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Sam Hall

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Everything posted by Sam Hall

  1. yeah it looks like the force vector for body lift is being applied in the same direction as the drag force now, so basically most of your spaceship's lift has been transformed into extra drag. strikes me as a peculiar balance decision but i am not a professional expert videogameman so whatever
  2. Yeah pretty much. It wasn't exactly a picnic since i'm literally years outta practice doing unity editor stuff but I think I got it fixed. Used Taniwha's plugin to import the .mu files into Blender, welded up all the weird split edges that caused, snapped all the geometry and transforms to the center axis (almost everything on the Wolfhound was rotated exactly 1/10th of a degree off-center for some reason), then re-exported with Parttools. The resulting engines go in a nice straight line without the SAS having to lift a finger. [Link snipped by moderator] Two .mu files; put em in your \GameData\SquadExpansion\MakingHistory\Parts\Engine\Assets folder. They'll overwrite LV-T91.mu and RE-J10.mu so don't forget to make backup copies of those first. I don't think this should break anything, but like I said... literally years outta practice.
  3. Okay I took a look and it seems like there's 3 different problems plus one peripheral sub-problem going on here: 1. Opening up the .mu file in a 3d editor reveals that the orange tank is just not modeled very cleanly. Parts of it are subtly lopsided, there are split edge normals that were obviously split by accident and then just left that way, the whole thing is just a smidge off-center. No biggie, 10 minute cleanup job in Blender. 2. When they converted the diffuse map from .png to .dds the export settings were set wrong, and the alpha channel was blanked. It wasn't actually deleted; there still is a alpha channel, the image is still DXT5 not DXT1. The channel is just completely full of nothing but white. Since the shader is using the alpha channel as its diffuse map, this makes every pixel on the tank's surface completely as shiny as all hell, and makes the messed-up geometry visually pop a lot more. 2.B. Additionally, the normal map on the white tank got straight-up wrecked in the .png -> .dds conversion. It looks like they tried to use DXT5nm compression but got the swizzling process completely wrong. You're supposed to move the data from the red channel into the alpha channel and blank the blue and red channels, but instead they just duplicated the green channel over absolutely everything. That doesn't give you a working normal map. It gives you a gross ugly mess that doesn't make any visual sense in-engine. It's not the first time Squad's done this either but that's a topic for its own bug report. Fortunately the .pngs in 1.4.0 are still good, so going back and re-exporting everything the right way wasn't hard. 3. the ModulePartVariants in Rockomax64.cfg was set up all wrong. What you're seeing in Klesh's screenshot is the game loading both the orange tank's mesh AND the white tank's mesh retextured with the orange skin at the same time, and since the orange tank's mesh was modeled slightly off-center the two are clipping through each other and z-fighting like crazy. This took a little longer to figure out since ModulePartVariants is documented basically nowhere but I managed to fix it by sticking both meshes inside Rockomax64.mu and deleting Rockomax64_O.mu and commenting out the MODEL line referring to it in the .cfg. I'm putting a zip up on dropbox that replaces all problem files; just dump its contents into the GameData\Squad\Parts\FuelTank\RockomaxTanks\ folder, overwriting as necessary (obviously make a backup of the folder first because better safe than sorry). Let me know if this works or breaks anything, but I'm not gonna reply right away cause it's waaay after sleepy-time now. https://www.dropbox.com/s/7cbhgyosuzwq7fc/Rockofix.zip?dl=0
  4. I'm not on Steam, i just download the .zip from the store page. Says 1.4.2.2110 on the title screen. And here, look: That's me not touching the controls at all. Look how hard SAS has to yaw to try and keep that thing headed in a straight line. I think they set up their thrust vector in the unity editor by just kind of eyeballing it instead of actually looking at the numbers and seeing that it was really centered and zeroed.
  5. Nope, thrust's still off-center. Cheetah too.
  6. Oh hey, they fixed the broken normal maps on the KV pod IVAs; nice! ...looks like the one for the black+white Rockomax tanks is still hosed though. Also the new structural panels. Also they accidentally blanked the alpha channel on the Rockomax tanks' diffuse maps when they converted them from .png to .dds. Also there's still a 2048*2048 DXT5 texture that does nothing but make the tiny featureless rectangular orange lamps in the KV2+3 pods glow.
  7. yeah I've seen that happen before; bits from the IVA scene just randomly showing up weird places outside the ship. Usually it means I screwed up in the unity editor and put something on the wrong layer. like in this screenshot here; the pod's interior was supposed to be in layer 16 ("Kerbals") but I left it in the default layer instead, so when i hit "launch" it's just lying there on the runway. haha I know right? unfortunately I don't think their current art guy knows how to set up internal camera switches. it's too bad, especially considering the video RAM spent on its RIDICULOUSLY GIGANTIC texture. plus mipmaps!
