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Everything posted by Gaalidas
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I kid you not, I was experimenting with procedural fairings to make this sort of thing happen about four months ago... and I gave up miserably. I wanted my hull to be as round as possible, which made attaching things to the outside a real pain in the mule, so to speak.
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[1.0.5 - 1.4] Burger Mod! 0.4 (2016-04-25)
Gaalidas replied to NecroBones's topic in KSP1 Mod Releases
Not only does the engine need to have reddish exhaust, but it needs to have a liquid-like consistency. hmm... Oh, and the rude farting noise that would accompany the usual mass ejection of tomato product. -
So, off the current topic a bit here... Something to add to the issues list: if running KSP in the background for an extended amount of time without your save game loaded, upon loading it up after such an extended time frame, you may notice the button in the editor disappearing, followed by all functionality of this mod going away after another extended background time. yeah, I started KSP yesterday and then closed my laptop. Today I opened it and started messing around. Then I discovered the button was gone and then, after closing my save game and reopening an hour later, all extra buildings around the KSC were gone. So yeah... probably not a common issue with most people. I'm just weird that way.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Gaalidas replied to bac9's topic in KSP1 Mod Releases
That's funny... I nearly spit up my chai latte all over my screen. I developed a batch file to extract my downloaded mods from their zip files and then scan them for either MBM textures or TGA textures and convert them to PNG for me. Otherwise my laptop would have issues running stock alone. At least now I won't have to wait for the batch process to convert every stinking texture.- 4,460 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Gaalidas replied to rbray89's topic in KSP1 Mod Releases
Gamedata is usually where all modifications go. -
Huh... now we need a beard-growing mod. Back to the ol' drawing board people.
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I like it. I'd have probably just launched another doomed craft full of snacks (and no kerbals) to crash-land near the other crash site, but this is a much more elegant solution. The kerbal is still doomed to die a horrible death in the name of science... but at least there's a new illusion of hope in the eventual rescue of his sorry a... err, well you get the idea.
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Don't get me wrong, B9 is a tough one, but for most other packs it's pretty easy. You just need to follow the instruction in the OP and experiment a bit. As a rule, if it's a part with multiple moving objects, or procedural elements, you'll probably need "deepreplace = true"; If the part has emissive objects or an emissive texture applied to it, you'll need to use "EmissiveBumpSpec" instead of the regular "BumpSpec" that most parts can use, and you'll likely have to specify the "Specific = *" where you specify the main texture for the part being painted. And... if all else fails just use a basic texture painted all red, and you'll be able to paint the part with the primary color.
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Not purely... unless you're going to tell me that Kerbals don't exist in reality... or some other nonsense like that.
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I've actually been working on B9 in its current state, but it's really not as easy as it looks. Sometimes the shader you pick doesn't work the way it is meant to, and sometimes you have to apply a "deepreplace" modifier to it. It's a lot of crazy stuff. I've really only touched the surface of what's needed to make it all work and already that's meant at least a full work week full of sometimes picking selections out of the B9 textures one pixel at a time to make sure I'm only painting something on a specific layer that actually should be painted. Add to that the complexity of needing to make sure the paint job works along with the texture switching and the part variations and model switches... I think my hair is starting to fall out.
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My experience lately has been that the camera stays stuck inside the building until you scale up the first time, afterward it clips through the wall in either scale mode. One annoyance for me is that the sideways scrolling in the SPH is so freakishly slow, especially when upscaled. In fact... The vertical scrolling in upscaled VAB is almost as annoying. In the SPH however... When scrolling with the mouse, if it hovers over anything in the UI, the camera goes berserk and wiggles around.
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At the very least, the option of having a different icon for boosters, regular engines, air-breathers, separation assists, etc. would be amazing. Having the ability to customize the icons for anything that is able to be staged would be extra sweet.
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Now we need a department of licensing in the kerbal space center to handle licenses for the handling and use of concealed explosives.
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Gaalidas replied to bac9's topic in KSP1 Mod Releases
Wait wait... what? You're one guy? So, technically it would only count as one murder? My mind is, seriously, blowing up right now.- 4,460 replies
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Gaalidas replied to bac9's topic in KSP1 Mod Releases
My idea wasn't necessarily to make the interior lights turn on when the user turns on all the craft's lights, but I do see the problem with the pilot turning on the exterior lights and not wanting to cockpit lights on at the same time. It's looking like you'll either need to make a new prop for each pod, or redo the model's animation names to all be the same. I would just suggest avoiding the "toggle" function in case the user has the emissive tied into the ship lights, in which case turning on the cockpit internal lighting would turn off the emissive and screw things up. The prop will have to specifically specify whether or not it's "turning off" or "turning on" for continuity.- 4,460 replies
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It's definitely something that needs explaining sometimes. In KSP you can have, technically, a whole slew of wheels of different sizes and shapes, all animating together, and yet be defined as "one wheel" as opposed to all of them being separate entities. It gets confusing when your eyes say "ooo... multiple circular thingies!!!" and your brain is saying "ooo... one giant object with multiple colliders and animated parts!!!"
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LLL - Lack Luster Labs - Development Thread
Gaalidas replied to Lack's topic in KSP1 Mod Development
Kerbal Konstructs is supposed to be compatible with kerbtown based packages, so it shouldn't be an issue. the only things that have been changing are some parameters for alternate launch locations, and I think KK is doing it in a much better way than kerbtown did. At the very least, I launched a plane from an airfield at the north pole today, and with kerbtown I usually ended up somewhere under the terrain closer to the equator with the same launch site selected.