Jump to content

[WIP] Universal Storage


Recommended Posts

The curvature is splendid. I would use it for every m3 of extra volume i could have inside, preferably to water, but not only.

Not change a bit in your design, is perfecto!

The only thing i can't wait, is to use it with my TAC LS game.

:)

Link to comment
Share on other sites

The curvature of that model makes it look like it's made of some thick fabric.

Everything else looks great, thought I'm a little worried about the size of those textures.

It looks more convincing when you tumble around it - when i get the specular shining in different intensities and areas (like galvanised aluminium) it'll get a lot better, its a tricky thing to paint :)

Those textures shown are at my original source resolution, but they reduce down to smaller maps pretty well. I find its just easier to work larger and scale down when you're done. 2048, 1024, 512.

Link to comment
Share on other sites

How is that TAC life support pack coming? Really looking forward to it. Great work!

Just one more part and i'll be passing the pack onto Paul for the .cfg work and distribution. I'm starting to model it now :)

Link to comment
Share on other sites

It looks more convincing when you tumble around it - when i get the specular shining in different intensities and areas (like galvanised aluminium) it'll get a lot better, its a tricky thing to paint :)

Those textures shown are at my original source resolution, but they reduce down to smaller maps pretty well. I find its just easier to work larger and scale down when you're done. 2048, 1024, 512.

That look for the Galvanised Aluminium have normal map too. It helps to reflect light in different directions for the "polished clusters", like the "galvanised" parts does.

That plus the specular map make it real.

;)

Link to comment
Share on other sites

Not to pick nits, but.. (Now watch while I pick nits)

Galvanized aluminum? :huh: I'm not even sure that's possible. Steel, No problem. I can't find any mention of galvanizing aluminum anywhere. It has a pretty tough oxide layer anyways, and I'm not sure zinc would stick to that or provide any benefit if it did.

But whatever it is, It looks great. And my materials-ID skills here are already well established. Not very good, But well established. Please carry on with the cool mod.

Link to comment
Share on other sites

Not to pick nits, but.. (Now watch while I pick nits)

Galvanized aluminum? :huh: I'm not even sure that's possible. Steel, No problem. I can't find any mention of galvanizing aluminum anywhere. It has a pretty tough oxide layer anyways, and I'm not sure zinc would stick to that or provide any benefit if it did.

But whatever it is, It looks great. And my materials-ID skills here are already well established. Not very good, But well established. Please carry on with the cool mod.

Anodised aluminium perhaps

Tried adding the speckling to the specular map, and it looked rubbish whatever material it was. Generic shiny lightweight metal ahoy

rxqgyd6.jpg

The greywater tank looks a bit bland now, but touching that up can wait :)

Edited by Daishi
Link to comment
Share on other sites

Tried adding the speckling to the specular map, and it looked rubbish whatever material it was. Generic shiny lightweight metal ahoy

http://i.imgur.com/rxqgyd6.jpg

The greywater tank looks a bit bland now, but touching that up can wait :)

Looks great! Wow, I really hope that the doors aren't touching, or we might not get them open anymore.

Link to comment
Share on other sites

Looks great! Wow, I really hope that the doors aren't touching, or we might not get them open anymore.

That's the first time I've heard of that, very bizarre. Kudos, I learned something today! You can simulate spontaneous wedge welding if you really want, by deleting the KAS folder halfway through a mission :P

Link to comment
Share on other sites

Just one more part and i'll be passing the pack onto Paul for the .cfg work and distribution. I'm starting to model it now :)

Most of the config work is already completed. I've just got to measure the containers to get the capacity right and run some tests.

So there shouldn't be too long a delay after I get the parts to test.

Link to comment
Share on other sites

Hitting some brick walls, but i have it in a state i'm slightly happy with. In any case i can always come back to it later and retweak the mesh once I can step back and work on the entire pack as a whole in 0.9. Onto unwrapping and texturing.

a1OnUVC.jpg

Link to comment
Share on other sites

WOW. Today, today, today!