  8. OKay 1.2.2 is out and KSP looks pretty unlikely to see any significant changes in the future so i guess now's about as good a time as any to blow the dust off this thing and give it a maintenance update. New cockpit, new parts, grid fins fold now (this needs RetractableLiftingSurface Module by linuxgurugamer installed to work correctly), redid most of the models and textures, airplane parts look stockalike with the Porkjet parts instead of the old C7 ones. Curse is I guess on vacation or something tonight and has had the file upload stuck on "Under Review" for the last hour so here's a Backup Dropbox Link for until that gets sorted out.
  9. fantastic, looks like everything's working correctly now! Thanks!
  10. yeah, i'm working on trying to get an update out for that hopefully within the next few days. i know one of the main complaints people have had about it in the past is "the grid fins look like they should be able to fold but they don't", so it's real nice to finally be able to do something about that.
  11. This looks like a really helpful mod, but trying to use it i ran into a weird problem: for some reason any part using the RetractableLiftingSurface module reports in the editor as having a wing area of 1.5, no matter what the various DeflectionLiftCoeff values in the .cfg file are actually set to. Changing those values still impacts the in-flight performance of the wing normally; you can set them to zero and have a wing that doesn't do anything at all, or set them to ten and get ridiculous lift, but when you look at the part's properties in the editor it still says the same "Relative Wing Area: 1.5" in both the "Control Surface" and "Retractable Lifting Surface" boxes. I also checked out Contares and SXT to see if they're doing something different that i just missed, but nope 1.5s across the board there too. Very strange. also it would be nice if the control surfaces could be set to remain motionless while the wing's retracted instead of futilely waggling about in response to control inputs... like, with "retractedCtrlSurfaceRange" + "extendedCtrlSurfaceRange" values or something? That's a secondary concern though.
  12. yeah actually it looks like just reverting the current flight to launch is enough to make a new icon spawn. very odd EDIT: oh god it followed me back out to the main menu this time, i didnt know it could do that. help
  13. yeah go for it, i am all for a 1.2 compatible Protractor existing. trying to plan flights with just ksp.olex.biz and a actual literal physical protractor is kind of awful
  14. here i tried redoing the whole "GameData\Protractor\Parts" folder with everything in .mu and .dds format and with proper collision meshes, somebody who knows how KAS / FAR work (so not me) could try dropping this in and seeing if it fixes whatever's the problems. obviously back up your important stuff first. http://www.mediafire.com/file/lsvtgg9va1aziyw/Parts.zip also its got a toggleable backlight now cause why not the whole "MODULE{ name = ProtractorModule }" bit in the cfg doesn't actually seem to do anything with the latest version of protractor.dll and protractor itself still doesn't seem to work right in 1.2 prerelease but that's not gonna be anything i know how to help with
  15. Minor update: 0.24 is out and money exists now, so I went back and tweaked prices on everything to bring it a bit more in line with the stock parts. Aside from prices nothing has been changed.
  16. It actually is a kerbal seat; the main thing that differentiates it from the stock rover seat is that it's stack mountable, with a pair of attachment nodes located directly before and behind its center of mass. So you can stick on a pair of small RCS cans and jets on the front and back to make a Minmus hoverscooter, or a ion engine and .5m docking port to make a bare-bones orbital shuttle or whatever. It also has some limited SAS functionality. The downside is that it's quite a bit heavier than the original; with a kerbal onboard it comes out to 0.2 tons even.
  17. Also it's up on curse now --- > http://www.curse.com/ksp-mods/kerbal/220927-mk2-cockpit-internals I updated the OP when i moved it there but i guess i also shoulda bumped the thread so people would notice, my bad
  18. Okay so Spaceport's dead, and Curse I guess forgot to pay their Cloudflare bill or something cause I can't upload jack there. Guess Mediafire'll have to do for now. http://www./download/qrjbt0m00u9pk79/Kerbonov.zip This is the newest version of the parts pack; I've added a couple new parts and also cleaned up some of the IVA textures a bit.
