Jump to content

Tosh

Members
  • Posts

    1,448
  • Joined

  • Last visited

Everything posted by Tosh

  1. Rule 39. Kerbals are immortal. Their rockets are not. Rule 39a. Kerbals are immortal. Your video card is not.
  2. Soviet Russia ;PI often confuse a wasp with a fly -- and attempt to kill it with my bare hand (wasp manages to sting in any case). When sitting at the computer with headphones on (and not hearing the buzz), it\'s quite hard to judge what did just land on your belly under the table)))
  3. Rule 36: the cake is a lie, and the hatch is a painting. Rule 37: cool guys don\'t 'land' at the Mun. Cool guys fly straight through.
  4. There are several new features in cart.dll v1.31 you may find useful: [li]An ability to retract wheels into the hull,[/li] [li]A PART.CFG parameter to orient a cart towards the launchpad ramp,[/li] [li]Point lights with different colors (also adjustable via PART.CFG).[/li] BTW have you seen this gismo? A nice idea for amphibious BigTrak
  5. Heh; I\'m glad I leave in the region where no insects bite... ...except for mosquitoes. And bedbugs. And ticks. And wasps. Oh, damn.
  6. Well, right after two months of being lazy doing some other job I\'ve updated plugin with an option to align a cart with stock pod\'s windows. And added some pictures.Any new cart modders?
  7. Holy cow We need S-300 SAMs. NOW. P.S. Excellent job! Waitin\' for B2 release
  8. What? I must\'ve been blind not seeing that ???Thanks a lot! Topic may be closed.
  9. I wonder is there a proper way to apply for a job? Of course, I\'ve already tried to PM my résumé to HarvesteR -- but have got nothing from him (and some people say he\'s not receiving PMs at all)...
  10. Eh, at the first glance (before reading through that German-ish text) I\'ve been thinking that an artist\'s got mistaken a bit when drawing a last picture.... Then I\'ve read the text and LOLed really hard))))
  11. *cough* Currently KSP processes buoyancy on part-by-part basis only (see PartBuoyancy class in Assembly-CSharp package). A craft must have at least three buoyant parts to float stably. So may I suggest attaching one float at the front (in place of blade/fork) and two at the rear? Although I\'m not sure how to propel the craft in the water. A boat with gimballed rocket engine is\'Kerbal\' indeed, but not very realistic
  12. Currently, no, I\'m quite busy with next Cart update.And as for 'drone on wheels' -- I wonder will some other modder finally make a homing missile... or its me who\'ll have to do it ;P
  13. Go to VAB, select drone engine icon in the staging list (icons on the right) and drag it to some upper stage. Then select main craft engines\' icons and drag them to the lowest stage. You can create additional stages with '+' buttons in the staging list. \'Cause the forum recently migrated to other servers -- and most of topic attachments gone screwed up. As for those old pics -- I don\'t feel like uploading them again
  14. See Unity documentation on Camera.cullingMask . I tried to make a magnifying scope for my laser -- and failed. The picture we see in the game is the combination of three cameras\' output -- and I\'m not sure about the maths involved there . Yes, definitely; see docs on Physics.Raycast. Alternatively, you may just use the mask I posted above. It was good enough for me -- and most likely will suit your needs
  15. You\'ll be surprised how many objects do have colliders, and how many invisible objects are in the game scene . When I set up a camera with no cullingMask I had a hard time to comprehend what am I seeing. ???And as for raycasting -- I\'ve ended up with something like this: // do not check DestructionCollider, ScreenSafeUI and // ScaledSpace layers. int mask = 0x7FFFFFFF & ~0x1402; if( Physics.Raycast( pos, dir, out r, range, mask ) ) { ... I hope that the \'fake Mun\' is in ScaledSpace layer.
  16. Get the gameObject associated with this \'Mun\' and output GameObject.layer for it. Probably it can be filtered out using layerMask parameter of Physics.Raycast...AFAIK terrain and vessel parts are in layers 0, 15 and 19 (layer 16 is kerbonauts\' faces, layer 12 is for UI icons, and I\'m not sure about the rest).
  17. A good job But you need to (a) start a topic name with [PLUGIN, PART, 0.14] indicating that your parts are not compatible with free KSP demo version, and ( ask some moderator to move your topic to Plugin-Powered Addon Releases section. See Demo Version Compatibility Notice post for more info.
  18. I\'d rather take willitstimothy\'s side here. There\'ve been several cases recently when a forum member (not naming the names, he\'s already dealt with) continuously refused to speak English to show... what? Disrespect? A greatness of his own nation in comparison with (whatever)? His independence of the formal rules and community\'s opinion? I just don\'t know : I\'d say that was quite insulting. And definitely made his fellow countrymen look bad So at my opinion (a) willitstimothy has a point here (at least in feeling insulted by some foreign-language posts), and ( a rule prohibiting non-English posts should be made formal.
  19. Sorry, but presently there\'s no such rule listed in Forum Rules topic. At my experience (I\'ve reported several posts written in non-English) moderators sometimes tend to avoid to take actions regarding these posts. Probably it\'s because we haven\'t such a rule? o_O I believe we should have...
  20. I\'ve released Cart 1.22. No more wheel/camera creep! I\'ve tested new plugin with previous version of BigTrak/Cuttlefish/FloodLights -- and it has flown to the Mun without a single problem. And -- now carts do not give a darn for what do their wheels touch! No matter rocket\'s speed and altitude, wheels just don\'t fall off . I think it\'s safe to update your package with a new DLL.
  21. Nope. The problem is that plugin tried to setup lights/wheels at all the child components... including other attached parts. So if you launch a bigTrack with floodLight then bigTrack gets two sets of wheels. Which is definitely a bit... unnatural
  22. Revert it back, please. Part module must be set to \'Cart\'. Just try to attach a floodLight to the fuelTank (without BigTrak) -- and see the difference Lights now work simply because BigTrak\'s plugin instance connects to the floodLight part and initializes a Light object on it (which is horribly wrong). The same\'s being the reason of trowing errors on flight start -- and of \'camera creep\' bug: Yes, exactly. There\'s a bug in Cart.dll v1.21. I\'ll upload a fixed .DLL soon.
  23. 1. Almost a half of 170.DAE and 180.DAE files are the descriptions of \'duffuse\' material which may be safely removed \'cause KSP just discards all the stuff like that. 2. A top plate of RD-0120 would look better with its mesh detached from the rest of obj_anchor: 3. There are several triangles in RD-180 model that just hang in the air (orange dots on the left): 4. The textures could use a bit more details And apart of glitches listed above -- excellent job with modelling these monsters :thumbup:
×
×
  • Create New...