![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://forum.kerbalspaceprogram.com/uploads/set_resources_17/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Technical Ben
Members-
Posts
2,129 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Technical Ben
-
Far from it. It can give you 1 degree of movement less to worry about. Such as align to port. Which can make docking a lot quicker and easier. I can do both manual and assisted, and find both as fun and engaging as the other. PS, "chase view" is the view to be in for docking. It fixes a lot of your brains ability to track the movements.
-
Docking port used as non-stage sepatron
Technical Ben replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
Yeah, I've sometimes done this. I generally use a double docking setup though for re-docking whenever doing this. I think of them as little "suction" plates... actually, could we have those as pre-docking port researched items? -
No offense to those working in the field, but the errors in the analyses of such a find make me cringe... PS alternative options include hermit crabs (crabs can get large, could rearranging debris) and other predators or scavengers: http://youtu.be/2h4VuvC8KCk Not necessary a Kraken. Could be, but it's 50/50 it is something else. [edit] Actually, I take that back. The claims in the media I'd read before missed the details of the cracked ribs etc. So seems legit. Time to Panic!!!
-
Simple form of multiplayer, some development questions
Technical Ben replied to Forced1988's topic in KSP1 Mod Development
I guess. Keep it out for now. It could be possible as a "voting" system only, with a "deactivate/veto" for each player, so anyone can deactivate, only if all agree does it activate. Plain and simply, it would be a joint MISSION, so no time warping separately. It would be co-op, so this lessens the need for concurrent time warping too. The only other option is to only allow syncing of other players ships when both players are not time warping, and then time warping the other player to match the longest mission duration player (a force to time warp to catch up before syncing). Yes, basically this.^ If possible, aim for the co-op first, the MMO later. In co-op, everyone works together, so the rover is driving to the launch craft (player 1), the launch craft is getting a new fuel supply drop (player 2), The orbital craft is changing it's orbit (player 3). When 1 and 2 are waiting for 3 because the Kerbin orbiter got lost in orbit around the mun, they can use the VAB, launch some probes etc for fun. Once everyone is happy there is nothing vital to do, they vote for timewarp, and anyone (or admin only) can drop out to fine tune/continue the next leg of the journey. Additionally a "warp to position/date" feature would help, as Mechjeb has. -
Yeah. I'll switch off an enjoy beauty. But if your listening to music or enjoying the look of clouds, and you "friend" starts spouting rubbish, dressing as a fish and trying to eat rocks, you'll call them out on it. Star Trek is like that, it might be a "friend", but damn, it's dumb sometimes when it could just enjoy the view...
-
Show off your awesome KSP pictures!
Technical Ben replied to NuclearWarfare's topic in KSP Fan Works
The most beautiful screen shot of this game so far. If RC looks like that... wow. Blown out of the water, atmosphere and solar system! -
Easy Shuttle"ing" request
Technical Ben replied to Assassin_55's topic in KSP1 Modelling and Texturing Discussion
Mechjeb 2.0 allows some strange designs to "fly" with it's autopilot. -
Drawing Tablet Recommendations?
Technical Ben replied to OrbitusII's topic in KSP1 Modelling and Texturing Discussion
I got an old Wacom, it's lasted me over 10 years and still going strong. Though I've not used it a 10th as much as I should (practice makes perfect, and I've not practiced. ). I The Banboo range seems ok, but mine is from before then. Get the one up from the Bamboo if your budget stretches, saving an extra month or two will make a real difference. Also, only get a model with a pen! -
Painting in Blender, help.
Technical Ben replied to Fiddlestyx's topic in KSP1 Modelling and Texturing Discussion
Can you export the image to a paint program? You can then replace the colors easily. Gimp offers this. Not sure if paint.net does. -
Planing on a new Blender Tutorial.
Technical Ben replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
Lol, thanks for the thread hijack. New video up covering some simple UV texture mapping tools. I guess the next video will be setting up the model in Unity. -
I knew none of these when I started to play. I could get things in orbit (before mods and before even persistence), and that was about it. Still was amazing. Aim for the moon, but don't expect to hit it on your first try... or the second... or the 15,734th either.
-
Painting in Blender, help.
Technical Ben replied to Fiddlestyx's topic in KSP1 Modelling and Texturing Discussion
I'll do my best to show the UV map unwrapping in my next video for you all. -
Blender allows you to paint directly onto the model. You can also set it up in blender, then paint the details again in paint.net (I recommend Gimp as it's much much more feature complete). My next video on youtube will be UV mapping in Blender, I'll also quickly show how to paint directly in that. Not sure when I'll get to do it. Right now, I just want to go to bed from the busy holiday weekend!
-
Planing on a new Blender Tutorial.
Technical Ben replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
I think it's the latest. 2.66a -
Movie Space ships compared to the real deal
Technical Ben replied to Sleipnir's topic in KSP1 Discussion
Yeah, the rotation thing is true, and annoying. I've got a ship design I did with rotating capsules, and I think their radius is something like 5m max. Ooops. PS, the best "space story" I've seen on TV is probably Appolo 13. Then count back everything from most realistic to least and you can give it my score. I hate obvious and trollish errors on TV. :/ -
Planing on a new Blender Tutorial.
Technical Ben replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
Animation is much more in depth, so I will have to show (and learn) the exports and imports for static models first. Engines will be second (as they have 1 point of gimbling) and landing gears will be second, with probably rover wheels third. I might add a general animation in there somewhere for things like ladders I guess. New video up. Making a UV map will be next. -
What are good face guidelines?
Technical Ben replied to Cryocasm's topic in KSP1 Modelling and Texturing Discussion
But 10 thousand might be over doing it. Although the game was fine with that OTT Shuttle engine. -
Stock Part Dimensions.
Technical Ben replied to udk_lethal_d0se's topic in KSP1 Modelling and Texturing Discussion
Yeah, that still has the old list AFAIK not the one Devogen posted. -
Hi landing gear animation.
Technical Ben replied to Deltafee's topic in KSP1 Modelling and Texturing Discussion
I'm doing one at the moment, hopefully. But I will start with a model first, then get to animations much later. Mainly because I am learning this along with everyone else, and am not a pro. But I did get a few static models imported way back, so am keep to give it a go again! -
Planing on a new Blender Tutorial.
Technical Ben replied to Technical Ben's topic in KSP1 Modelling and Texturing Discussion
Just posting to note the update and new video. Thanks. -
Bermuda Triangle might be natural
Technical Ben replied to Deadpangod3's topic in Science & Spaceflight
It's a particularity difficult to navigate area. If it's more difficult than anywhere else I have no idea though. [edit] Yeah, as others have said, does not appear more difficult than anywhere else, it's just more people talk about it.