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Tosh

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Posts posted by Tosh

  1. Ah, huh, who's there? :0.0:

    Well, I do read my mail... but not too often :sticktongue:

    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.

  2. Hi 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.
    Hi Sava! welcome to the forum :)

    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 :(.

  3. 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.

  4. 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.

    attachment.php?attachmentid=32218

    ...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...

    attachment.php?attachmentid=32219

    ...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

  5. 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))

  6. 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.. :(
    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".

    Try to change "texture type" to "texture" in Unity Editor import settings; you'll get similar result :wink:

    So... fiddling with texture itself won't help ;.;

  7. 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
    }

    Download 4 Kb from Google

    [table][tr][td]64px-Cc-by_new.svg.png[/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]

  8. Basically, this plugin is a more selective, more thorough version of hitting [CAPSLOCK], which decreases all control by 90%.
    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 again :(

    So... I just can't use <Caps Lock> when flying planes.

  9. I mean, "Restrict this symmetry to [P|R|Y] only"
    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).
    Hmm... I think this should have an entrance into KSP-vanilla. We do have ALT+WASD (German Keyboardscheme), but this would be much quicker.
    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.

    And -- no, this not likely gonna be included into the game. Someone already suggested limiting controls range, but devs were not interested.

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