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KSP2 Release Notes
Everything posted by PatPL
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Left one - Smooth, one color texture with gradients Pros: - Texture easier to create - No seams to correct - I can place more detailed stickers (Look at caution sign) - It looks better to me Cons: - You may not like it Right one - Noisy texture created in GIMP Pros: - May look better sometimes Cons: - More work at creating texture, dealing with seams - I can't place very detailed stickers Tell me what you think.
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Hey, thanks for fast answer. I found the problem, and why it has been caused. Blender did something weird with material, and re-setting it fixed my issue. I think it has been caused, because i imported it from 32 bit Blender from Windows XP (Some ancient version). Thanks again and good night.
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Here's how it looks without texture: .blend doesn't fix it, so does recalculating normals. Like I said, I tried this before. I think it's something with material/texture but i'm not sure what
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Left - Unity Right - Blender Format - FBX, other work even worser Flipping normals make it worser too
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2/10 I saw you once or twice
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Hi! I've got small problem with Realism Overhaul. When game is loading, it can hang on loading part containing Solid Fuel. I can repair it deleting the part from GameData. How can I repair this? When I put the part back to GameData, it hangs on loading again. Sometimes Module manager can freeze loading, but it's not very big problem. ---> same as here
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I don't really know how to port it to Mac or web version, but i think i may TRY to learn making gui. It'll look like windows calculator
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UPDATE 1.2 - Two new options and new menu:
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Hello! It's small standalone program written in C++ (I'm surprised that it didn't made any error during building first time, WOW) Pictures: Source code (simple but working): DOWNLOAD(.EXE) Back soon. Licence: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) You are free to: Share  copy and redistribute the material in any medium or format Adapt  remix, transform, and build upon the material More at: http://creativecommons.org/licenses/by-nc-sa/4.0/ Changelog: 1.2 - Two new options, small redesing 1.1 - Redesigned TUI (Not GUI, because there's no graphics) 1.0 - Initial release
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The Mün's Backstory (NOW WITH DUNA'S BACKSTORY!)
PatPL replied to Commissioner Tadpole's topic in KSP Fan Works
And winter cap -
The Mün's Backstory (NOW WITH DUNA'S BACKSTORY!)
PatPL replied to Commissioner Tadpole's topic in KSP Fan Works
Moho must have sunglasses, and Eeloo some kind of cap -
Dodam swoje 3 grosze: Lot na Dunę: Ike był po drodze więc... Potem lot na Dresa z ciut zmienionym lądownikiem: Potem zainstalowałem Realism Overhaul. Oto pierwsza rakieta którą osiągnąłem orbitę: Wyniosła to cudeńko: Potem wyniosłem na orbitę Kerbala... ale już nie wrócił; ze zbiornika wyparował tlen
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Ogólnie to zauważyłem że wszyscy i tak siedzą na angielskim forum (Pełno tam polaków)
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KSP Co-op Multiplayer idea
PatPL replied to PatPL's topic in KSP1 Suggestions & Development Discussion
PICTURE: http://i.imgur.com/mYd8COa.png It's not very heavy (152KB) but is enormous, so i gave you link, not picture -
KSP Co-op Multiplayer idea
PatPL replied to PatPL's topic in KSP1 Suggestions & Development Discussion
nonono, I mean, that Everyone has one year. They do things, and then after ther're done leader skips time to next year, friends sync their save with new vessels placed by someone else. There may be small problem wiht docking, but it can be solved like: - You dock here - You dock there And after the year both modules are in their place. I'll make a picture showing this idea more clearly -
OK, so there's my idea: Few players choose a leader. Leader takes control of the money, science, research, strategies Leader gives tasks and budget for his friends example: - You have 30000 funds, launch a satellite - You have 50000 funds, place rover on Mun - You have 40000 funds, add new module to space station After their job is done, they skip one year, and start again with one mission. Better explanation: http://i.imgur.com/mYd8COa.png
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Realism Overhaul Career Mode Discussion
PatPL replied to OtherBarry's topic in KSP1 Mods Discussions
I don't think so. -
Realism Overhaul Career Mode Discussion
PatPL replied to OtherBarry's topic in KSP1 Mods Discussions
I think, that SolidFuel is too expensive, it's cheaper to make liquid fuel boosters sometimes! -
Very useful, thanks
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SRB Can't be shut down in ANY way. You can only decouple them.
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I've tried, but i want: 0kN at 0% throttle 200kN at any else throttle(5%, 20% or 100%)
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Thanks for the reply. I have one last question. I want to make engine, that will go with full power, or none power. If I do minThrust = 200 maxThrust = 200 Engine can't be shut down using main throttle controls. Do I need plugin for that, or i'm doing something wrong?
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That's weird, i've always defined FX through config, and it always worked. Thanks anyway.
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My problem is: Whatever i'll put in: fx_exhaustFlame_yellow_tiny = 0.0, -2.0, 0.0, 0.0, -1.0, 0.0, running flame will come out of one place, no matter what value i'll put there. PART { name = smallEngine module = Part author = PatPL mesh = model.mu rescaleFactor = 0.25 node_stack_top = 0.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0 node_attach = 0.49, 0.0, 0.0, 1.0, 0.0, 0.0, 1 fx_exhaustFlame_yellow_tiny = 0.0, -2.0, 0.0, 0.0, 1.0, 0.0, running TechRequired = generalRocketry entryCost = 300 cost = 188 category = Propulsion subcategory = 0 title = -???- manufacturer = -???- description = -???- attachRules = 1,0,1,0,0 mass = 0.07 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 MODULE { name = ModuleEngines thrustVectorTransformName = thrustTransform exhaustDamage = True ignitionThreshold = 0.1 minThrust = 0 maxThrust = 20 heatProduction = 300 PROPELLANT { name = LiquidFuel ratio = 0.9 DrawGauge = True } PROPELLANT { name = Oxidizer ratio = 1.1 } atmosphereCurve { key = 0 344 key = 1 320 } } }