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Fengist

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Everything posted by Fengist

  1. Had issues with CKAN years ago with them publishing my work without my permission. Haven't looked at it since.
  2. From what I read, many of the Boeing engineers played KSP and T2 provided them with the plushie. I'm assuming this was not a money thing.
  3. Even more proof that his potential contributions to every field of science as a highly calibrated instrument are utterly boundless.
  4. Not scientific? Can you think of another instrument that would have given a better representation of the lack of gravitational influence AND could easily survive explosive decompression AND be smiling about it the entire time? How dare you underestimate the unwavering devotion of Jeb. He IS the ultimate scientific instrument!
  5. If you're using say, Chrome, top right, 3 vertical dots, print, save as PDF. That will create one PDF per web page. From there, you'll likely need the full version of Adobe Acrobat to edit and merge them.
  6. Dunno if you guys saw this, but Jeb went up with the Boeing Starliner to dock with the space station. He was the 'zero g' indicator. https://www.space.com/boeing-starliner-oft2-kerbal-jeb-zerog-indicator
  7. I am currently patting myself on the back. I read all the pre-launch hype about the Starbase MMO and thought hard about buying it but didn't. It looked like the perfect mesh of Eve Online and Space Engineers. Build space ships, write programs to have them do cool things, build bases. It sounded amazing. They had weekly video updates of all the cool explosions and ship building. And when they announced the first delay, fans riding the hype train told them, take your time, get this right. Last week, only 9 months after release and mixed reviews, they announced they were all but shutting down work on updating Starbase to go on to more profitable ventures. I fell for the Atlas hype and I almost fell for the No Man's Sky early hype (though I did eventually purchase that one). @Nate Simpson I am going to take a gamble that goes against my better hype judgment and ride this train with you all the way to my wallet. There's already been 3 years of delays and can wait longer. I'm hoping you've taken your time getting it to release so that you do get it right. So, please keep the Starbase, Atlas and No Man's Sky sagas in mind. If you do release a crap product, very few companies have pulled a Hello Games hat trick and dug themselves out of a mostly negative review hole. And I'd really be liquided if I had to slap Jeb with my own negative review. I'm older that you and I'm quite satisfied that V'ger eventually did return.
  8. The problem isn't getting 1 light and 1 emissive to work. Lights like that are easy enough as Module Lights will do both the light and the emissive without the module color. It's when you want multiple lights with emissives. Module lights requires the exact light name so it won't do 2 lights (like a spot light and a point light). Animate generic won't do the emissive because you can't put the emissive on the animation any more and module color will do the emissive but it won't do the light and it won't consume a resource. And, if you try to combine any of the above you get multiple buttons to turn lights on and off. I have one part that has like 6 animations, 6-8 lights and an emissive. I simply gave up on trying.
  9. Ok @ColdJ, finally got a little time to play around with these emissives. 1. Your technique doesn't work all the time. I have a part with 3 point lights and 1 emissive. No matter WHAT I did, I could only get one point light and 0 emissives to work with animateLights. 2. Nothing seems to work now with animating the light intensity of point lights. You have to animate the color. Sooo if you're like me and animated intensity for just about every single part, all of your lights are busted. 3. The module color changer does work for emissives. But here's the problem. It costs the player nothing to turn the lights on. Color changer has no way of draining a resource. For a game buried in realism that kinda seems silly. This is the part about modding for KSP I always hated. Every patch they ever came out with modders ended up spending more time un-breaking their mods that they did to create them in the first place.
