Ninja
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Everything posted by 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.
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1) Its doable, but mainly because it limits what sizes you can link it to on the stages below. 2) Exactly the sort of coupler I am currently working on, have the cross fuel flow working on a duel coupler but having issues with correctly decoupling. Ejects vertically rather than horizontally.... This thread probably needs moving though ;D
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Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Quick run down on details of how it will work. All parts are modular and so far it works like this Cockpit SAS / Decoupler --- Either SAS module or decoupler depending on mission (Long range lunar orbiter SAS would be best) Cargo Bay --- Basically the main fuel tank but has internal attachments top and bottom tried to make it as modular as possible allowing different payload combo's. Cargo Bay doors --- Unfortunately due to lack of animations for now these have to be jettisoned completely to use cargo bay. Payload attachments --- So far Satellite, internal fuel tank (Small and large), space lab, docking port. Possibilities for future addons Main Engines --- Take fuel directly from the cargo bay + any internal fuel tank addons Orbital RCS Engines --- These two pod engines have there own small fuel supply plus low fuel consumption but high temp creation (Forces short burns for control purposes) Hope this gives some idea of how it will work hoping for a beta release this coming weekend.... hopefully. Currently balancing flight mechanics (Payloads inside really effect the flight) -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Update time... I bring you eye candy, textures are about 90% complete need some little details and to finish off the cargo doors. Whats left to do Textures Control surfaces for 0.10 Model all parts and addons Export all parts External fuel tank jettison system --- Working on Landing gear / skids Hope you all enjoy, feedback would be nice please drop a comment. And anyone with any experience with couplers / decouplers please drop me a comment I would like some help in getting the external fuel tank coupler to work correctly. 8) -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Quick update still trying to solve the external fuel tank decoupler issue. Cannot seem to get a duel stackable decoupler to work ie (Jettison sideways rather than vertically) All other parts are in and am now tweaking the balance. KSP physics wasn't really designed to allow internal cargo while being coupled to a side weight (External fuel tank) whilst also being strapped to SRB's.... Trying to find a sweet spot between difficulty (dont want to make putting large cargo into orbit easy ) and preventing it from barrel rolling on take off... The sticky pad bug is currently making it lunge then spin on take off. On the plus side Jeb loves the ride for a split second. -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Okay so few minor alterations in the model and script and I now have the fuel flowing correctly.... HOWEVER! The decoupler detaches vertically as in when activated it launches the cockpit vertically rather than detach the lateral connector. Script thus far -
Ninja's - Kerbalite Heavy Industries -- Orbiter Test bed
Ninja replied to Ninja's topic in KSP1 Mod Development
Okay update time, So most of the shuttle is now in and coded but I have a question for you long time kerbal coders. The way I understand it fuel flows from top to bottom so the external optional fuel tank will have fuel in the upper section only and the lower will effectively be for aesthetics. Trouble is I am having some issues coding the decoupler section which will transfer fuel from the tank to the shuttle and down into the engines. Heres a diagram below of how I would like the system to flow if its not possible ill have to go to my backup plan design Here is my current code below Anyone figures it out ill have your name textured onto the side of the decoupler ;P -
Hey all first post here. I'm a big fan of the game and since I finally found time I decided to develop some projects for Kerbal. First up in Kerbalite Heavy Industries portfolio is the Orbiter Test bed. Developed from the finest recycled nuclear reactor casings and finished with a slightly heat resistant underpaint the KOrbiter Mk1 is all you need for those future space station projects Currently WiP just finished blocking out and planning the stages, bit limited by the code at the moment so the cargo bay doors are detachable only im afraid as no animation is currently supported. Parachutes slots are supported in the cargo bay as are scientific labs and small satalite payloads. Cargo bay also doubles as a fuel tank and as such adding additional fuel pods within the cargo area will allow them to flow correctly for extended missions..... moon lander perhaps Comes with its own attachment part to allow a much larger external fuel tank (All fuel flows correctly) For reference the external fuel tank is a 3m part though I will develop a seperate smaller part connect also. --- Things to do --- -- Textures -- Decide on engine configuration (Possibly switch the pod engines to solid rocket types for one off high boost fast burn re entry engines) -- Further develop the internal parachute configuration (Some problems with collision) -- Landing gear system (Kerbal 0.10)