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KSP2 Release Notes
Everything posted by Hary R
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Scott Manley have encountered him last year (don't remember when thought). He's a NPC that a fan of KSP have named. And I thought Gene will never give him such an expensive ship.
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on thing is sure: Most of them. we don't know yet to what extend the change in the core code of the game will affects mods but it will break many thing. I'm not expecting any of the plugin mod to work, and i'm not sur about part mod either.
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Go just straight up to destination is possible if you have the TWR and DV required now it's certainly nothing like what is shown in the movie as it require an hard acceleration and you still need to match relative velocity with your station. If the station have a good artificial gravity (via it's own rotation) why not but the atmosphere will eventually leak anyway so for a small station, it pretty is a bad idea. Most concept of station like the one in the movie I know of all have a roof (transparent one to make it more cool) I haven't seen the movie i'm judging by your description and google
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yep, that can also be a problem here, some file import in a different scale, for exemple, FBX import at 100 scale by default.
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first, always set you object position to 0 on all axes in unity (especially the parent object), right know i see it as x=4 y =0.8 z=2 4.2.2 is (as of now) the recommended version as it's the only one that still support the animation correctly, but all later version work fine if you don't have any animation on your part. .also, check you KSP log file to see if all the texture needed fr your part are loaded.
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Exporting from .blend to .mu
Hary R replied to legoclone09's topic in KSP1 Modelling and Texturing Discussion
As for the orientation, i didn't know you could change it from the part config file thanks for that. edit: I was wrong it's the green one indeed. answer deleted to not get people confused. -
Exporting from .blend to .mu
Hary R replied to legoclone09's topic in KSP1 Modelling and Texturing Discussion
Your part is simply not correctly oriented in unity, unity coordinate are different from the blender one, i suggest you to watch/read some tutorial in that matter. As for how RCS work, I haven't created one yet so I have no idea how to set them correctly. -
For hand to hand combat, no martial art will work without gravity, even grappling, all required good ground base to work. A real micro gravity martial art is yet to be created, you best bet will be knife fight. if you watch a BJJ match carefully, many set ups require a lot of taking a good ground position, pull up with leg on the ground, roll, push/pull your opponent to make him fall. The fact is, all the necessary set up in BJJ and other grappling MA's were created with the help of gravity, the only grapple I can think of is to get someone in your guard (close guard), hold tight with the leg and punch, or get his back hold tight and punch or get a rear choke hold. may be i'm wrong, I'm still a beginner in grappling.
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Exporting from .blend to .mu
Hary R replied to legoclone09's topic in KSP1 Modelling and Texturing Discussion
Well may be the .mu blender don't export the transform correctly, and beside, blender don't like object to have the same name so your empty/transform all have a different name in blender. As for collider, I always set the in unity so no idea how the plug-in dose it. -
Exporting from .blend to .mu
Hary R replied to legoclone09's topic in KSP1 Modelling and Texturing Discussion
The easiest way is not to use the plugin to export as .mu file (it don't work properly) but to use unity and part tool to create a .mu file. -
thanks, you can find a first version of it here. Pour les francophones, le developpement continue, je modélise en ce moment de nouvelle pièces (mk2 et mk2.5) que je dévoilerais une peu plustard.
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Limits of air augmentation in rocket engine design
Hary R replied to sevenperforce's topic in Science & Spaceflight
or in other word, this Nasa concept -
Yes, It's B9 procedural wings mod. I've said it in the PS at the end of the OP
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Strange texture effect depending on sun rays.
Hary R replied to Azimech's topic in KSP1 Modelling and Texturing Discussion
Have you tried it without scatterer and kerbal paint? -
Strange texture effect depending on sun rays.
Hary R replied to Azimech's topic in KSP1 Modelling and Texturing Discussion
May be i'm getting older but I can't see what's wrong in the image. Can you put a different image with a different angle? -
There is a cargo bay in the pack, it can fit two 1.25m part but the door is kinda...special, but yes, they will be some other cargo bay with different configuration for the mk2.5. stock alike will be for later, for now i'm concentrating on modeling the next part and polishing those one (no worry, it's in the to do list.)
