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JacobT11

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Posts posted by JacobT11

  1. 5 hours ago, Nansuchao said:

    Can you post a screen of this ship?

    I didn't save the ship I was having issues with, so I rebuilt it, now I'm having an issue where even though there's antennas on the vehicle, it still tells me "No antenna" in the Kerbalism window.

     

  2. Running KSP 1.1.2 and Kerbalism 0.9.9.4. I have a ship design with two antennas on a probe core, with solar panels, and then that covered in a Procedural Fairings fairing, and then two antennas on the side of the rocket outside the fairing. The flight goes fine until I jettison the stage with the external antennas, then Kerbalism says "No antenna" and I lose control of the ship, even though the two other antennas are out in the open, with the fairing jettisoned. Am I doing something wrong? Same behaviour when using a stock fairing.

  3. Yep, every manned spacecraft in my career mode has some form of LES, sometimes the stock one, sometimes a custom one built with sepratrons, It's rare that I'll need to fire them, but it has happened a few times, more often in my early career. 

  4. Liking it a lot so far, had some issues at first but that was solely error on my part. Activated the autopilot then timewarped closer to the ground, only after testing did I realize it timewarps automatically. Would definitely like a function to disable gimbals automatically, as I often forget to bind that to an action group. Even if displaying the landing point in the map proved to difficult, displaying coordinates would be great, especially when you're trying to set vehicles down in a super precise location.

  5. For checking out maneuverability and burn times, I'll often do a full scale test on Kerbin. It's nowhere near accurate to the gravity or lack of atmosphere, but it definitely helps determine major issues with the craft before launching it. 

  6. Nope, no known way of creating additional planets or tweaking planet parameters with Google Earth, all that data is hardcoded or pulled from Googles servers. They've got it all locked down tight. Maps Engine may be dead but you could always use the same old software that Kerbal Maps is running, http://leafletjs.com/, clearly it can be used to make custom scale maps, as a lot of different projects use it, and there's plugins for adding measurement capabilities (http://leafletjs.com/plugins.html#measurement). Perhaps the best bet would be to contact the creator of Kerbal Maps and ask if it'd be feasible to implement measurements in his version.

  7. Google Earth is kind of my specialty, been working with it heavily since its launch. As Shpaget said, the big issue you'll run into will be scale. Kerbin is just so much smaller than Earth that you'll need to make your measurements then take the scaling down into account and adjust for that. Might even be able to script it if you're doing a lot of calculations.

    Now as for the imagery, Kerbal Maps imagery mightn't be so easy to extract, as it uses a slippy map style way of displaying the imagery, where the overall map is cut into lots of little tiles for multiple zoom levels and then displayed when the user zooms in on them, so it doesn't have to display the entire map at once which would be resource intensive for both server and client. So you could in theory try and download them, but they'll just be many, many tiles that you'd have to stitch into a single large image and then overlay.

    Next thought would be extracting the games map files and seeing if they're of a high enough resolution EDIT 2048x4096 is all you get out of the KerbinScaledSpace300.dds, so using the raw game files may not cut it. So perhaps contacting the creator of Kerbal Maps and asking politely if he might happen to have a full scale image of the highest zoom level available. I'll have a poke through the game files and see what I can figure.

  8. Have you created a topic on the support forums? If you share your log files, crash reports, all of that, you'll be well on your way to actually getting a solid result as to what the bug is, and a possible fix or workaround until it can be fully implemented by the devs. Whining about how bad the game is, and then getting aggressive with those that reply to you isn't going to help. If anything it makes you come off in a not so positive light.

  9. It's stuff like that above. A stable 1.0 version of a game shouldn't just consistently crash, the memory leaks and issues should have been ironed out during beta, where there's a feature freeze and the updates are solely focused on bug fixes and general improvement. But beta only lasted one version, and even then new features were implemented, and then at launch, more new features in the stable build. The way Squad has shoehorned things into the game without taking a lot of time to just run through the issues and make sure the quality is good is one of the reasons the community is so upset, understandably.

  10. that would be good if I want to present something fast in game, but if I don't care so much for the textures

    What could also be done, if you wanted to get slightly more complex, and the workflow I do for some projects, is model in SketchUp, get your mesh looking all nice and fine, and then export to Blender, possibly via dae format, as was suggested. Then, in Blender, UV unwrap it, do all your texture work, and then off to Unity. There's a ton of tutorials for basic UV unwrapping and texturing in Blender, and it doesn't require you to mess around with the mesh too much. Plus that way you're able to do nice things like bake ambient occlusion and take advantage of Blender's renderer to assist in texture creation.

  11. I'd suggest SketchUp for your modeling, if Wings 3D or Blender's a bit daunting. It can be used to create concepts pretty quickly, and has a decently simple interface. Now, having never modded KSP, I've no idea what sort of process would be available for converting .skp files to something Unity. In a quick search I've found this approach, which does require Blender, but only for importing from one format and exporting to another. http://forum.unity3d.com/threads/how-to-import-a-sketchup-skp-model-into-unity-with-textures.99965/ Of course, SketchUp Pro would alleviate these issues allowing you to directly export to a format Unity can work with. Within the KSP community, I know bac9, creator of the wonderful B9 Aerospace parts either used to, or still does use SketchUp, so it's definitely viable.

  12. I don't think I can see Sony paying Squad to do a 'PS4 exclusive' that's already on PC.

    Unless the PS4 version is different enough from the PC version to make it an exclusive. As Tiberion said, it seems that Flying Tiger has been working on the PS4 version for 7 months prior to this announcement, there's no real way of telling how much it might have diverged from the PC version. Are they sharing the same codebase, or did everything get forked from KSp 7 months ago and they're building off of that? Hard to say till we get more info.

  13. From the Polygon article, found a few things that may or may not have been touched on that seemed a little odd to me.

    The port of KSP is being done in Unity by a developer called Flying Tiger Entertainment, previously a developer of mobile games.
    "When we were looking around we found a studio with a tech demo of [KSP] that was just working perfectly," Sabido said. "They floored us." It took about a month to get the Unity engine to do what they needed it to do, Sabido said, but after that it's been smooth sailing for more than six months.

    So clearly the PS4 KSP will not be solely developed by SQUAD, but rather the primarily mobile dev studio Flying Tiger. In addition, and this could just be me, but is that just odd wording on the part of Sabido, saying KSP runs on Unity, or what?

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