sirkut
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Posts posted by sirkut
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We got bendy antennas and now THIS? Best time to get back into the game!
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1 hour ago, Dragon01 said:
Because they were military projects. The green color on the hull (seen on some station sections, for example) was actually OD Green straight off lend-lease US Army jeeps. Thermal blankets were lighter in color, which gave them a particularly obnoxious shade.
If by "actual source" you mean "Soviet-era technical documentation", then that's hard to come by in digital form. Most people who want an accurate color work with pictures, like so:
https://vostoksupersite.weebly.com/true-vostok.html
http://www.ninfinger.org/models/rms_tips/colors.htmlWell, if I ever find modeling software that doesn't make even simple tasks (such as making a horizontal circular hole in a vertical cylinder) arduous, I'll consider it. From my experiences so far, none of them have much in terms of such features. What takes me 10 seconds in CAD will take 10 minutes of groveling over vertices in Blender, and that's after figuring out the obtuse UI (skip the last part for Wings, replace with wrangling an unusable UV mapper later on). No thanks.
I'd ask why can't you just make a version of the engine that has all the nozzles replaced with mounting holes, but I figure that's probably one of the "jump through flaming hoops while singing Chinese anthem backwards" tasks for an "artistic" modeling program.
Your simple yet somehow difficult task in blender is mad easy. I stepped away from coding mods to work on my modeling/texture skills using Blender. If I can do it, I know you can.
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24 minutes ago, Dragon01 said:
It's a fact not an opinion, one supported by the few color photos from the era which survived in a relatively good condition (Soviet film of the time wasn't very good in first place, and it didn't age well, either).
In the second pic, look at the very bottom of the rocket, next to the square launchpad elements you can see a bit of the kerosene tank. It shows the familiar gray color, darker than the gantry arms and service masts next to them. Also note the whole photo has a beige tint, this is the case with most photos showing a beige R7.
Note that ICBM versions were apparently painted white, at least early on.
http://www.russianspaceweb.com/r7.html
On some R7 rockets, structural elements (intertanks and so on) were also painted white, I don't know if the reason was aesthetics or trying to mask the intertank's position. At any rate, the only green part was the fairing nosecone on some Voskhod and Molniya launches.BTW, can you use CAD drawings or at least STLs for pull requests? I can't use the likes of Blender (missing too many basic features I need), but if you can use a mesh made in a real modeling program, I can see what I can do.
A real modelling program? Bruh...
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4 hours ago, MOARdV said:
There's a pretty good reference on the N-1 called "N-1: For the Moon and Mars", although it looks like it may be out of print (glad I got it when I did).
It's got quite a few scale color illustrations of the four flown variants from multiple angles that show lots of greebles.
They are working on a second edition actually.
http://nick-stevens.com/2020/05/27/n-1-for-the-moon-mars-a-second-edition/#more-1994 -
I take a break and I come back to see this. Epic!
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Unfortunately those shaders don't work and I got swamped on assisting LGG to get it going. It has to do with how it renders shaders. I can get it a blueprint shader to work within unity, I just need to tackle the code. Here's a result in unity:
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20 hours ago, Dragon01 said:
Think for a moment just how ridiculous would that look, even if KSP could handle this case properly. Go ahead and model it, if you don't believe me. This will result in a window always being transparent from the inside, except at some angles, where you'll see the mesh instead. No. This application of mesh switch makes it impossible to make an IVA for those parts, unless a custom plugin is written to handle that specific case. If you want to write that, go right ahead.
In fact, you don't even need to make a new IVA. The new Mk2 Lander Can has this same problem. Just load it up and see how dumb it looks to have a window looking out onto a wall. It doesn't have clipping plane issues because the hull covering it is thick, but it's an annoying flaw is an otherwise decent design. In any case, mesh switching on windows is a mistake.
That's where prop switching comes into play. Don't want a window? Have a prop cover it up. Or a plane mesh that just covers the window.
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19 minutes ago, Dragon01 said:
I'm lukewarm about this. I don't mind windows, plus if it's set up like that, it can't get an IVA even if someone was interested in making them. I really don't think it's such a good idea.
I did take a look at the MOL parts, but without IVAs they just feel... empty. So to speak. The telescope, at least, has a cool mirror assembly, but for station modules like these, a detailed interior makes them stand out. I could even help you add those details if you made a base mesh of some sort.
