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Posts posted by Tosh
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Ah, huh, who's there?
Well, I do read my mail... but not too often
Thanks guys for taking care of my projects! There's a reason for me to get back a bit later to see what do they grow into
And I confirm: all my models (except for Gemini) are also under BY-SA license; anyone's free to distribute or modify them. And as for Gemini (which is basically BY-ND) -- Tiberion has my explicit permission to modify it and/or create derivative works.
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Project abandoned.
Sorry, author's no longer there .
Special permission to develop and distribute this addon is granted to Tiberion.
Topic closed.
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Those struts don't have collision mesh, so they don't interfere with parts attached at the bottom.These work well on the new pontoons. One issue is they get in the way of Kerbals and rovers trying to exit from underneath the craft having been decoupled/disembarked. -
No. Part's model must be changed too.If we add this code to another mod we've downloaded, will it work? -
No. It just moves the wheels from one position to another, changing objects' coordinates in plugin's code.Doesn't the Mun rover use animations for its wheel deployment? -
Hi Sava! welcome to the forumHi I'm new on the forums and I have a cool concept of a wheel bay that would be a part of the rocket. It would be better than landing gear because you can steer it. I finished the model and the animations but I have no idea on how to implement it using unity.Cool model; it would be nice to see it in KSP .
Sadly I've no idea on how to work with animations, so my plugin doesn't support such a closing bay. So I can't help you .
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Soyuz debris ain't of much problem, as far as I know... Kerosene/LOX are not very dangerous substances. Proton debris with its extremely toxic UDMH/NTO pair is way worse
And -- no, nothing is recovered. First stages are not even equipped with parachutes.
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Huh; good challenge indeed.
As I don't currently have an orbiting nuke, I decided to bring home an old synchronous commsat hovering right above the KSC. Work's currently in progress (and will take a while)... but I can already share a couple of ideas:
Good thing is that turbojets have right enough time to get some air and stop the fall. No matter the craft passed 70 Km mark going at 3000 m/s straight down.
...and bad thing is that kerosenes are as inert as hell. Pilot must think at least 5 seconds ahead when adjusting their thrust.
The tank in the middle is not attached to anything (I dropped it there before launching the test vehicle). Payload's held in place firmly...
...given that the vehicle don't spin.. And good luck to whomever will try to get these ideas working.
Now good luck to me building a carrier that can get this vessel synchronous
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Yep. I've strong wish to update this mod -- but currently no time for doing that. It's Laser addon that's next on my to-do list, not this one .
Probably after 0.17 release, with (hopefully) docking and (hopefully) cockpit views, I'll get a bit of motivation))
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Talking abount engineering games, I'd add Bridge Construction Set (aka Pontifex II) -- see http://www.chroniclogic.com/
Not exactly a "sandbox': you get a task of building a bridge withstanding a specific load, with limited budget. Suspension bridges and drawbridges included. Some of missions are pretty difficult...
It's paid, but it's worth it.
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As far as I understand, KSP just cannot tell the texture is to be used as "normal map" if it's not converted, and interprets it as a "simple texture".Leaving textures unconverted is pretty essential for editable skins so I hope there is a fix. I tried inverting colors channels and adding alpha channel to the normal map but no luck..Try to change "texture type" to "texture" in Unity Editor import settings; you'll get similar result
So... fiddling with texture itself won't help
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I'm too not quite happy with conversion PartTools applies .
But, it seems that in order to leave textures unconverted, one should re-write PartTools a bit (as the sources are included)... I just did not succeed in doing that (and, uh, I wonder does EULA allow it? ).
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ROFL))
First movie is hardcore indeed. And the second one just WINS TEH KSP!
Seriously, is seems that this guy was born orbiting Kerbin. How else could he fly without control and instrumentation?
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Cart.dll v1.34 is released. Verified to be compatible with RemoteTech v0.34.
Awww, driving with 4 seconds delay is hard
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Topic's still drowning to oblivion?
Meh. Bump
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Dunno. I gotta see your model to answer that :/EDIT: yes, got it "working" again, only problem that still haunts me is that The crafts cannot be rotated. Did this ever happened to you? -
Yes, you may bundle this plugin DLL into your package (along with its sources, of course), as well as include the code into your assembly. Just reference an author
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Are wheel anchors well above node_collider's lowest plane?EDIT: never mind, Appeared to be some rotation problem, fixed and now they only launch 1 mile high when starting flight..If they're not, then wheels are spawned being partially in the ground, causing the craft to jump.
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Dang. Some of these sites just don't show their evil faces when accessed from Russia. As I click the link I see an image of a pod only, no adult content at all...
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Assigns any shader (see Unity documentation) to any part of your model. Allows to make an object semi-transparent, or apply Cutout/Bumped Specular shader, or whatever you like.
Usage:
MODULE
{
name = shaderReplacer
obj = <fully-qualified object name (or an empty string for root object)>
shader = <fully-qualified shader name (see Unity documentation)>
}For example,
MODULE
{
name = shaderReplacer
obj = Body/Arm/Finger
shader = Transparent/Cutout/Bumped Specular
}[table][tr][td][/td][td]CC-BY license:
Do whatever you wish with the code (view, distribute, modify in any possible way...),
as long as its original author is referenced.[/td][/tr][/table]
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AFAIK, yes.Your mod is probably only way to create transparent surfaces at the moment right? I defined my canopy models as cart to get around that transparency issue.Probably I'll make a simple module allowing to change a shader for any model... it's just one line of code
UPD. [thread=18063]Done.[/thread]
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Oh no, not this again no knocking Minmus anywhere
Eh wait... it's just a fuel/engine delivery challenge, yep? Well, okay then
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I personally hate that so-called "precision" (correct: "delayed") control mode. It does nothing but supplies a plane with extremely bad PIO ("pilot-induced oscillation"). Player presses <S> button; pitch does not change, just a slider moves. Player releases the button; plane instantly pitches up and (surprise!) overshoots. Player then presses <W> -- and overshoots once againBasically, this plugin is a more selective, more thorough version of hitting [CAPSLOCK], which decreases all control by 90%.So... I just can't use <Caps Lock> when flying planes.
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Ah, no again . I just do not process input axes here, only the surface deflection (i.e. don't give a dang for what does this surface control).I mean, "Restrict this symmetry to [P|R|Y] only"
This ain't trimmers . Trimmers (<Alt+WASDQE>) offset controls neutral position, while this addon decreases range (BTW affecting trimmers too). Generally, I use rangeAdjust in addition to trimmers when I need precise control.Hmm... I think this should have an entrance into KSP-vanilla. We do have ALT+WASD (German Keyboardscheme), but this would be much quicker.And -- no, this not likely gonna be included into the game. Someone already suggested limiting controls range, but devs were not interested.
Episode 14: Not Worth The Wait | It's Hardly Rocket Science | Kerbal Comics
in KSP Fan Works
Posted