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Everything posted by nli2work
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
retractable Docking Port Jr -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
whoa. sounds complicated. would make an interesting looking velocity curve with two thrust humps at different velocity bands right now I got two different ones, but easy to change the configs to adjust behaviour -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Mach3? no kiddin?? wow. I'd hate having to listen to it for that long though. almost ready, just doing last round of checks and packaging for upload -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
that's where I got the sound. had to tone it down a bit as it was very staticy in KSP. -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
pulse jets. the engine noise is awful -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
good thing I don't have smell-o-vision -
How do you guys deal with the welded part icon? seems like KSP centers the icon on CoM of the first MODEL{}. does large weld parts spill out side of the part list icon?
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
I had the inverted vector briefly, then it went back to normal after restarting the game. it's odd. and yeah I need to add the MM code to prevent pWings from loading if pWing isn't installed. a broken part will prevent subsequent parts from loading correctly. there will an update later today with a minor tweak on the main pWing piece, see if it helps any. I'll add tweakScale patch soon. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
Not sure.. what's debug log say? I'm not able to replicate it. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
download it from here http://snjo.github.io/ also make sure ModuleManager is up to date, http://forum.kerbalspaceprogram.com/threads/55219 -
Proper WWII Fighter Themed Parts
nli2work replied to MightyDarkStar's topic in KSP1 Mods Discussions
right now far as I know pWing works with only two nodes that you can position for wing length; and scale for root/tip width and thickness. the apparent cross section is cosmetic. the flat board pWing2 flies just as well as the pWing4 I mean adding two more nodes, arranged up and down. these two manipulates to and bottom width of the fuselage. Then the two positioned front/back would manipulate the length of the fuselage section; as well as the size of end cap at each end. -
Proper WWII Fighter Themed Parts
nli2work replied to MightyDarkStar's topic in KSP1 Mods Discussions
can procedural wing's manipulator be extended to modify cross-section shape and length? two vertical nodes modify the height, top and bottom width of fuselage cross section; two length wise nodes modify fuselage section length and the stack attachment node positions. -
NEW MOD REQUEST! Trucks/Truck Platforms or Trailers
nli2work replied to MacNuggetGaming's topic in KSP1 Mod Development
SpannerMonkey's made quite a lot of wheels and truck parts -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
installed/updated Firespitter? Anything related to the propeller engines are most likely due to missing Firespitter plugin. Unless you are in x64... in which case it could be anything. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
nli2work replied to shaw's topic in KSP1 Mod Releases
I'll give it another go. I'd like to get it on the transparent pods. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
nli2work replied to shaw's topic in KSP1 Mod Releases
is it possible to use the Visor shader on other objects? I attempted by adding the shader to my unity project and then exporting the model with it, only to get bright purple in game. no errors I could see in the logs or anything else. -
Questions regarding Texture&Animation.
nli2work replied to ximrm's topic in KSP1 Modelling and Texturing Discussion
Would be awesome if this could work as part of EFFECT{} using extended input curves like SmokeScreen -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
Pod w/ Field Science Processing Compartment. -
[Part Request] Some Form of Cargo Docking for Aircraft
nli2work replied to Hellbrand's topic in KSP1 Mod Development
I don't know if it'll actually work. But at least you can get an extendable docking port jr that can attach anywhere. we'll see soon enough. only going to be a extendable 0.625m docking port. my plan of using FS' VTOl rotator to adjust the didn't work out. -
Questions regarding Texture&Animation.
nli2work replied to ximrm's topic in KSP1 Modelling and Texturing Discussion
key the Main Tex.offset.x and .offset.y values like you would in an emissive animation. If you are using a more complex shader you'd need to key the other shader layers (Bump, Emissive mainly) the same way. There are some caveats as you can see . if you set the clip mode to Default in Unity, you get a ping-pong effect with Start/Stop buttons. if you set the clip to Loop, Start/Stop becomes play forward/backward. animSwitch setting in ModuleAnimateGeneric doesn't appear to change anything. I was hoping it would play, then when I stop, the clip jumps to frame 0. but not the case.that said, a plugin can take advantage of this for the effects you are looking to get. -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
nli2work replied to nli2work's topic in KSP1 Mod Releases
extract the PNGs into RetroFuture/Textures it will replace 6 textures: med2mFuselage_DIF rectCkPit_DIF rectCkPit_NRM rectFuselage_DIF rectFuselage_NRM rFpWing_DIF -
Questions regarding Texture&Animation.
nli2work replied to ximrm's topic in KSP1 Modelling and Texturing Discussion
1. there's a user written unity anisotropic shader but you probably need a plugin to add it into KSP. 2. animate the texture X and/or Y offset in the material component. the mesh would need to be a separate object and you need a unique material for that object. Haven't tried it, but it should work. 3. need a plugin most likely. 4. no easy way to do it. You can hack it using a landingGear module with a collider named Bounds ( that collider is destroyed on launch). but you'd need to supply a wheelCollider and some other empty transforms. you might get away with it by pointing the wheelCollider toward the middle of the vessel and make it very small. 5. maybe, I haven't tried it. A custom asteroid part could work using FSanimateGeneric to attach the FX and ModuleDeployableSolar to keep the emitter oriented relative to the Sun. of course you might end up with all the asteroids having a trail -
Speed electric generator?
nli2work replied to SlimeCrusher's topic in KSP1 Modelling and Texturing Discussion
first number is the velocity; 2nd number is % of thrust at that velocity; last two numbers are the in/out tangents, check Taverius' KSP Float Curve thread for explanation. the two ends of the curves are clamped, meaning it will stay flat line based on the previous key. All KSP's input curves work the same way, that includes Velocity Curve (Thrust based on Velocity); Atmospheric Curve (ISP based on Altitude); also Steering curves in ModuleSteer and ModuleWheel, and all the settings in EFFECTS{} for particles and audio. basically, you set the thrust to the velocity range you want the engine to produce thrust. so for a simple curve you set the engine produces 1 (100%) thrust at start (0 m/s); and 0 (0%) thrust at top speed 500m/s. the thurst engine produces will gradually decrease as you fly faster until you approach 500m/s and the engine produces 0 thrust. in game you would never reach 500m/s due to atmospheric drag. so you can set an engine to only produce thrust from say 50m/s to 500m/s by setting 0~49m/s to produce 0 thrust; and 501m/s (all velocity higher than 500m/s) to produce 0 thrust. another example using the wind turbine generator, you set the velocity curve to 0 0 0 0; 50 1 0 0. this way the turbine will reach max thrust (which you set very low in the ModuleEngine, or block it with a collider in unity.). ModuleAlternator will generate ElectricCharge when the engine is running above 0 thrust. Adding IntakeAir as propellant, and set checkOxygen to false, will make sure it only generates charge in an atmosphere (Jool; Laythe; Kerbin; or Duna) there's no way to set thrust based on altitude. you can either add IntakeAir as another propellant, or set the ISP to a very low value at a maximum altitude, so it will run through the fuel very quickly -
[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
nli2work replied to nli2work's topic in KSP1 Mod Development
not specifically for choppers, but can be used for one. THis one fits the existing 1.8m bits. Was trying to fit this into 1.6.2 but didn't get enough time. That's alright though, probably get enough parts done for another small update this weekend, enough to round out the 1.8m parts for jumping around Kerbin. I bet you can attach these on the side of a rocket and use them as drop ships on other planets too. I tried attaching the 20mm vulcan from BDArmory. a wee bit too big for these parts. gonna punch up the textures a bit this weekend too, probably make them even messier.