This is your chance to fire up blender and get some IVA action going.
Honestly with those MOL windows I don't think it's a big deal missing an IVA experience. I was thinking about these windows and how honestly there really isn't anything worth having an IVA for these _BUT_ if there was a plugin that existed where you could right click and pick "view from window" it will just load up dockingcam kurs plugin and just open up a window from that view would be enough in my book.
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Please keep the red as an option. I'm in love
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2 minutes ago, linuxgurugamer said:
Looks good and is a great idea. I assume you are just adding a config to the camera ?
And the answer is absolutely yes, I do accept PRs, as long as they are clean and make sense.
Unfortunately unless I'm missing something I can't have 2 transforms named dockingNode on one part which is why I was creating a copy of the code to create BasicPartCameraModule which mirrors what the docking module code had. I didn't want to use the partmodule because i dont need all the additional controls.
The example above would look like this in the CFG:
MODULE
{
name = BasicPartCameraModule
dockingNodeName = Camera
cameraName = Lower Arm Camera
noise = false
}MODULE
{
name = BasicPartCameraModule
dockingNodeName = Cameraa
cameraName = Upper Arm Camera
noise = false
}
if you know of a better way please let me know.
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I have an odd question @linuxgurugamer
Would you accept pull requests? I am working on a robotic arm mod that currently uses a custom fork of the docking camera kurs mod so you can utilize cameras from various angles. It's not much of a change but was curious if you would merge something in if I sent it. Here's an example:
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About time! Can't wait to give this a whirl. I've been holding off trying anything until you were happy. Kudos @Rudolf Meier
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I'm doing some interesting "fixes" to some old transforms and I want to know when the Save button has been clicked. I tried AddListener but it disables my other menu clicks from the part module. I basically want to write an extra method that piggy backs _after_ the OnSave method.
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Wow. My mind is blown!
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On 5/4/2018 at 5:00 PM, mrstoned said:
Different question...
I saw in a video someplace here that the IR-control interface was used to manuver the robotis parts from USI (forklift, crane etc).
Was that a DLL-mod-thingie, or a config/MM-thingie?
I never really got used to the USI robotics control and mostly favors the IR-control and building my own forklifts, booms etc.
/Rikard
That's not infernal Robotics, it's a WIP and its currently named Infernal Robotics ARMS which is entirely different than the standard IR mod. I'm going to give it a new name to avoid confusion.
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Lol maybe go with soon.i need to redo the UI as it uses the old OnGUI method.
Also working on shaders for camera styles.
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I'm not bringing that entire UI back, I prefer a more simpler approach. Maybe down the road I'll tweak and give it more but for right now I just want it to "go <" and go ">" and maybe center
I'm currently fleshing out other features which i think will be very useful. -
I haven't found the fix as gave up for the time being and worked on getting my main portion of my mod finished. I do however need to get back into it and fix it. I ran into those weird issues.
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Still a work in progress and the jeast parts aren't going to be used if you downloaded it. Requires a new part which I did create utilizing those parts.
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1 hour ago, Orbital_phoenix said:
I really want to include the arms, but have been uncertain about how. I've been thinking about looking into Roverdude's Konstruction to create move-able joints for arms and then have claws on the ends to grapple parts. But I'm pretty much open to any ideas about how to achieve it though.
I'm working a robotic arm mod that does all that with a much simpler interface. I'm currently working on adding more more additional feature then i'm going to release it. Let me know what you need, you can DM me and I can get you squared away.
Forgot to include my WIP post:
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Well I spent some time to allow groups to be used (in order to utilize RoverDude's Konstruction parts such as the Crane and Forklift):
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This is already useful, it helps me with my robotic arms plugin. Thanks!
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So just a little update:
I have 3 arms working with this mod:
Jeast's Canadarm 1.71 (I took the components and used them to make 1 arm:Romfarer's Canadarm and Buran arms from this pack (UNTOUCHED):
https://www.curseforge.com/kerbal/ksp-mods/robotic-arms-pack
I've now got my arms saving positions both in the VAB-SPH and in flight. Great for changing up the position before launch. Magnet works (although if you run what you picked up into yourself there is a weird force that acts on your craft). I have a speed setting and you can set an angle (snaps it to the specified angle). Without much further ado, here's a preview:
[1.12.3] Luciole 1.9
in KSP1 Mod Releases
Posted
This mod is just lovely! Perfect size!!