Thanks very much biodude. I was just leaving everything at default.
[QUOTE=CardBoardBox;34550104]i don;t udnerstand ISS outer texture is really simple patteren.; it is sort of nice. why not use it?
or atleast model the texture then burn it into it.[/QUOTE]
I will give it real textures at some point. I'm just quite bad at texturing.
No problem. Feel free to add me on Steam if you've got questions or want help or whatever. I've got a basic grasp of Blender.
remodelled the rear. Rough draft modelled those white things that are always on the tapered parts. They will probably end up being RCS fuel tanks. Also added some pieces to the kvant2 Class 1 meter body section.
[IMG]http://dl.dropbox.com/u/1417259/kerbal/temps/dasda.png[/IMG]
Much better now:
[t]http://dl.dropbox.com/u/13781308/KSP/screenshot18.png[/t]
Now to do the rest.
I'm having a problem with the parts I'm making. I have the body of the shuttle, and the fuel tank below it. The faces are flat and are shaped exactly the same, but when I try to edit the config file so that the two are flush together, the part turns red and won't attach. When I move the stacking node even slightly there's a very visible gap. This didn't happen with the capsule/body connection. What should I do?
Oh wait, fixed it.
The collision meshes might be colliding slightly.
Okay, so I solved the collision problem, but now the modeling software hates me. Or specifically, it hates my engine, which is odd, because it's probably the simplest of the things I've tried to model tonight. Sketchup exports it as several different meshes, and Blender combines them into one object, but KSP wont work with any object that's comprised of multiple meshes.
Anyway, I'm pretty pissed off now. I have no idea what to do about that, and I'm not going to hand this over to someone else to fix. So I'll work on it tomorrow or maybe later and figure it out whenever.
[QUOTE=Sega Saturn;34551817]Okay, so I solved the collision problem, but now the modeling software hates me. Or specifically, it hates my engine, which is odd, because it's probably the simplest of the things I've tried to model tonight. Sketchup exports it as several different meshes, and Blender combines them into one object, but KSP wont work with any object that's comprised of multiple meshes.
Anyway, I'm pretty pissed off now. I have no idea what to do about that, and I'm not going to hand this over to someone else to fix. So I'll work on it tomorrow or maybe later and figure it out whenever.[/QUOTE]
lol oh :/ you could do it in Gmax. but yeah I told you sketchup exports like shit. it seriously takes a nice model and eats it and then diahrrea shits it all over the floor.
you should get to steam more.
Nova seems to have smartened up.
Also, the 'Hope' Shuttle is released. Works and flies better than the AUSPLANE, but doesn't look as cool. (Textures are pretty... minimum).
[img]http://i.imgur.com/lQsrf.png[/img]
A link to the thread/download would be nice.
[editline]5th February 2012[/editline]
oh I found it
[url]http://kerbalspaceprogram.com/forum/index.php?topic=4437.0[/url]
Added custom sounds~~~~~~
I want to give everything on this spacecraft a custom sound.
[media]http://vimeo.com/36223260[/media]
[editline]djoddjf[/editline]
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~
You could also ask Nova for some sounds, he's got a couple.
And are those parachute effects from the MSL simulation?
[editline]5th February 2012[/editline]
[quote=MC3craze][quote=NovaSilisko]
Eventually, I want to make tiny SRBs and an ET for the Vanguard...
[/quote]
Is it going to use the main engines of the Vanguard? Because if it does, you should add orbital maneuvering thrusters for deorbiting. Or just give it a little bit of internal fuel.
Oh and are you [i]sure[/i] you're not going to put in a payload bay? You know, with the doors being decouplers? I know on reentry it'd be a little silly looking, but this is KSP. :P (If you do add a payload bay, size the Vanguard up to fit a small Probodobodyne satellite.)[/quote]
protoprobodobodyne
[QUOTE=cpt.armadillo;34557174]protoprobodobodyne[/QUOTE]
Inb4 "Protoprobodoboprotoproductionprobodyne Pro (Proper)"
[QUOTE=cpt.armadillo;34557174]protoprobodobodyne[/QUOTE]
It was a reference to a joke somewhere in the very beginning of persistence development. after Harv said something about using a system where proto gets added into a part's name,someone jokingly said protoprobodobodyneexperimentrack
[QUOTE=MC3craze;34556779]You could also ask Nova for some sounds, he's got a couple.
And are those parachute effects from the MSL simulation?
[editline]5th February 2012[/editline][/QUOTE]
I'm sorted for sounds.
Yes, yes they are. Well remembered.
[IMG]http://puu.sh/fNhW[/IMG]
And stop fucking rating me informative damnit.
[QUOTE=MC3craze;34544156]No AA, hnnnngggg
[/QUOTE]
late reply w/e I had to stay at work overnight unexpectedly but I have AA on it's just KSP doesn't seem to even display it
I had to start over on the MKK from scratch because I apparently need to model it so that the wings are aligned to the X axis of the body. Now I'm getting really frustrated. I created some new models, and started by importing the body and the right wing into KSP. This worked perfectly.