  19. definitely this <iframe width="480" height="360" src="//www.youtube.com/embed/XAg5KjnAhuU?rel=0" frameborder="0" allowfullscreen></iframe>
  20. That would have been cool, but nope! Haven't figured out how to make the fins both fold and act as control surfaces yet. I'm afraid it might involve some sort of .dll sorcery that's way beyond a simple blendermonkey. An-2 owns. Stall speed's like 20 mph; give it a bit of a headwind and it is the only airplane that will go slow enough to ghost ride. not really sure how I'm going to get this to the moon
  21. http://www.curse.com/ksp-mods/kerbal/220999-kerbonov-parts-pack backup Dropbox link: https://www.dropbox.com/s/y7t2cknu1kq77jp/Kerbonov_12-25-16.zip?dl=0 UPDATE 12/2016 Many changes this time: -Updated compatibility for KSP 1.2.x -Grid fin: Has been made foldable; this requires the installation of RetractableLiftingSurface Module ( ) in order to work correctly. Many thanks to linuxgurugamer for this extremely handy module! -Edited properties of some other parts for better balance in newer versions of KSP. The mini turbojet, for example, had little real reason to exist after the introduction of the "Juno" engine, so it's been shrunk down even further to basically RC model aircraft scale. -Too many graphics updates to list individually. Edited or completely remade nearly all models and textures on all other parts. Most diffuse, normal and emissive textures have been tweaked extensively to minimize S3 compression artifacting. The KN2 and passenger pod have been completely remodeled to look stock-alike with the modern 24-sided airplane parts, instead of the old 18-sided C7 ones. -Added several new parts, including the KN-7 spaceplane cockpit module (with IVA). UPDATE 5/15: fixed compatability with 1.0. Converted textures to .dds format. UPDATE 7/14: Adjusted prices to bring everything more in line with the stock parts for 0.24. No other changes. UPDATE 6/14: Added three extra parts to pack, touched up some textures on KN2 internals, fixed nonworking sound effects on micro radial decoupler and RATO motor. ---------------------------------------------------------------------- The Kn-2 module is a 1.25-meter cockpit with IVA view for use with smallish spaceplanes. It seats 3 kerbals, and is roughly intermediate in weight between the Mk1 and Mk3 cockpits. Also packaged in the zipfile are 6 additional parts: Hood ornament: A snazzy little chrome doodad for classing up your horrible spaceplane / rocket death dragster. Probe RCS: A tiny, low powered RCS block with its own small monopropellant supply built in. Good for unmanned micro-probes. Drop tank: A light, streamlined 50L jet fuel pod. Includes its own built in decoupler for when it runs dry. Radial Micro Decoupler: What it says on the label. Now itsy bitsy ships can benefit from asparagus staging too. RATO Booster: A bit like a bigger, heftier sepratron, except stackable. Grid Fin: Fits a very large effective surface area into a compact (front to back) package. Edit: Added 6/14 Small Inline Passenger Can: A single-seat 1.25m hitchhiker container for spaceplanes. Heavy Duty Command Seat: A heavier, tougher, stack mountable version of the external command seat. Also has limited SAS functionality. Mini Turbojet: Basically a very scaled down version of the standard jet engine. Good for UAVs or flying rovers. Edit: added 12/16 Kn-7 Cockpit: Fits MK2 spaceplane fuselages. Seats 3. Narrow. Tall. MK2 Side-Loading Cargo Bay: Comes in 2 sizes. Intended to make designing a plane around the Kn7 cockpit marginally less awkward. License: CC 3.0 Share Alike with attribution
  22. Hey there, just chiming in to say that this is a really good mod and I've updated the mk2 cockpit internals replacer to work with it after a bunch of people requested that.
  23. HI OKAY YES sorry I am difficult to contact guys, I've been kind of busy and also didn't actually realize the KSP forums had private messages until just now. If I'm understanding your question correctly, what you want to distribute is just the internal.cfg file with some extra MODULE { } lines stuck in for those MFDs? That's okay by me. I should point out though that I've just uploaded a new version of the cockpit that fixes some slightly mispositioned props, so you'll probably want to paste that over the old version of the internal.cfg. Also, I've gone ahead and repackaged the zip on Spaceport to work with ModuleManager. I'm not real familiar with how MM works but nothing seems to have broken in the process.
  24. the "Shift" button on the numeric keypad is a secret camera switch! It's only really useful if you've got a docking port on the roof of your spaceplane and you want to try docking from IVA. I mostly like to use it cause it's got a spot to attach an avionics module. Figures I'd get the mod finished just in time for the avionics module to become totally unnecessary!
  25. The stock cylindrical parts all have 24 sides regardless of diameter, with the exception of the ones that were once part of the C7 aerospace pack. Those are 18 sided. It's also worth mentioning that ALL the cylindrical parts have a 12 sided collision mesh, including C7s.
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