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Warro

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Everything posted by Warro

  1. @Angel-125 not the thing of utmost importance, but have you thought of any solution for multihull type vessels with asymmetrical hulls? Where inward side is flat/narrower than outward? Like this:
  2. I'm not the all_knowing_guru, so I may be wrong somewhere. I don't know even right syntax of this config. But let's talk about algorithm itself. So you don't have array of elements where lat/lon/alt will be properties of each element(not sure if that is possible in config, but I'm about algorithm itself) but instead 3 separate arrays: lat array, lon array, alt array and then in waypoint you read all three serially to complete definition, right? So I guess you should narrow the problem - find out first what is wrong - the array generating process ends up writing wrong data to array or reading process in the waypoint definition don't like your data in the array. Can you check the data in array itself? Does it look like what you expect?
  3. I'm not programmer myself but want to ask if you are making calculation right in the waipoint defining process? like "Waypoint1(Lat=Lat1,Lon=Lon1,Alt=some_calculations_here)" ? or previously defined Alt as varable for example like Alt1 and THEN define waypoint with this variable?
  4. Maybe you've discovered that all biomes have both situations available: "landed" and "splashed", which doubles most of science reports(try to find "splashed at Kerbin Mountains"-it is possible ). AFAIK the only one science report which has difference based on depth is DMagic bathimetry report https://spacedock.info/mod/128/DMagic Orbital Science
  5. I've thought of one useful tool for scuba operations: not sure if that's possible in KSP
  6. I don't like to cosplay Captain Obvious, but so be it: the fact that this is pier, didn't stop you from riding wheeled vehicle on it, so it probably wouldn't stop any future racers, but that gas station in the middle - will, with explosions, maybe.... So I suggest to move it to the side, for safety reasons P.S. I understand that we are talking about game (of boosters and explosions, yes), not the real life, but that station right in the middle of straight route doesn't look right for me. Look, that pier doesn't even look like racing track or runway, but the station is to the side:
  7. Ahh, explosive stuff right in the middle of T-junction... What can possible go wrong?
  8. Sad news Hope it's false alarm about data and you will be able to recover your files.
  9. That ARS vehicle on the last pic looks like it needs rescue itself, LOL But it reminds me of rescue missions from original @inigma's GAP - there was so much fun, especially to guess, will there be RUD on wreckage when entering phys. range or not :)
  10. I guess that's a bit wrong and dangerous technique - if you set Pe somewhere between 20-30 Km - the craft will not return back to orbit even if it is returning from the Mun, not 500 Km Ap, but it will loose speed pretty high to open chutes in totally safe conditions. With lower Pe the trajectory may become too steep, leaving you with very small safe window to open chutes or even without safe spot at all and you will perform lithobraking at high speed.
  11. Warning -all the text in this post is IMHO. I found stock construction useful when adding science equipment to exploration rover in early game (all parts over 30 parts limit go to start uncounted inside inventories) - flat surface, many little surface attachable thing that go in batch. In this case stock wins from KIS, but when I try to build first career outpost (Pathfinder and buffalo details) KIS way of construction totally overwhelm stock - node selector, ability to move not single parts, but "subassemblies". The disadvantage of KIS is lag after any action (maybe that's only in my game). But stock construction and parts like buffalo chassis parts (6 and more nodes) is a no-go. And for wheels assemblies which in most designs require offsets, and benefits from symmetry, I see no use in EVA-construction at all. I don't know if it's possible in KSP/Unity to make spare wheels attachable to suspension parts and then works like single construction, but only then I think there is niche for EVA-construction - change spare wheels, not the suspension.
  12. @Caerfinon That looks like pretty greedy contract for me. Stock contracts "measure temp/pressure/crew_report" give comparable amount of funds, if not count science, but are much easier than recovery of heave parts from the deeps. I guess the rates should be doubled at least. Or do the real awards under the edge of screen differs a lot from optional?
  13. Did you test your missions with LS mods too? Especially TAC-LS - that thing IIRC tends to drain electricity pretty fast on such constructions, which makes recovery missions a bit tricky.
  14. Sand is ok, no mess with any russian word. About props I wonder if that is possible to define the places for them in the model itself, there was that technique for attachment nodes, instead defining all numbers creator can just specify empty named transform(coordinates) in the model and then just refer it in the cfg, so any recise leaves the nodes in correct positions. Too bad I don't remember syntax nor where was the topic with tutorial.
