even more powerful technologies. Active Heatsinks * dispose of Engine waste heat Nuclear Turbojet Engine * Thrust: 105 kN @ 1atm * Weight: 8.25t * Unlimited Flight Time * Runs in oxygenless atmospheres "Candle" Radioisotope Rocket - An RTG turned into a little rocket max Thrust: 3 kN Weight: 0.15t ISP: 100(sl) 650(vc) Propellant: LiquidFuel LANTERN Engine (LANTR) - downscaled LV-N with a hot feature Regular NTR mode: max Thrust: 45 kN Weight 2.1t ISP: 200(sl) 720(vc) Propellant: LiquidFuel LOX augmented mode - Caution! overheats quickly! max Thrust: 125 kN ISP: 350s(sl) 455s(vc) Propellant: LiquidFuel + Oxidizer (0.9/1.1) Nuclear Lightbulb (Closed Cycle Gas-Core) max Thrust: 450kN Weight: 20t ISP: 850s(sl) 1500(vc) Propellant: LiquidFuel pretty custom emissives and FX Download from SpaceDock This mod goes well with Stock Fuel Switch if you want more LF in your tanks. This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. This package redistributes the following mods/plugins, their license information can be found in the provided links: ModuleManager - by Sarbian & Ialdabaoth Community Tech Tree - by Nertea Changes: 3.1 - 01.09.2015 * fixed a bug where radiators where sometimes not working * added "Power Rating" in radiator description and "Waste Heat Rating" in Engine Description as an approx. indicator how much radiator is needed * hid empty community tech tree nodes 3.0 - 03.07.2015 * added 3 active heatsinks, wrap around fuselage style * added Nuclear Turbojet * Increased heat production to challenge the new radiators * many small stat tweaks 2.0 - 05.05.2015 * added KANDL Radioisotope Rocket * LANTERN: Increased thrust, lowered vac ISP * Lightbulb: added gimbal response speed, Careful - SAS doesn't like this * customized effects and sounds a bit more * New Tech Tree nodes for improved and advanced nuclear propulsion 1.0 - 25.12.2014 * LANTERN and Lightbulb
- 589 replies
-
- 47
-
Free high-resolution aerospace reference photography
Porkjet replied to WarrenSchultz's topic in KSP1 Mod Development
Thank you very much! These are great. -
Pros and Cons or Best Practice
Porkjet replied to noonespecial's topic in KSP1 Modelling and Texturing Discussion
You can attach seperate objects into one mesh tho and it acts as a single draw call even tho it contains disconnected sub meshes. Whats the better choice depends on the situation, on your cubic example it will add very little triangles to connect it to one mesh and wont make a visual difference, but if, for example, you wanna add a 12 segment cylinder onto a higher poly sphere, connecting the objects would require much more additional polygons, and more importantly, would totaly ruin your poly flow and mesh smoothing, so for such an example you should keep the meshes disconnected and slightly clip the cylinder into the sphere. -
3D printing ships n stuff
Porkjet replied to lordmuffin's topic in KSP1 Suggestions & Development Discussion
Cool idea, and would seem possible, but I think the difficult bit would be making the model 'watertight' for 3D printing, Ideally, all the meshes that are 'inside' the ship like all end caps of connection points would have to be deleted and the hulls merged togethert o make one single sealed model. That's just speculation tho, maybe theres a quick and dirty way. What would also be awesome, having the entire part library printed out as individual pieces and be able to connect them like Legos -
You're gonna have to wait a bit longer for that. Getting some essential parts like Cargobays and landing gear done is of higher priority. They'll have the crew portraits tho! Can't tell you about any of these, don't know yet.
-
Haha! If you're already hyped about that, then .92 is gonna blow your mind! note: I actually have no clue what'll be in .91 or .92, nor if they'll actually be called that or 0.9994 or 9.81 or 3.1415926535897932384626433832795 or whatever.
-
Hey guys! Glad you like the parts! However, Don't get too hyped just yet, I can't promise the landing gear and CargoBays will be done in time, and yes, you're of course right, the small landing gear is a bit silly on those parts. Those are really just the basics, the real cool stuff will come in .91. But hey, even without those, still more useful than the old parts, right? Bigger wings - not in .90... The current small pieces hold up quite well tho. And about those clouds in the screenshots, yes that's EVE... should have turned it off to prevent that confusion, now that I think about it, sorry xD
-
How are Squad generating their Normal Maps?
Porkjet replied to Beale's topic in KSP1 Modelling and Texturing Discussion
Hey, a bit late, but I think this normal map^ needs its Green channel inverted. Red is correct tho, so might be why you thought it looked OK from some angles and wrong from others. You can check your normal maps by just looking at them with a simple thumb rule: Consider the red and green channels as 3D reliefs that are lit from a side - Red lit from the right - green lit from above. So for a rectangle that's supposed to be extruded outwards you'd expect its right edge beeing lit by the red channel and upper adge being lit from the green channel. Other games or applications might treat normal maps differently and require inverted channels but i think this is the "normal" way -
It seems like an odd choice but apparently it can be used to great success, even UV mapping. Bac9 uses Sketchup, and he came up with some crazy way to UV map with it. The whole space center in KSP (except for the newest buildings) and most of the B9 aerospace pack where made in Sketchup! He explained it briefly in this old dev blog http://forum.kerbalspaceprogram.com/entries/747-The-Making-Of-New