Then I had an idea, and imported the finished body back into Blender, and I realized that I hadn't positioned it correctly before exporting. I repositioned it, and exported, and the file no longer loaded into KSP. I figured, "whelp, I messed it up" so I went and created a new file, importing the same .dae from sketchup, going through the same exact steps as the first one (there aren't many) and exported it again, this time positioned correctly.
The file still won't load in KSP. What the fuck is going on?
q
[QUOTE=MC3craze;34557279][IMG]http://puu.sh/fNhW[/IMG]
And stop fucking rating me informative damnit.[/QUOTE]
Hmm... so, I get the rating I say I DON'T want, huh?
Don't rate me funny!
EDIT:
Yeah that didn't go to plan. :tinfoil:
[QUOTE=Tommyx50;34559886]Hmm... so, I get the rating I say I DON'T want, huh?
Don't rate me funny![/QUOTE]
Okay.
[IMG]http://puu.sh/fOIG[/IMG]
I love this "plane"
[img]http://cloud.steampowered.com/ugc/470860855022581259/9A09E227275832AFF2BA100B2157E2E9073FAC90/[/img]
It flies so easy and can land vertically.
I'd like to see you try that one once airfoils are properly simulated.
Fixed it. For some reason the collision mesh was broken so I had to redo it. Once that was through I imported the left wing, got the connections working properly and now it flies like a proper space plane. Now I'm going to need to import the other parts.
[QUOTE=MC3craze;34560025]I'd like to see you try that one once airfoils are properly simulated.[/QUOTE]
For now this plane works, so I'm happy
here's it landed
[img]http://cloud.steampowered.com/ugc/470860855025941426/40DC7AA3D0311AD7A79BB13CA4946F54084C9919/[/img]
and here is the escape module
[img]http://cloud.steampowered.com/ugc/470860855025940088/E33A37761E17D01B5CC98AE51C4D5D728C0902BC/[/img]
[QUOTE=scratch (nl);34559997]I love this "plane"
[img]http://cloud.steampowered.com/ugc/470860855022581259/9A09E227275832AFF2BA100B2157E2E9073FAC90/[/img]
It flies so easy and can land vertically.[/QUOTE]
[url]http://en.wikipedia.org/wiki/Heinkel_Lerche[/url]
?
Wasn't there another version (maybe american) with jet engines? It looks much more like that.
[url=http://en.wikipedia.org/wiki/Focke-Wulf_Triebfl%C3%BCgel]German, actually.[/url]
Everyone knows Germans make great stuff. :v:
[editline]5th February 2012[/editline]
[url=http://kerbalspace.tumblr.com/post/17096770707/the-story-of-ksp-ksp-0-3]The Story of KSP 0.3[/url]
[quote]The Story of KSP continues now on version 0.3:
As I mentioned before, after the last update, we were seriously feeling the need to see what was going on with the ship while it was flying, so that was the main goal we set for ourselves on the 0.3 update.
[img]http://media.tumblr.com/tumblr_lyxhdeEB031qk0cbw.png[/img]
This update then not only added a new UI to the game, but it also added a few sounds (which these screenshots can’t convey very well), some improvements to the spacecraft construction part (we can’t really call it the VAB at this point), and that big screen on the background you see there. It would display short messages while you were building, and also show you a countdown when it was time to launch (nothing kept you from ignoring it completely though).
The screen was pretty buggy, but back then everything we did was done with the very liberating, but also quite lazy assumption that it was ‘placeholder’ and didn’t need to work properly just then. That meant everything was left pretty much half-done. Eventually, the screen was removed when code overhauls made it completely incompatible with the current version, and we had grown tired of its little jokes.
[img]http://media.tumblr.com/tumblr_lyxhigGZVC1qk0cbw.png[/img]
But at this point, we were starting to see the very beginnings of something that would eventually be a game taking shape. It was already possible to put a ship into orbit, and the new game UI was being pretty helpful, even though it was mostly incomplete. The fuel and temperature gauges were ‘generic’, and only displayed an average of the temperature and fuel levels, so you didn’t know what was running out of fuel, or what was about to explode. The RCS gauge there was left unused, and the three screens at the top were reserved for the so-far uninvented Kerbals.
Another thing that was removed on this version was the placeholder moon we had added on 0.2. At this point, we started wanting to get the game in a more presentable state, so we started doing away with the ugliest hacks, and even added an instructions screen that popped up when launching:
[img]http://media.tumblr.com/tumblr_lyxhremiaD1qk0cbw.png[/img]
The controls were quite simple back then. Not many things to keep in mind, and the game was still 2D, so you could only lose control to the left or to the right.
But our main concern after all this, was that the Kerbal planet (it didn’t have a name back then) was still just a big sphere, and even though the terrain around the launchpad was looking better, it was very much a fake, and it ended a short flight’s distance away.
[img]http://media.tumblr.com/tumblr_lyxhhxCHGC1qk0cbw.png[/img]
It was time then, to start thinking about how to properly create a planet-sized planet. And that’s what we set out to do on the next update.
Cheers[/quote]
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