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KSP2 Release Notes
Everything posted by Tosh
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[mod]Locking an outdated topic. If an author wishes to continue this project he may contact any forum mod.[/mod]
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Look for solution here: http://kerbalspaceprogram.com/forum/index.php?topic=6109 (section 3).
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A pipe around the nozzle may be made with Add->Mesh->Torus; and there\'s an addon for pipe joints (you may need to download it separately from Blender addons page, and then enable in Setting->Addons tab.All the rest is done with a simple Add->Mesh->Cylinder
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Woo-hoo, soon we can has ferries! ...I mean, real ones, not those laggy parqueted wing connectors Lookin\' forward to first release...
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Nope, it does not
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Dunno whether it was reported, but here\'s the bug: Should I say I left both ramps at the same angle before switching crafts? It seems that Rotatrons (they\'re driving the ramps) just don\'t care about bilateral symmetry when storing their angles in the flight state UPD. Same for hinges: UPD2. Editing persistent.sfs and setting Rotatron\'s rot parameters to 0 helps to reset them to initial state. So if someone has screwed his contraption up -- there\'s a way to restore it back to normal.
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It should not.There are several threads with pics of those arches posted, and I won\'t be surprised if one of them had also their exact coordinates. Moreover, an arch is well visible from >20 Km orbit. BTW IMO the challenge\'s (a) valid, and ( is quite hard
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Propane thrusters don\'t spin; they have just one direction -- \'forward\' (<H> key). I usually put a rover with 2 tanks/thrusters under the command pod, then a stack decoupler, and then a landing stage (usually ASAS + small tank + small engine). I land it vertically; then I - deploy wheels with <G>, - decouple rover from the landing stage, - turn on RCS with <R>, - turn on pod\'s SAS with <T> (it\'s well enough to stabilize such a light vessel), - turn on precision controls with <CapsLock> key (otherwise the rover\'s extremely hard to control in flight), - and press <H> to lift the rover from the landing stage.
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The "Why is this even in KSP?!?" Challenge
Tosh replied to 0muffins0's topic in KSP1 Challenges & Mission ideas
FINALLY Too bad the game can neither save nor switch vessels while one of them is landed on another UPD: uploaded barge.craft. Requires Cart plugin. Don\'t ever use cart steering (<J/L>), otherwise carts fall off! Use <A/D> instead. Also be very careful when leaving runway; I\'d recommend driving slightly to the right and exiting at the SPH slipway crossing. Don\'t exceed 10 m/s while in water. Ah, yeah, hydroplane is not included UPD2. Ninja\'d -
The "Why is this even in KSP?!?" Challenge
Tosh replied to 0muffins0's topic in KSP1 Challenges & Mission ideas
This failed pier should not be there. No surprise we called cleaning agency. -
To spoil even more... There are several devices available in Addon Releases section that help locating these thingys. Devices output vary from 'beep-beep' as you approach the thingy -- and up to giving you exact location of the nearest one
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That\'s weird, but I\'ve got some luck with realistically looking planes -- Like this one: Or this: Indeed, as well as their real-life counterparts, they do require helluva lot of setup before they even able to fly. Wings placement, incidence angle, dihedral angle, main gear legs... But when at last they fly -- they fly pretty well. BTW here\'s quite a collection of realistic planes: http://kerbalspaceprogram.com/forum/index.php?topic=12874.0. Most of them fly
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Of course it is. Unity reference: http://unity3d.com/support/documentation/ScriptReference/ParticleEmitter.html o.transform.parent = transform; o.transform.localEulerAngles = Vector3.zero; o.transform.localPosition = Vector3.zero; emt = o.particleEmitter; emt.emit = true; emt.minEnergy = 0.3F; emt.maxEnergy = 0.3F; emt.minSize = 0.8F; emt.maxSize = 2F; emt.rndVelocity = Vector3.one * 2; emt.localVelocity = Vector3.zero; emt.useWorldSpace = false; ... emt.minEmission = 200; emt.maxEmission = emt.minEmission; GameObject o = Instantiate( Resources.Load( 'Effects/fx_exhaustFlame_blue' ) ) as GameObject;
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IIRC polar ice was reported to be pretty flat.
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It does not. It wants you go to the 'shop' and 'buy' a free version (i.e. choose free license from all the available licenses listed) .AFAIK no back-conversion from .MU format is currently available
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1. Click an image in your post to make it enlarged, then right-click and select 'Copy Image Address' (or whatever) from the context menu.2. Edit your post, and paste an URL you\'ve just copied. Just like this: http://kerbalspaceprogram.com/forum/index.php?action=dlattach;topic=13194.0;attach=21215;image 3. Now select the pasted address and click 'Insert Image' in the post editing toolbar (you know where that button is, you\'ve already pressed it ): [img=http://kerbalspaceprogram.com/forum/index.php?action=dlattach;topic=13194.0;attach=21215;image] 4. Now, if you wish to make it a 'spoiler', select an entire line and press 'Spoiler' button: [spoiler][img=http://kerbalspaceprogram.com/forum/index.php?action=dlattach;topic=13194.0;attach=21215;image][/spoiler] Result: 5. This bug (and it is the bug!) has been already reported: http://kerbalspaceprogram.com/forum/index.php?topic=12525.0. [mod]Topic locked. Link is posted in the original bug report one.[/mod]
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Wha... I suck. I\'ve started with 0.10 Though *cough cough* I cannot call those old days 'good'. Modern times are much more interesting . Ye know, proper planes, two moons, advanced orbit display, plugin programming... ...and me being The Moderator 8)
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Is it possible to pan the view in flight?
Tosh replied to RC1062's topic in KSP1 Gameplay Questions and Tutorials
...And right in this case I\'ve got mistaken ;P I\'ve just double-checked it: it\'s well enough to keep only a middle button pressed. But still, resetting view by double-clicking the mouse wheel without turning it even slightly, -- that\'s a real pain in the... hand. -
This topic has been moved to KSP Development. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=13178.0[/iurl]
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This topic has been moved to How To.... [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=13150.0[/iurl]
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Is it possible to pan the view in flight?
Tosh replied to RC1062's topic in KSP1 Gameplay Questions and Tutorials
Press right mouse button and middle mouse button simultaneously, then move the mouse... Double-click middle button to reset the view (which is quite tricky to perform, if you have a wheel instead of button :\'() UPD: Derp, only the middle button\'s enough. -
Was just kiddin))Frankly, experienced KSP players are skilled indeed in 'playing piano' ;P
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I\'d really like to run, say, KSP v0.25 -- and see graphics like that BTW I much, eh, 'appreciated' those black PR references to KSP in the video. Especially to 'playing piano' > Kidding
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Yes, this helps to protect engines from touching the ground, but makes lifting off way harder.I prefer to give wings a positive incidence angle by clicking <Shift +A/D> once or twice when attaching them. This allows a plane to takeoff/land with its fuselage being almost horizontal. BTW I don\'t see a 'Bug' here [mod]Moving to General Discussion[/mod]
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Well, and I\'ve got a chance to verify some space maneuvers I\'d referenced in my earlier Sci-Fi stories. That might be quite surprising -- but my descriptions had been accurate. Probably because they hadn\'t been very specific?