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S3416130

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Everything posted by S3416130

  1. I am very sorry for my absence from this thread. I've had quite a few real life issues lately, it's a long story. However, this project is not dead. Previously, the capsule nose had been modeled as a docking port of sorts, even though it would never be one. This made the capsule unnecessarily tall once a docking port was added in KSP. Now, I'm investigating an alternate nose which is much more integrated (for lack of a better word) with the capsule. Once a custom docking port, which I still plan on making, is added, the combined ship will be much more like the original. Stock docking ports can also be used. What do you think? Criticisms and suggestions are highly welcome. Changing the nose also meant I could fix a few issues with the previous model and now the front windows are slightly larger, allowing more visibility. If the windows are too large, I can easily make them smaller. The previous model made window modifications much harder. Interesting, I guess I've never really seen my project as in production, but always as a work in progress design. I can never visualise an end product, but rather a general shape, and it tends to develop from there. This also means I could potentially never be completely happy with a design, always changing it and missing deadlines for its completion, since I don't have a final design I'm aiming for. Apologies again for the delays and absences, I will try my hardest to release this soon.
  2. The original plan was to make my own unique props but the ALCOR ones are really good. It will be difficult to come close to them in terms of quality. Failing that, I'll look into including them if the ALCOR license permits.
  3. I haven't posted an update in a while, since I haven't been able to do a lot of work on this project lately. Here's what it looks like so far. RPM integration is beginning to take shape (click on the numbers for annotations). I scrapped a lot of my old IVA work, but I think it looks better now than before. edit. You can also change the viewer mode to 1st person and use WASD to move around the internal.
  4. Looking back, I can't help but think "what the hell was I thinking?". It's an interesting progression though. Sorry, no download yet. I'm still in the process of making an IVA, and I still need to figure out the best way of giving people access to the parts when I release them. I'm thinking Google Drive maybe.
  5. I've still got a few more weeks left of this semester to go. Apologies for not being able to finish that texture Deathsoul097, like I promised.
  6. Here's a quick mock-up I've made in my spare time. Most of the textures are shared between parts for now. Also, I'm scrapping the current shroud and LES for a much better design. More on that later.
  7. Apologies for the delay, real life is keeping me busy. Specifically, University requires most of my attention for the next couple of months or so, though I still browse the forums every so often. Here's where I left off a couple of months ago, but I'm not sure I like it, nor do I know how to fix it. Suggestions are appreciated, but I probably won't have time to act on them for a while.
  8. Okay, the solar panels (minus texture) will now deploy, retract and track the sun, though they do seem very flimsy. I also just realised a crucial error that affects several part models that I've made so far.
  9. Sorry, there's no alpha for the time being, but maybe in the next week or so. As for the monitors, for now they're solely aesthetic, but it would be a very interesting direction to go with the RasterPropMonitor plugin. However, there are no plans for that at the moment.
  10. Sorry, I can get carried away with modelling sometimes.
  11. Especially considering eight of those pipes are jettisoned along with the fairings and won't even be seen very often. It would be no great loss if I removed them. I just checked, all pipes have 24 sides each (the default setting).
  12. So I've mostly modelled another part, this one a first stage engine. Sadly, this new engine has a mesh triscount of over 20,000, though I know of a few areas where large savings can be made. Also, the physics mesh will be significantly simpler.
  13. My experience with FAR in KSP is minimal so far, so I'll have to test the capsule and escape system for a more stable design. Thanks for the suggestion, I never would have noticed this was a problem otherwise.
  14. I'll see what I can do. The capsule still needs a few tweaks before even a partial release, but I can always update it further in subsequent releases.
  15. Okay, random progress update (am I doing these too regularly?). The Service Module will probably use the Jettison Module for those fairings, which won't be distinct parts of their own. Thanks Greys for the suggestion. As for an ETA (if people are still interested), at the very least maybe a week or two, though I can't guarantee that. Creating textures from nothing in Photoshop has proven the longest task so far. Yes, the solar panels are maybe a little flimsy, this will be probably be tweaked later on. As for RasterPropMonitors, maybe. That's for fairly far in the future though, and I'll need to message the mod owner regarding this before I make any plans. Also, thanks for all the feedback so far.
  16. This is the extremely early collection of parts that show what the project might look like in the future. These are very rough models open to many changes. The engine nozzle was modelled in about 2 minutes, since I only wanted to give a rough idea of what it might end up look like. I fully intend to give it and everything else much more detail.
  17. I'm not really sure. I expect that I'll be making dozens of tweaks to the texture as this project progresses. This is part of the problem with the internal as well. I never have a expansive plan in mind, but rather I make each panel individually in Photoshop, and see how it looks in KSP. If I'm not happy with how it looks, I modify it or scrap it and start again.
  18. Okay, so I took a break from this for a few days, and this is where the project stands since my last update post. I've been working mostly on the internal, which is still far from finished, in terms of both texturing and modelling. I'm still not sure about how it looks so far. I also cleaned up the main model textures quite a bit.
  19. Did you tick both convex and is trigger in unity for the hatch and ladder mesh colliders?
  20. Are you getting a hatch obstructed message, or can't you click on the hatch at all? Funnily enough, in my updated capsule I managed to break hatch functionality, causing the all too common hatch obstruction message. I think there were some conditions missing from my instructions that my first version of capsule accidentally followed. I'll do some investigating.
  21. There's two versions, the free standard one and a paid pro version. For this, you only need the free version, SketchUp Make.
  22. Hmm, okay new plan. Don't laugh, but what I would suggest at this point is to export the model from Blender to SketchUp as a dae file and texture it there. SketchUp has a perfectly adequate texturing system (that isn't UV wrapping) that so many people don't know about, it took a lot of research in the SketchUp Help Centre to find out about it. All my models are textured in SketchUp, so I know it works and I can give you a tutorial.
  23. I've been working on something fairly big for this for the past few days. Its probably going to take a little longer before I can showcase it.
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