Porkjet

Members
  • Content count

    570
  • Joined

  • Last visited

Community Reputation

1329 Excellent

About Porkjet

  • Rank
    makes pigs fly

Recent Profile Visitors

8297 profile views
  1. We miss you ;-;

  2. Porkjet! really love the direction your new parts are taking. Thanks for all the hard work.

    Question ... when you redesign the probe cores, could you please make it visually obvious which side the "front" is? With the current models it's really easy to get turned around and forget which direction it's facing.

    Thanks for your time :wink:

  3. Gonna miss you greatly. I can safely say that your game has changed my life and It's weird to imagine KSP without you . Thank you so much for it and everything you did! I wish you all the best for the future and your next projects!
  4. Oh yea that's a mistake. apologies! Gonna add it back.
  5. Probably. Tho there are some difficulties due to the way the flight scene is composed. Also since we're stuck with Dx9, we lack some features that make realtime probes look better, smooth transitions between mip levels and 'edge fixup'. What's probably a better way is using premade cubemaps that are switched depending on situation (landed, low orbit, etc) perhaps even per biome. They don't really have to precisely reflect the surrounding, approximating the general colors of terrain and sky will do. However there's still the problem that 'up' and 'down' are quite relative in KSP, and the cubemap will be rotated depending on where you are on the planet. (at equator everythings on the side) It should be possible to modify the lighting model to be able to manipulate the cubemap 'rotation' tho. That's something I'll look into for the next update. We can't use gradient ambient in flight scene because as mentioned above, there are no defined 'up' and 'downs' in the flight scene, at the equator of a planet the ambient gradient would be tilted 90°. Reflection probes aren't wasteful at all, we'll probably only need a single one in the flight scene, and ambient is only one part of the visual benefits it brings. There's no reason to switch to PBR at all without reflection probes.
  6. They are in the assetbundles unitypackage, you have to import the package. They're now located in Squadcore and not the part tools directory, make sure to remove your previous installation of Part tools to avoid duplicate shaders.
  7. Hmm I think everything was mentioned here or there but yea, no proper documentation listing it all up yet afaik
  8. official

    Update April 6th. 2016 - updated shaders to latest game changes (1.1.2) - moved all shaders to Squadcore folder, without duplicates - removed some unused and experimental shaders (for now)
  9. A new download with updated shaders will be posted any minute. LightWrapped/Specular basically does what the name suggests, it uses a custom lighting model that "wraps" light further around an object. It was used on some new IVA props as a cheap way to simulate light bouncing in interiors, but I probably won't use it any further and lightmap props instead. Might be useful for other things tho. Other uses include fake subsurface scattering like on skin, or other slightly translucent or soft materials ScrollingUnlit and Standard_Bumped are experimental and nowhere used yet Create a Tag "Icon_Hidden" and add it to the flag mesh
  10. A friend said it to me jokingly and it stuck. No meaning behind it or anything. The flying pig reference thing I actually only understood a long while later but it seemed to give it some sense
  11. Realism aside, I think managing RCS just makes things more interresting. And I mean not just for docking. With reaction wheels you never have to worry about RCS fuel or positioning of thrusters during spacecraft construction. It lets you skip a lot of interresting problems to solve
  12. hey pork jet can you revamp the rapier engine to look like the one in "porkjets rapier" mod!

    Spoiler

    I would love it if you did it.

    Pls do it for the fans!

     

    1. Porkjet

      Porkjet

      possibly.

    2. TopHeavy11

      TopHeavy11

      In my mind it would fit much better with the "current" ascetics of the game. Compared to the new look of aero-plane and space-plane parts, for the moment, it just looks cut off and awkward.

  13. A reflection probe for each part is a bit expensive, would be better if you spanwed one per vessel at the camera anchor or CoM and increase it's bounds to cover the whole thing. Might be easier for you too.
  14. @Eskandare Don't animate each flap seperately, it's easier to just put the animation on vane_center and animate all four at once from there. Having a gimbal and animation keyframes on the same object might cause problems. Try something different, put another child object under the Gimbal that rotates thrustTransform, move it a few meter away from the nozzle, then define an FXModuleLookAtConstraint in the cfg that points the vanes (Z+) towards the empty child. Might have to edit your model for the orientations or reorganise them under new empty transforms. name = FXModuleLookAtConstraint CONSTRAINLOOKFX { targetName = (empty child of gimbal) rotatorsName = (vanes here) }