Jump to content

[1.0.4] Endurance (from Interstellar) [DISCONTINUED]


benjee10

Recommended Posts

Thing is, the odd-shaped protrusion underneath the vehicle (y'all know the one I'm talking about) is perfect for a subsonic air intake or flat-bottom super-hypersonic air scoop.

It would make a sick looking ram intake, but it's not, unfortunately. It's a docking port. The air intakes are a positioned along the seam where the wing meets the top of the fuselage (to the best of my knowledge). Little rectangular slits.

yeah, well, I'm out of ideas here. I tried adding the "scale = 1, 1, 1" in the node, commenting out the scale parameter outside of the node, and leaving rescaleFactor alone, and all I got was what I had in the first place. I'm done trying to figure this out now. I'm just not too sure what the real problem here is. There are countless mods out there that can use mesh or model parameters interchangeably without issue either way, and which use all sorts of scaling values. This ranger body is a real bugger. We'll just leave it in the designer's hands then... and hope for a miracle.

See that "WIP" at the top?

I'm trying to make it work in the meantime for my local copy, but in the end the developers of this mod need to decide if they're going to use an efficient way of handling models and textures or not, and not have a whole third of their project bogging the user's system down with redundant textures when the rest is more optimized. And before you say it, yes I know the endurance itself has a separate texture for each part... I can excuse that because it's such a large and awesome craft, and at least the texture isn't exactly the same for each part.

My hope is that I'm not coming off as the rear end of a donkey here. I'm just speaking up for the voiceless masses that don't have the experience with modifying configs or texture formats for performance reasons.

You are, actually.

Edited by Shryq
Link to comment
Share on other sites

KJR (Whenever I go up to 100k the orbit goes to Kerbin again :()

Whaaa....? I don't follow you at all there. Kerbal Joint Reinforcement solves the wet noodle rocket syndrome. If your altitude-100k rockets, as you say it "goes to Kerbin again" then I'd say you forgot to do a gravity turn and/or circularize your orbits. Either way, that mod is so low on the ram usage, you'd have to load 30 of them on top of each other to even notice the difference.

EVE and Porp I can understand though. Texture Replacer on it's own is nothing, but if you're actually replacing large textures then that's quite the factor too.

- - - Updated - - -

You are, actually.

Well, at least I've got that skill down then. Yup. Totally nailed it.

At least I'm trying to be constructive here, which is totally in context with the WIP status of the mod. If I didn't like what you've done so far, I wouldn't have even tried.

Edited by Gaalidas
Link to comment
Share on other sites

Re the shovel nose control surface, I can't actually see any reference to this in the movie. If you do implement it I'd suggest only giving it a few degrees of pitch - such a large surface moving about rapidly would look silly IMO.

I just rewatched it last night and was thinking the same thing. I can't imagine what else that little cowling over the front would be for though. Not to mention tilting the nose up makes it fit like a glove into that cowling and the underside of the wings. But yeah, big control surface so probably 1-3 degrees. No more.

Well, at least I've got that skill down then. Yup. Totally nailed it.

At least I'm trying to be constructive here, which is totally in context with the WIP status of the mod. If I didn't like what you've done so far, I wouldn't have even tried.

I appreciate the feedback and fault-finding. Let's just turn it down a notch. I've got the model nearly done. Next step is to learn how to texture properly so that I can condense all of the ranger textures into one or two if I can.

I think the plan for the textures now is to do something like what B9 uses, where there is one or two textures in a folder with 5+ .mu and configs.

Edited by Shryq
Link to comment
Share on other sites

yo guys how do i make a collider for a very complex model that has more than 255 polygons?

Are you using the convex option in Unity? That usually simplifies it enough for me. If not, in blender make a copy of every part in your scene, join them all into one mesh, and cut it where apropriate.

gicO3jB.png

This is what I did for the Ranger body. After putting them into Unity and checking the Convex option, it simplified them enough. Plus if you split your part up so that ever piece is largely convex to begin with, you don't get that "tenting" effect, which I had before on the underside of the nose, and around the box at the bottom.

Link to comment
Share on other sites

Are you using the convex option in Unity? That usually simplifies it enough for me. If not, in blender make a copy of every part in your scene, join them all into one mesh, and cut it where apropriate.

http://i.imgur.com/gicO3jB.png

This is what I did for the Ranger body. After putting them into Unity and checking the Convex option, it simplified them enough. Plus if you split your part up so that ever piece is largely convex to begin with, you don't get that "tenting" effect, which I had before on the underside of the nose, and around the box at the bottom.

Ok ill try that

EDIT: Colliders work perfectly now

now what in the world is this? the gray parts doesn't appear in blender, theres no UV or normal errors. In game its just transparent....

JJj8X7e.png

Edited by xxhansonmaxx
Link to comment
Share on other sites

Ok ill try that

EDIT: Colliders work perfectly now

now what in the world is this? the gray parts doesn't appear in blender, theres no UV or normal errors. In game its just transparent....

http://i.imgur.com/JJj8X7e.png

Are the normals facing the wrong way? Looks to me like there is an error in the model somewhere. Maybe try exporting it from blender in a different format and see if it still does that.

Oh, and also, KSP doesn't even recognize colliders unless they are convex. So no concave colliders will work, and it will act as if it doesn't have one.

Edited by Shryq
Link to comment
Share on other sites

Who's going to see the Interstellar imax encore tomorrow :cool:

No! Because I have to work tomorrow and the only showing near me is at 3pm D:

I really like the work you put on it, thank you for your dedication:kiss:

if i could ask something: could we be able to enlight the cockpit in a future update?

Do you mean more internal lights or turning on the lights from the outside and lighting up the windows?

Link to comment
Share on other sites

Do you mean more internal lights or turning on the lights from the outside and lighting up the windows?

a toggle for a cockpit light would be awesome, as we see in several other RPM cockpits. External window lights are only really awesome when they actually light up the surfaces nearby. Hey, idea... the endurance itself could use some illumination, and I mean surface spotlights, beacons... ooohh... I gotta load up KSP now and do some experimenting! There goes my homework session. Oh well.

Link to comment
Share on other sites

Ok guys!

I present to you... The Lazarus Exploration Landing Unit!

https://www.dropbox.com/sh/i19syh4k8bps54j/AAB3vrck_LCyC9BflFRiaGYHa?dl=0

It has onboard RCS thrusters, fuel for deorbiting, soft landing and plenty of room to attach science equipments.

Javascript is disabled. View full album

I also made stock lifters for the Ranger and the Lander. I also included 2 versions of the Endurance.

https://www.dropbox.com/sh/04g9qptfoq04m6i/AAAug0F9M0OIBRpkPkcYwHOla?dl=0

Javascript is disabled. View full album

This isn't the final build for the Lazarus Pod, I'm still working and fixing on some of the features.

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...