PoorYorick
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KSP2 Release Notes
Everything posted by PoorYorick
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Engines need some propellant with a mass. If the EnergizedPhotons have zero density, it screws up the ISP equation and gives infinity.
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Xamarin doesn't have any problems with unity, you just need to point it at the Assembly-CSharp.dll and UnityEngine.dll in the KSP.app bundle. And since you had it before, it's probably still installed and MonoDevelop is just the default. Also, I just checked and they're both being worked on but the version unity ships with is like 2 years out of date, which explains a lot.
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Thinking About Making a Planet Pack...Where to Begin?
PoorYorick replied to Thomas988's topic in KSP1 Mods Discussions
The hardest part is probably the textures. For gas giants and the like, you can make really nice textures in GIMP or photoshop with some practice and since you have advanced image skills, this shouldn't really be a problem. For terrestrial moons, I've been looking into libnoise, which is what squad used for the stock planets AFAIK and gets really good results, but requires some coding knowledge to set up and use. And for getting them in-game, I'd use Kopernicus, which right now can create new planets and set their orbits and textures. It can't do terrain yet, but that's not needed for gas planets anyway.- 1 reply
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If you're using MM to edit the default system.cfg, add a patch that looks something like this: @Kopernicus { @Body[Kerbin] { Orbit { referenceBody = Jool semiMajorAxis = 30000000 eccentricity = .03 inclination = 1.3 } } } Obviously change the body to the one you're editing. A list of most (all?) the orbital parameters is in the Hodor cfg.
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I really like neptune. Something about the dark blue is just really calming.
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You could try installing ship manifest and moving kerbals to a lander can when you want them to eva.
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Has anyone thought about putting together a Kopernicus config once that's done? I've got one that just rescales and shifts the planets, but once Kopernicus adds PQS support to the configs it should be possible to set up the system and hopefully avoid most of the bugs that Alternis had from the beginning.
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I'm not an expert but basically you start by making your part in a 3d modelling software like Blender and texture it. Then you import it into Unity, set up some vectors if it's something more complex like an engine or rcs block. Once you've set everything up, you can export it as a .mu file and you just need to create a part.cfg file that sets all the parameters (mass, cost, size, etc.) and adds part modules that let it create thrust, make lift, or dozens of other things. I'd recommend starting with something really easy like a fuel tank, and once you understand blender and unity going on to make more complicated parts. Also, the addon development forum on here is filled with great info.
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The config file for the clouds is for an old version of EVE. I'm looking into updating the configs and if I have the time I might try to do it tonight. Edit: Here's the fixed cloudLayers.cfg. Install the normal alternis clouds first and then replace the cloudLayers.cfg in boulderCo with mine. It's set up for the latest EnvironmentalVisualEnhancements (7.2 I think?) NOT the Overhaul release. Right now it's just the stock file with jool recolored, tylo added, and using the files from Alternis. I probably screwed up somewhere, so contact me if you find something and I'll fix it. http://pastebin.com/BmDpQTKX
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Using http://alexmoon.github.io/ksp/ you can plug in your destination, the time of flight you want, and the earliest and latest launch dates. So if you set it up going to Eve, with the earliest date on y1d1 and the last on y1d5, it'll calculate the cheapest transfer, its flight time, and where to do your ejection burn. It's also really nice for going to the inclined planets and moons since it'll tell you how to minimise the inclination change by doing some of it during the ejection. For actually setting up the manoeuvre it gives you, PreciseNode or MechJeb's node editors are nice, although it's pretty easy to eyeball it.
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The reason the first perfect window is so far out is because there's another one about 20ish days before day 1. While it's not great, you can get a ship there for about 1500 m/s of dv, not THAT much more expensive than the optimal window if you launch within a couple days of the beginning of the game.
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Renaming didn't help, but I managed to get an error from the system.log Aug 14 22:50:01 Thomas-MacBook-Pro.local Finder[364]: spawn_via_launchd() failed, errno=22 label=UNITY_BUNDLE_IDENTIFIER.128336 path=/Users/Thomas/Applications/Games/KSP 64 bit/KSP.app/Contents/MacOS/UnityPlayer flags=1 : LaunchApplicationClient.cp #1168 LaunchApplicationViaLaunchDJobLabel() q=com.apple.main-thread Aug 14 22:50:01 Thomas-MacBook-Pro.local Finder[364]: spawn_via_launchd() failed, errno=22 label=UNITY_BUNDLE_IDENTIFIER.128336 path=/Users/Thomas/Applications/Games/KSP 64 bit/KSP.app/Contents/MacOS/UnityPlayer flags=1 Aug 14 22:50:01 Thomas-MacBook-Pro com.apple.launchd.peruser.503[270] (UNITY_BUNDLE_IDENTIFIER.128336): Failed to dispatch job, requestor: com.apple.Finder Aug 14 22:50:12 Thomas-MacBook-Pro com.apple.launchd.peruser.503[270] (UNITY_BUNDLE_IDENTIFIER.128336): Job should be able to exec(3) now. Aug 14 22:50:39 Thomas-MacBook-Pro com.apple.launchd.peruser.503[270] (UNITY_BUNDLE_IDENTIFIER.128336[62893]): Exited with code: 1 Some googling indicates it may be related to Gatekeeper, but clearing that cache just causes it to bounce for another second before crashing with the same error. I might try starting over with a fresh copy of KSP to make sure I didn't screw up with any of the other files.
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I tried this and haven't had any luck yet. The app quits right after starting, with nothing in the unity player.log. However, one thing I noticed while moving the files was that every Unity file had a match in the KSP folder except for the MacOS directory, which had a file called "KSP" in the KSP directory while the Unity equivalent was UnityPlayer. Would renaming UnityPlayer or removing one of them help?
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Hi! I've been playing KSP for about a year now and lurking here just as long and figured I should probably make an account. This is easily one of the best games I've played and I'm looking forward to many more great years.