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StratoK

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Everything posted by StratoK

  1. Aaaaw come on.... Just today I tried messing with the config and created an Ultra Terrain shader preset.. And now youre making it stock? That, and BOSS is getting integrated into the game?? Awesome.
  2. I have a few questions, and I'm going to number them for easier replies. I realize this probably might be a bit vague, but I appreciate any and all responses! 1. How would I go about intercepting the handover from VAB to Flight mode? I basically need to "catch" the vessel object, that gets handed over from the editor screen to the flight screen and is instantiated, and then stop the flight scene from being loaded. 2. How do I copy a Unity Scene from code? The current way I'm trying only gives me a reference to the scene I'm trying to copy. I need a full copy that can be loaded from SceneManager. 3. Can the "environment" (the building and ground model) in the SPH or VAB scene be changed? 3. Can vessels be "part welded" from code while keeping the individual part's functions? 4. Can vessels be set to be physics-less (not affected by gravity), and be set as a child object of celestial bodies, eg. like planetary surface structures?
  3. It's modieifed by Astronomer's Visual Pack
  4. Sent a probe into the sun: And took this shot of my Minmus Science Lab with the mobile science collector in the back, the lab in the front, and the crew with a flag (notice Kerbin and the Mun in the sky):
  5. Hi! I am thinking of making a kind of wormhole mod with actual celestial bodies instead of parts. Now, my problem is how would I go about inverting my orbit calculation wise? What parameters of it have to be changed how? Example: Ship is suborbital around body A going right round, and I have the parameters of it's orbit (FlightGlobals.ActiveVessel.orbit). Now, as with a real wormhole, your orbit on the other side (Body would be reversed. I know how to change it to go left round (add 180 to inclination), but how would I take into account eccentricity, position in orbit, and flip the direction of the 'eccentricity-bulge-direction'?
  6. Hello there! After a long time I decided to play KSP again, and with the new .24 update it's now my favourite game again! So I decided to create a map of the Kerbol System in Photoshop. Made entirely with the Filters and Generators from it. (No Textures etc.) Hope you like it! Ps.: Goes great as a Wallpaper
  7. Hi there! In case you ever wondered where you could get the original images of the various mapping-sattelites that circle the planets in our solar system, this website is for you. You can get a preview version which is 1024x512 pixels, or you could get the whole image. The latter varies from about 2 up to 13 GB in size, depending on the body. Sometimes you have to search quite a bit, but these maps are definitely there. The link is as follows: http://astrogeology.usgs.gov/search/ Have fun
  8. This is so awesome! Please continue
  9. Thanks for your critique! This is the first thing I made in Photoshop. I'm sure I will improve in the future
  10. This is the first thing I made with my Wacom Tablet! I hope you like it
  11. Wrong. The Si prefixes and their associated letters are: Giga(G), Terra(T), Exa(E), Peta(P), Zetta(Z),Yotta(Y), Xona(X) (Even though Xona isn't considered an Si prefix)
  12. Because the game isn't programmed for missions so far out. The furthest is something behind Eeloo and that's where Kerbol is the smallest.
  13. Yeah, I Think I calculated something wrong. I edited a kw-rocketry engine to have 5000 N (what I thought were kN), and used 5 of them. EDIT: NERVAfan explained it quite well.
  14. Thanks! The more you know...
  15. So, apparently the Altimeter goes up to Xonameters (thats 10^30, a 10 with 30 zeroes) Even higher than that, you get a Bailed Out! And Na/N velocity.
  16. Anyways, the shaders look nice
  17. That sounds reasonable. But it is indeed one step closer, isn't it?
  18. Hey there! I recently stumbled upon the preview video of Unity3D v5 (Link). Some of the best features are: -64 bit Unity Editor (So, maybe x64 for other Platforms than Linux?) -Physical Effectors As for #2: One of them is the Point Effector/Attractor and I couldn't help but notice that they resemble some sort of Gravity. Also one can see in the video that they use 3 of them acting on the player. With that in mind one might think "Is this some sort of n-Body Gravity?" and I say "Well, more or less" These Effectors only work in 2D. But then again, all Celestial Bodies in KSP orbit on a flat (tilted) plane (also in RL, because that's how Gravity Works ). So, if Squad upgrades to Unity 5 in the (far) future, do you think they could use this as the new Gravity system for the game./? ~Cheers
  19. If you want to, you can keep care of this plugin. I'm not really into this game at the moment. But as I said, only if you want.
  20. Wow. There are some really nice people around! thanks for all the stuff Xaiier
  21. First, tanks for the info. Second, of course you can post. This is what's so great about the wtfpl license. You can do what the f* you want to . I currently have like 2 tests a day and I'm not the best student . But this weekend I will have time again, and I will release an 'official' version w/ blizzys toolbar integration.
  22. Im a Bad programmer , I know. I am very busy with school stuff atm. I don't have a Windows machine, I am using Monodevelop in ubuntu. That means if it works for me it doesn't have to for you. And it's pretty much guessing if it does in Windows/MacOs I haven't really looked at Spaceport yet. Maybe I'll get familiar with it today. Please use the older .23 release. Next up: GUI
  23. Check out the Jan-5 version. This should be fixed
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