Aurum6
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[1.12.5] Restock - Revamping KSP's art (August 28)
Aurum6 replied to Nertea's topic in KSP1 Mod Releases
Ah, that makes sense. Thanks, keep up the awesome work! -
[1.12.5] Restock - Revamping KSP's art (August 28)
Aurum6 replied to Nertea's topic in KSP1 Mod Releases
Man, I picked a good to start playing KSP again. This mod is awesome! Big thanks to Nertea and everyone else involved. I do have a question about the LV-N engine though. I'm seeing a small glow coming out of the bell even when the engine is turned off. Is this intentional? I also noticed that when Kerbal Atomics and Restock are installed together, the LV-N no longer has an option to run on LH2. I totally understand if this is just something you haven't gotten around to fixing yet. I'm just surprised since Restock only changes the appearance of the engine, not the functionality of it. -
I would hazard a guess that the majority of KSP players use the default mouse-and-keyboard control settings to fly their ships. For those of you who don't, I'm curious to hear about what you use. I, for example, have an old Saitek Cyborg joystick that I picked up from a garage sale. I've found that having that in my left hand and using my right hand to control the mouse works pretty well, although I'm not as good of a pilot with the stick as I am with a keyboard (yet). What about you guys?
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If I'm understanding your question right, the circular parts, like the fuel tanks and the tops of the engines, have 24 sides. That's pretty standard in both stock parts and most mods. 24 sides means that 2, 3, 4, 6, and 8-sided symmetry will work nicely, and it strikes a good balance between making the part look round and not using a ton of polygons. If you're worried that the preview pictures look blocky, just remember that those pics were from Blender's edit mode, with flat shading. The finished product will look a lot smoother and rounder in the places it needs to, I promise! Gotcha. And that would make the "Storm" analogous to the Saturn V second stage, right? That definitely gives me some ideas for adding detail to the models. Thanks for your input!
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Can't find the collider mesh
Aurum6 replied to Aurum6's topic in KSP1 Modelling and Texturing Discussion
[quote name='Nookos']It will show up as an option when you add that mesh collider component on the desired object. And that object should still have a mesh filter on it in order to appear in the list. Then you delete the mesh renderer component if you only want it to behave as a collider.[/QUOTE] Thanks for the info, I think I understand what you're saying. Gah, working with Unity can be frustrating. But you guys make it much less so. :) aurum6 -
Can't find the collider mesh
Aurum6 replied to Aurum6's topic in KSP1 Modelling and Texturing Discussion
Thanks for the tip, that worked perfectly. However, I'd still love to know why the mesh didn't show up as an option, in case I run into this problem again. -
I am working on making a part by following [URL="http://forum.kerbalspaceprogram.com/entries/3242-Part-Modding-Tutorial-4-5-Unity-Import-Export-To-Game"]this[/URL] wonderful tutorial written by Beale. I have been successful at getting several parts into the game already, but this time I've run into a problem. I'm at the point where I am trying to add a mesh collider to the part. As you can see, I have a separate model, a simple rectangle, that will serve as a collider. When I try to select which mesh to use, however, this doesn't show up as an option. Shouldn't any model in the Assets folder show up as an option here? Does anyone know why this one isn't? [img]http://i.imgur.com/Jkr4FiAh.png[/img]
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I've been watching the development of this mod since it was just a couple of gas planets, but I've never actually tried it until today. And all I can say is... WOW. I was blown away by the quality of this mod. The planets and moons all seem like they belong in the Kerbal Solar System. The moons all have features that make them unique, without going too far and being "gimmicky" like a lot of other planet mods do. I'd like to share a moment I had while testing this. I was taking a tour of the solar system using HyperEdit, just to make sure everything was working properly. I teleported into orbit around Ovok, and panned the camera up just in time to see Sarnus rise over the horizon. The view made me stop everything I was doing and stare for a solid minute. The view was absolutely breathtaking. I think more than anything I was struck by the sense of scale of it all. This game is full of beautiful moments, but for me, this was particularly memorable. Oh, and this was on a clean 1.0.4 install, and everything seemed to work fine. All of the planets tended to wander off their orbits and leave the solar system after a while, but I blame that on HyperEdit shenanigans.
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When I first saw this mod I absolutely loved the concept, but I was a bit disappointed that it re-purposed stock parts instead of having a custom part. I completely understand the reason - modeling a new part is a lot of work. However, I was inspired to take on the challenge myself. It's still very much a WIP (as you can see here) but my plan is for the finished result to use the modules from this mod to allow it to function as an inline Sabatier reactor. It's 1.25m wide and about the same size as a Science Jr., which to me seems like the perfect size to include on a small-to-medium size lander.
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This project began as an attempt to create a custom part to go along with this mod. It's a great idea that I'd like to use in my own game, but I was a bit put off that it re-purposed stock parts rather than using a custom part. However, rather than complain to the mod's creator, I decided to make one myself. Here's my model: As you can see, I only have a placeholder texture so far (just the AO layered over a metallic texture I downloaded). This is where I need help. I don't really have an eye for this type of thing, so everything I've tried adding to it so far has looked... strange. I'm looking for suggestions for how I should texture this model: what the tanks should look like, any decals or warning labels, etc. Just to clarify, I'm not asking how to texture, I think I know my way around GIMP and Blender well enough. What I want to know is how to make it looks like it belongs in KSP. Any advice is appreciated, Aurum6