  10. Thanks, but aren't ships normally named for people posthumously?
  11. It's simple. The Sony copyright bot on Facebook flagged it pretty much as soon as I ended the stream. 5+ hour stream and because they claimed 2 segments 15 secs each were theirs, the entire video, all 5+ hours, in 249 countries and provinces was blocked from being viewed. It got blocked on Friday. I put in the dispute on Friday. They didn't release the block and drop the claim until Thursday of the next week. So, that's almost a week. I seriously doubt if they changed their bot because of my dispute. So it'll likely block more KSP videos requiring more disputes. My solution so far is simple. I turn off the KSP music and use royalty free music provided by Facebook as a sound bed. Now as for ambient sounds, I can't stop those but maybe the sound bed behind it will be enough to throw the bot off. I'm pretty sure it's the space center ambient it's triggering on. Any original sound, music, writing, etc. can be copyrighted. So yea, if you went and recorded crickets then it's yours. You can't claim a copyright on all animal sounds but you can on the ones you record. It's considered a unique work. That ambient in the space center is enough like an ambient from Everquest 1 that I immediately thot EQ1 when I heard it. And that's how copyright works. If it's a recognizable work and they can prove it's the same or even a portion of their work, then they can legally pursue it. The only copyright dispute I've seen not held up legally lately was this one: This monkey took a selfie with a photographers camera. The photographer couldn't claim copyright because the monkey took it. The monkey couldn't claim copyright because it's not human. https://en.wikipedia.org/wiki/Monkey_selfie_copyright_dispute
  12. Yea, here's the problem tho. If I stream with KSP music volume up, I risk getting the video banned for a week.
  13. Took them almost a week but Sony removed their copyright claim and released the video.
  14. You ever make the mistake of googling yourself? I never saw this before. https://kerbalx.com/gerula/USS-Fengist-Cruiser
  15. Keep in mind, it's been years since I was deep into modelling. There's likely a way to do it, I just don't remember it offhand. I've used the free version of autocad to do some 3d printing and I can tell you Wings works nothing like that. It's more of a point and vector editor. It does have ways to combine objects by using 'bridge' but that basically takes 2 polygons and connects the vectors.
  16. Dunno a THING about Blender. Took a look at it a couple times and went what??? I use Wings 3D. I could likely merge them there but it would be a chore. And honestly, just for a slight glow effect, I'm not sure anyone keeps their vessels in one piece long enough to notice.
  17. Ah. Well, that answers that question then. Thanks. I'm pretty sure that at least half of the models I have with multiple emissives use multiple meshes. It does explain what I was seeing though. With the old module lights I could get one emissive to work but not the other 3. Not sure this late in the game if I wanna go to all the trouble though of re-doing a bunch of meshes. That or I may study my old light code and see if I can get them to work that way. And there is one other solution. That part had 4 emissive portholes. I may just remove the part entirely since an empty fuel tank and 4 of my stick-on port holes would look exactly the same as the emissives with the lights. Then again, I may just get the multiple emissive to work and be done. Thanks again @ColdJ Hope you'll be around for ksp2 stoopid modding questions ;).
  18. Thanks @Gargamel. I assume that includes the ambient sounds. I filed a dispute but you know how it works, it took them seconds to block the video and likely weeks to un-block it. Luckily, it was just a test video and nothing important. I'll let you know the results of the dispute. Think next week I'll just post dozens of short KSP streams to facebook and see if I can make Sony explode. Then again, I could just hire some North Koreans to do that... again.
  19. Did some test streaming on facebook today playing Kerbals, nothing else. I got this nasty-gram after the video was blocked. The following actions were applied to your video by Sony Music Entertainment - SME, because it may contain 31 seconds of content they own. And how much you wanna bet that it's the ambient sounds at night time when viewing the space center. I swore the first time I heard it, it was the ambient sounds from EQ1's Nek Forest. You don't suppose Squad borrowed that do you? Checked the time codes Sony claims is a violation. 1 scene 16 seconds they claim is a violation is exactly what I expected. Night time looking at the space center. The other one, 15 seconds, was a black screen after transitioning from missions to space center to VAB.