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Yep, me too, IIt's my favorite stealth plane ever. I've manage to kerblizied part of the design but it not as good as I hope (i'm not bac9 or bahamutoD). by the way thanks, I have some really cool idea but development will be long. So many thing to do, so little free time I have.
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C'est fait, rendez vous ici pour le reste du devellopement, mais je poseterais des info en français ici.
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AUC Advance Technology proudely present: AUC Aeronautic technoloy AUC aeronautic is part mod and (in the future) a plugin mod that add some plane, rocket, station, and other part to KSP. It is still under development and some new idea will become real in the furture. Right now AUC aeronautic add a buch of part including (for now): - a mk1 cockpit - a mk1 to mk 2.5 adapter with a buil in air intake - a mk 2.5 to mk2 adapter - a mk 2.5 fuel tank - a mk 2.5 jet engine - a mk 2.5 rcs tank - a mk 1 air augmented rocket engine The MK 2.5 is a brand new crossection that was inspired but the YF23, it aim to be a SSTO but right now is only a plane thing: more part are beeing created and existing part are still under development expect change. The Mk1 air augmented rocket is based on that this. The real life model of it use oxygen from the atmosphere as an add oxidizer or the air in itself as an added working mass. My version only use the atomsphere as an added working mass making it to work in anywhere. The rocket itsef is a small 0.65m engine ducted into a 1.25m ram/jet. Get it on: Soon on Spacedock. curse https://drive.google.com/open?id=0ByNqSAJa8j58LXEtN1ByRlVkaUU dependancies: Included in the pack - community ressource pack - Module manager no included in the pack but required for the IVA: - RasterPropMonitor - ASET Avionics Pack v 1.0 - ASET Props Pack some issue: - the air augmented rocket have a weird way to attached itself radialy, work around: just offset it. - the cargo bay don't protect from air stream (fixed for the next update). Credit: Part and model: HaryR Texture: myself for MK1 part Bac9: allow me explain, the textures are a reproduction of the next B9 texture (the one that was not released yet) I give him full credit for crating it (MK2.5 PART). My work on it was to make my part fit the style. I't allowed by his licence (if he don't change it) and following his licence policy: Licence:This work is shared under CC BY-NC-SA 3.0 license. Dependencies may come under their own licenses. Please check dependency documentation for details PS: the craft that are in the zip file, only the starchild stock is purly stock, for the other craft, you will need: B9 procedural wings and BD adjustable landing gear.
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Well yes, i just ask to head 270 not that the plane actualy go in that direction but at the same time who could have think of landing in reverse. If you do it, as it's not against the rules, your time will be validated
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A Startrek bird of prey made the run in 24S (that what i've counted) nice one. Love the bloopers, it can land in revers??
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That's a lovly little plane you have a validated time of 42s in your previous tempt, I really thought that her head was going hit the tower
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Supplies is most obvious reason, but I see this only if it's a remote station. As for stations that are close to a controlled space by any governmental organisation (think of earth leo station), no pirate will go there, they will be detected well before arrival and captured as they close in or destroyed if that's how they like it. Deep space and remote station on the other hand... days or months before law enforcement arrive, that's where pirates are.
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One guy or more realistically a very small team, think of the Somalian on there little boat, 2 or 3 guy with some weapon. The stolen/salvage part for the ship is a good idea and a very plausible one. Well you said it, a station is not a very good target and station that have some form of value will certainly be well guarded (private or government doesn't matter). A reason for pirate to attack freighter,rare goods, spare parts, they were paid to do it (the famous political reason) and here is a thing I know very well (it's part of my job), money transfer. You may think that money transfer are all made by wire today but in reality, real money are still sent to the receiver bank. No reason for it change in a spacy future, the bank in the colony will still ask for real money to be sent. So pirates have a chance to still it.
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Give me some more possibility for my writing, thanks. About that part, one can imagine that their main base is actuality know but for some political reason, they are left alone (not hard to imagine in fact). After all, we try to imagine a context where space pirate can exist in a realistic way. So boarding is mandatory... Edite: By the way. Indeed, I have no idea how real hacking work thanks for the insight.