Maybe!?

Ok, no pressure!

:D

I'm really looking forward to this update. Great job so far guys.

Thanks guys - this is probably more indicative of its appearance. Tricount is so high because there are a ton of assets off camera. Textures are just things from other models stretched over default UVs.

XYLTQSF.png

Link to comment
Share on other sites

Ohh, The TAC wedges are going be some serious eyecandy. Also, was wondering if there's any possibility of having high power draw wedges shut down when they don't have enough electric input to run themselves? I've been doing a fuel cell/elektron-as battery trial run for a Remotetech relay station parked on the Kerbin-facing side of Mun. It works great until I do something stupid and let the elektron run the batteries dead. The four fold-out panels provide enough power to get the water split again during the day if I run it intermittently but if power ever hits zero there's no way to switch off the elektron. The whole thing's bricked with plenty of light on the panels but zero power. Sizing the panels to handle peak loads would work but doesn't make much sense for any of the reprocessor wedges that are only used occasionaly if the craft has batteries anyways. That said, Those two wedges make for a pretty amazing battery setup. Definitely something I plan to use in all sorts of places.

Link to comment
Share on other sites

Ohh, The TAC wedges are going be some serious eyecandy. Also, was wondering if there's any possibility of having high power draw wedges shut down when they don't have enough electric input to run themselves? I've been doing a fuel cell/elektron-as battery trial run for a Remotetech relay station parked on the Kerbin-facing side of Mun. It works great until I do something stupid and let the elektron run the batteries dead. The four fold-out panels provide enough power to get the water split again during the day if I run it intermittently but if power ever hits zero there's no way to switch off the elektron. The whole thing's bricked with plenty of light on the panels but zero power. Sizing the panels to handle peak loads would work but doesn't make much sense for any of the reprocessor wedges that are only used occasionaly if the craft has batteries anyways. That said, Those two wedges make for a pretty amazing battery setup. Definitely something I plan to use in all sorts of places.

Yep I can change the elektron so it turns off when the power runs out.

Look for

deactivateIfEmpty = false

in the Elektron part.cfg and change it to true.

I'm going to include that as standard in the next version because it makes sense, but you can do it now to jump the gun.

Link to comment
Share on other sites

Well, Something weird is going on. If i fold up the panels and run it dead with the antenna power draw everything starts right back up when a panel is deployed by a kerbal EVA. No change in the behavior of the elektron. Weird part is pulling that wedge out ought to fix it and it doesn't. May just be a case of two mods not playing well together. I'll try poking at this a bit and see if I can figure it out. Maybe Remotetech isn't letting the elektron switch off/doesn't update power draw if there's no connection? I'll try poking at this some more and see if I can get anywhere. It's not exactly a game-breaking problem anyways.

Link to comment
Share on other sites

Yep I can change the elektron so it turns off when the power runs out.

Look for

deactivateIfEmpty = false

in the Elektron part.cfg and change it to true.

I'm going to include that as standard in the next version because it makes sense, but you can do it now to jump the gun.

That would be a smart change :D

Link to comment
Share on other sites

Well, Something weird is going on. If i fold up the panels and run it dead with the antenna power draw everything starts right back up when a panel is deployed by a kerbal EVA. No change in the behavior of the elektron. Weird part is pulling that wedge out ought to fix it and it doesn't. May just be a case of two mods not playing well together. I'll try poking at this a bit and see if I can figure it out. Maybe Remotetech isn't letting the elektron switch off/doesn't update power draw if there's no connection? I'll try poking at this some more and see if I can get anywhere. It's not exactly a game-breaking problem anyways.

For sure Remote Tech do that. It lock on all thing when there is no connection. The electric part is easy, just turn off. Even without energy, because that is sucked all by the system you build, but if you have a unique Radioisotope Thermoelectric Generator will let you switch the power.

Remote tech won't. Need to have or a Kerbal to do manual, or an antenna connection working.

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...