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KSP2 Release Notes
Everything posted by Tosh
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Nope. I\'d like just to update Gemini with normal maps and RCS ports. When I time (and mood) to do it
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I have plans to update. But... once again, I\'ve promised an update on January, and still haven\'t made it...So don\'t believe me ;P
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Friend needs help making a UV Unwrap (blender)
Tosh replied to Monkthespy's topic in KSP1 Mods Discussions
[mod]WUT??? lOckInG thIs tO hEll.[br] P.S. Monkthespy, PM me if you have something reasonable to say here; I'll unlock the topic then.[/mod] -
Launch a Rocket From a Space Plane Into Orbit
Tosh replied to Eumaeus's topic in KSP1 Challenges & Mission ideas
This baby flew to Minmus. And returned back home. -
More likely 'Eaglet' than 'KM'. Just change an engine to Damned Aerospace Turboprop...
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One guy (I don\'t remember who exactly) claimed to have changed Sun flare texture in memory at run-time, with some kind of memory editing/cheating program. The same could be applied to particle textures.
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1) IRRC cylindrical stock parts have 24 faces. 2) 2000 polygons could be a good aim to shoot for, but there\'s nothing bad in having a part of 3-4K polys. At my experience, more than 5K might be a bit too much (though still does not hinder game\'s performance).
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Most likely you\'ll need to program. New PartTools pack allows to create animations in Blender and import them into the game; but you\'ll need something to trigger these animations. E.g. v0.15 airplane landing gear is retracted/deployed in response to a key press; game code (or plugin) detects that user pressed a key, and launches an animation.So, most likely, you\'ll need to learn C# programming language. Unity is the universal game engine on which KSP is built upon. Using KSP PartTools for Unity gives a full access to new v0.15 features like different materials, animations created in 3D modelling program, and such.But you still can create parts without Unity, and implement all the animations programmatically, in C# plugin code (that\'s how all the existing plugins were made). BTW Unity goes bundled with C# IDE aka MonoDevelop; that\'s quite convenient
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Then, if you want it to move on wheels (but don\'t want to code) then see Cart Modelling Guidelines. If you need an arm moving, see either MultiJoint or Damned Robotics.
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Guess what? I\'m not sure . But I tried to build MiG-25...
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You don\'t even need to code (and to model either) . See this topic: http://kerbalspaceprogram.com/forum/index.php?topic=12788.0And BTW this one: http://kerbalspaceprogram.com/forum/index.php?topic=9713.msg187438#msg187438
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Flipping truck and rocket-propelled UAZ have made my day ;D Well, challenge accepted ...and failed. My idea yielded only 220 m/s
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This topic has been moved to Games Games Games!. [iurl]http://kerbalspaceprogram.com/forum/index.php?topic=12376.0[/iurl]
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On the other hand, Me-163 is also a rocket plane using not the most efficient fuel (H2O2, IIRC)... With 3 mk1 tanks (450 units of fuel) and one turboJet engine, my small plane flew 650+ Km reaching up to 17+ Km altitude and up to 620+ m/s speed. Fuel efficiency is roughly the same as of your one (1125 units of fuel, distance covered 2 * 700 Km)
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I think I must rejoin. Here are three features that brought me the most of fun in 0.15: -Space Plane Hangar. Bilateral symmetry, incidence/dihedron angles fine tuning (<Shift + WASDQE> keys) and trims finally allowed me to build a really stable airplane. Flying and landing without an ASAS! And with no joystick. :thumbup: -Patched Conics. Wheeeee-he, slingshots rock! A couple of \'em and you\'re out of Solar system! I doubt I could ever perform a single slingshot maneuver without a patched conics display. 8) -Part Tools. Yep, mainly the normal mapping support. Twice as much details in my future models... with twice as less efforts (\'cause imitating a surface structure with generic Diffuse shader was a real pain in the butt; Bumped shaders allow for much easier solutions). Thanks guys! :thumbup:
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And, after all, if speaking about 'shocking'... When I\'ve been just recently entered the forum, I once have been forced to clean all the f-words from my posts. I\'ve tried hard, but apparently have f---ed* to f---** some of them. * failed ** find ;P
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[PLUGIN 0.15+] Frame Rate Command Pod v1.2: Ap/Pe/Encounter Readouts!
Tosh replied to Tosh's topic in KSP1 Mod Releases
If I were you, I\'d not try. I\'D HAVE IT WRITTEN IN MY SIG WITH 64PX LETTERS!!1111 ;P Kiddin\' -
[PLUGIN 0.15+] Frame Rate Command Pod v1.2: Ap/Pe/Encounter Readouts!
Tosh replied to Tosh's topic in KSP1 Mod Releases
Woooooah. You\'re most likely the only person in forum never been at the Mun -
- Never started a poll, - Never posted in RP and Welcome Aboard, - Have started four topics that have not been answered even once.
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Rule 95. Deep Space Kraken\'s alive. Period. No matter who claims to have this beast killed >
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Yes, exactly. float distance = ( vessel1.findWorldCenterOfMass() - vessel2.findWorldCenterOfMass() ).magnitude;World coordinates are measured relative to 'scene origin', some arbitrary point in space which constantly changes during the flight (Harv references it as 'floating origin'). That shouldn\'t bother you either; just don\'t store those coordinates, get newest ones in each frame instead.
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Module and Resource example
Tosh replied to kellven's topic in KSP1 C# Plugin Development Help and Support
Thanks for sorting out PartModule\'s mechanics. Example is useful indeed :thumbup: -
Am I getting it right that the list of KSPFields cannot be altered at run-time? Is there some other way to implement a dynamic list of items in part\'s context menu (e.g. a list of nearest vessels with an ability to click one of them)? We can surely add, well, 5 pre-defined fields 'vessel1, vessel2, ... vessel5' and change their guiActive/guiName as the list changes; but is it the right way? o_O
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UPD: use <WASDQE> keys. Or <Shift + WASDQE> for precise rotation.