  20. Thanks @ColdJ, @Stone Blue Well, I got the lights and emissives working with the modules you guys suggested. But that created an entirely new problem. My old way of doing lights was to add a point light for each emissive that's slightly offset from the part. That way, it casts a bit of a glow. I animated both the emissive and the lights in the same module/action. By adding both an animate generic and the color changer I now have 2 buttons on the part for turning lights on and off. So here's where that gets even more screwed up. I can go on the part module and turn on just the point lights. So now, the portholes in the picture above has this white light glow effect. I then toggle all of the vessel lights and the point lights go out and the emissives come on. If I try to get slick and remove all of the GUI events from the animategeneric in the cfg, it politely reminds me that I forgot and adds a button to the part called 'toggle'. So either way, I end up with both a button for the emissives and a button for the point lights or I confuse the end user with two 'toggle lights' buttons. I do have another solution but I'm real hesitant to use it further. In my Kerbal Electric mod I wrote my own module to handle lights because of some of the limitations of module light. It still seems to be working and it does handle emissives as well as point lights but I'm thinking it only does one emissive. I have that in the Kerbal Electric plugin and didn't really want to toss that into my big plugin I use for everything else. Any other ideas on how to do this without the two buttons? Thanks guys. F. Oh and one other thing that made me go... why? I couldn't get it to work with animating the light intensity, only the color.
  21. Ok, this took some digging. A post I did 7 years ago about emissives. In that post I got some help figuring out a way to edit the animation files to make them compatible with a newer version of KSP (using unity 4 at the time). Now, here' the gist of it. If I just write the part with the animation, Unity bombs with out of memory errors (Unity 2019) or stream read errors (Unity 2017). However, if I edit the animation file as mentioned above, the part will load fine but only one of the emissives and none of the point lights work. Haven't tried this in 2019 yet. Took me long enough to find this post. Done working on it for the night.
  22. Ok, so I haven't worked on KSP with Unity for some time. But some things you don't forget. So I have to ask, what the hell happened to emissives??? I first tried to get this working in my trusty old 2017 Unity. No luck. Upgraded to 2019 per the part tools post, still no luck. I have a part. 4 emissives, 4 point lights. Everything looks great in Unity. I write the part, load it into KSP and only one emissive works. The other 3 and apparently the point lights don't work. All 4 parts are set to KSP/Emissive/Diffuse. All 4 parts use the same texture and same emissive texture. All 4 parts have the same emissive color, black. I've tried creating the animation on both the root gameobject and the main part with the same results.. I add the mesh renderer material emissive color for all 4 parts. I add the light color for all 4 point lights. Animation duration 60 seconds. I scrub to 0 sec, I set all of the parts colors to 0. I scrub to 60 sec, I set all of the parts colors to 1. When I play the animation in Unity, all 4 emissives and all 4 point lights work. I write the part and it's definitely going in the correct directory. I know this because I've intentionally changed all the emissive colors to white and it's obvious in-game. Load up ksp, turn the lights on. ONE emissive works. Ok, so I know this type animation worked in the past so I was trying to figure out what the hell I was doing wrong. I have a lantern. 1 bulb, one point light. Animation changes the color of the bulb, intensity of the light. Now here goes. If I have the emissive and point light on the animation, only the emissive works. If I have only the point light on the animation and the bulb set to ksp/diffuse nothing works If I have the point light on the animation AND the bulb set to emissive/diffuse... THE BULB ANIMATES! WHAT????? Doesn't matter what I do, the pointlight won't animate. Tried realtime and baked mode both. Got liquided, set the intensity to 5000... no light. Now I know that tutorial from like 6 years ago about making emissives. But I've never need to use that in the past. What's changed and why won't just point lights animate??? And just for the sake of argument. I gave it a try, it animated nothing caused a null ref. Showing the animation and emissives at 0 sec Showing the animation and emissives at 60 sec showing all 4 work. Part loaded into KSP, ONE emissive works
  23. Updated for 1.12.x Sorry there's only one font for these but this was more or less and experiment to see if it could be done. Gonna keep focusing on my larger mods. May get back around to this one one day.
  24. Steampunk is BACK! Ok, so there was a lot of breakage in the intervening years and versions. I THINK I have everything fixed but you never know. So far, all the null refs have disappeared from my log and things seem to work. If you find anything crapping out, let me know. So... For this re-release of a true classic I've made a few detrimental changes. Most of the engines now do not generate electricity. Which means, you can be cheaty and bury RTG's inside a hull somewhere or, use our just incredible DYNAMO! (it's steam powered just as you'd expect).
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