Ninja
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Could you upload a version with the rendezvous module reactivated so we can choose which to install? For the some of us who don\'t have access to subversion or the other tools to compile and build an svn trunk. Don\'t know why you chose to remove one of the best features of the mod, rendezvous was the last thing I was attempting to master in Kerbal Great plugin though
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Its to do with the flattening of the image, if you lock it you are flattening the image and therefore it compresses to 24bit. If you do not flatten the image before saving it will retain its 32bit compression that is utilized for editing. Just don\'t flatten the image or if its already flattened double click it to change it from 'Background' (locked) to a normal editable layer. Doing this before saving will fix your issue No need for ms paint or fancy plugins
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Maybe its the speed of neutrinos that actually matters and the correct term should be 'light travels almost at the speed of neutrinos'
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Right I have just had a quick look, all my current parts are fine and showing correctly. C7 yours do indeed show a red tint, to fix this its pretty easy reload the .png files in photoshop, double click your 'background' layer to un-flatten the image then save out again as none interlaced. If you flatten the layers prior to exporting you will find that you will get the red tint issue Hope this helps just re-saved all your files using this method and they are now showing fine.
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Ill have a look into this after work today textures are a speciality. I shall post a pipeline here when I have it working correctly. Is this a precursor to hopefully including normal mapping / more complex texture shaders in the future?
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Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Theres two versions of the cockpit, one will be a complete model (the one I use for tests) this will allow for glides (controlled crashes landings) The second has a flattened front to merge with the pod and will act as a separator to allow the player to land the pod under parachute. C7 took some playing around with that before I found a method I was happy with, originally I did square tiles but they looked too organised and clean not Kerbal enough -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Update time, I have temporarily removed the internal cargo bay as this was proving almost impossible to implement due to collision mesh restraints. Unfortunately with the current use of DAE files and non convex collision meshes I think internal cargo space is off the cards :\ Believe me when I say I have tried so hard to get the internal cargo bay to work (hence the project delay) but there is no way to effectively make it work. So moving on here are some screen shots of a few successful launches and one that went so catastrophically bad even Jeb vowed to quit and never return if he should live... 8) Currently refining the flight characteristics with external fuel tank and rockets fitted. Also refining the RCS thruster pods, they are designed to be used for short intense correction burns, any longer usage will cause you to loose control or explode Additional image showing the RCS thruster pods. Each have there own micro fuel cell and RCS thruster. Temporarily using C7\'s fantastic aileron pack until I have my own fully working. -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Update time, I actually work in the games industry and unfortunately this last few weeks have been pretty much constant work HOWEVER! The project still lives and I am currently in the process of updating everything to the new 10.1 version With the new flight mechanics the balance issues are not such a problem so hopefully I can fix that now. In game screen shots will hopefully follow soon -
I have a lot of groundwork in place for this type of delivery system. Particularly in the case of developing your collision mesh If you have any issues message me and I don't mind offering a hand. Good luck with it
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Project Concept - Vehicle Status Audible Feedback
Ninja replied to Meatsauce's topic in KSP1 Mod Development
The game framework is not really in place yet to consider mods any more serious than just parts packs. That is the only real mod framework in place and even that is constantly being changed and updated. For what you are talking about it would require alterations to the way the code works and as yet I don't think the ability to register trigger points is in place. Most likely in a future update the frame work will be laid probably with the introduction of the more complex UI system for orbits that is a planned feature. You could probably do basic sound packs though for when decoupler stages are triggered, engines ignited, parachutes ejected etc -
It is possible to trick it though using the system I have in place for external fuel tank only the top 'Cone' section of the external tank has fuel, coupler is below that feeding into the shuttle and below the coupler is a dummy lower external fuel tank structure 'Strut' so it does cross feed correctly into the shuttle fuel tanks. However the problem is the decoupler set-up I am using to allow that does not allow for horizontal separation only vertical which means when you go to separate the cockpit of the shuttle is jettisoned.... Ive managed to get it to feed the fuel correctly but until I figure out the jettison issue its not much use.
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Mounting them backwards though results in ejecting the wrong way It's something I am working on though so if I find a solution ill be happy to share how its done
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Near future Anti Satellite/AA tank fires guided rocket shells for anti sat purposes.