  15. @ColdJ In the model hierarchy LR is the main rover body, without all the small bits like mirrors, tubes, radiator and such. They are in the LR-Bits object, which is the only one with emissive texture. I haven't seen any signs of animation at all, at least what blender counts as animation. Maybe something was not interpreted right by importer plugin, but it gives no error. I'm not a guru in this modelling stuff, just trial and error for some time+some google-fu About colours - I'm impressed by explorer styled wheels, not sure how authentic they are, but look cool. Camo is ok too, but silver is a no-go for me, but that is me. And please, stop calling khaki(https://en.wikipedia.org/wiki/Khaki) as kaki, that souds like childish name of excrements in russian.
  16. I've got quick and dirty (yes, as usual) fix for non-working lights on KerbinRover. Digging trough model file I've found that it has emissive texture on the LRBits section, that isn't mentioned anywhere in config. So I copypasted module from Squad's cockpit lights: and that works. now we have two light modules, one is actually light beams and second is light glow. Not beautiful, but working.
  17. I'm satisfied enough with what blender can do, and what i can remember HOW to do this in blender. Don't want to discover new interface now, maybe it's brilliant, but still new to me, which is no good You mean no emissive on the roverbody? The light itself is working, although not powerful enough. Will probably need more of that modern xenon/LED projectors
  18. But I guess if you are using hex editor to dig .mu files I assume you have no luck installing importer plugin? I myself had no luck installing latest version of plugin (still with 2.78 blender, not the 2.9x). So I think if there is separate branch for 2.79, there can be incompatibility between newer version and old blender, but version from 2.79 branch works for me. https://github.com/taniwha/io_object_mu/archive/refs/heads/blender2.79.zip Maybe you can give it a try - this version had successfully imported bomb bays (the animation thingy) I've got issues loading before. And it may still be compatible with newer blender/bforartists.
  19. If you decide to make new textures for wheels - you should think about adding LightYear (Kerbal Tire brand) logo to tires
  20. material names were Ctrl+C/Ctrl+V from blender itself, no add/edit except quotes.
  21. No need to spend time on CoM thing "CoMOffset = 0.0, 0.07, 1.0" gave quite realistic base setup of rover, IRL you're not supposed to cosplay Sam Bridges when you pack your stuff - for heavy things people use trailers, not roof racks. Maybe only get rid of pitch/yaw axis on reaction wheels cause nose dive when accelerating looks strange, should be opposite. Not the big issue, can just switch to SAS-only mode and no interruption, but then no instant roll-to-wheels.... The thing is - KerbinRover is too light by design - I tried to play with whhels from KerbinRover on Grounded jeep and vice versa - Grounded behave as heavy loaded vehicle, KerbinRover whith Grounded wheels tries to participate in drag/drift racing Grounded jeep is 2 times heavier.
  22. Yes, that is supposed to be so, I haven't installed mod to KSP, only looked through importet to blender models. In most cases there can't possible be mistake, cause the material is one-and-only, but some models contains more materials, but as I understand the system - the one assigned is in my post. And couple of parts use 2 meshes with different materials, which is mentioned in the post too. Have you tried yet what you want to with them and is my discovery correct?
  23. You mean Nice Mkseries Body mod? If I haven't made mistakes, so that: F-14D - "F14UV 79"; FA-18C - "F18C 21"; J-10C - "J10C"; SU-30 - "SU30SM", "SU30SMGLASS" for some equipment I guess; SU30 Body,tail,airbrake - "SU302";SuperFlanker cockpit - "superflanker"+"superflanker-glass" for FLIR; SuperFlanker body, tail - "superflanker"; SuperFlanker-intake "intake" (who can guess& :)); SuperFlanker body with intake- "body";SUPER-SYLPH(should better be called "abomination") - "New Material"+"New Material 1"; Its canard - "SYLPH Canard";Type-AdvancedFlanker - "AdvancedFlanker 1"; FlankerTail - "TAIL 5"+"TAIL 6"; TypeFlankerIntake - "flankerintake 3";type-20Cockpit - "20cockpit 96"; Type-22Cockpit - "22cockpit"; type22-bombbay - can-not open because of animation(maybe my version of importer is too old or incompartible); Type-35-Cockpit - "35cockpit 6"; EOTS - "EOTS 6"+"EOTS"; Type-57-Cockpit - "57cockpit"; Vipercockpit - "viper"
  24. I look for material name for object, mentioned in FS switch in blender, opened model with .mu converter. UPD. Looks like wheels are a bit underpowered and way too power hungry btw.
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