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Ocean Dweller
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
kineticPull replied to Angelo Kerman's topic in KSP1 Mod Development
I'm having a bit of an issue with the modules: after assembling my base on minmus (1 ponderosa, 3 chuckwagons) I left for the space center, came back, and the whole structure was thrown into the air. This seemed to happen whenever the structure was loaded into physics. I am going to test this with KJR later and see what happens. Thx. Edit: KJR still launches the base into the air, but it doesn't shake it like in stock. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
kineticPull replied to ferram4's topic in KSP1 Mod Releases
My craft are having an issue. When I add wings to a vehicle, the center of lift remains stationary relative to the original center of mass (sans wings). This issue does not occur in stock. I'm running ksp 64 bit linux (gentoo to be exact)- 14,073 replies
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- aerodynamics
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I am working on a mun–minus cycler, similar to the Aldrin cycler, but I am unable to find any information on the Mun–Minmus Synodic period, or the time in between transfer windows. If anyone can point me in the right direction, that would be great!
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Kopernicus Core - Version NAN - Outdated
kineticPull replied to _Augustus_'s topic in KSP1 Mod Releases
Here they are -
Kopernicus Core - Version NAN - Outdated
kineticPull replied to _Augustus_'s topic in KSP1 Mod Releases
Ocean working now, horizon is still rotated 90 degrees -
Kopernicus Core - Version NAN - Outdated
kineticPull replied to _Augustus_'s topic in KSP1 Mod Releases
So I need an xxx_map, an xxx_height (greyscale), and an xxx_normal. If this works thank you very much. Last thing, how do I add Oceans? EDIT: Didn't work. Added height maps, but they still are tilted Here's my RSS config for my innermost planet: Femia { SSBump = GameData/Kopernicus/Textures/Femia_normal.png useSphericalSSM = false PQS { Femia { Add { PQSMod_VertexColorMapBlend { vertexColorMap = GameData/Kopernicus/Textures/Femia_map.png blend = 1.0 order = 9999993 } } } } } -
Kopernicus Core - Version NAN - Outdated
kineticPull replied to _Augustus_'s topic in KSP1 Mod Releases
I dont think so about the normal maps. I have both a normal map and a color map in my textures folder, and the normal map is being referenced in RSS -
Kopernicus Core - Version NAN - Outdated
kineticPull replied to _Augustus_'s topic in KSP1 Mod Releases
I'm having an issue with the planets I'm making. The gas giants work fine, but the rocky bodies have their day side perpendicular to the line-of-sight to the sun, and I'm unable to fix this. Thanks in advance -
I'm currently remodelling the whole pod, and it looks much better to me now. I just can't figure out how to make my textures look half-decent. The Pod remodel will come with a (basic (for now)) IVA. Wondering about the blue emissives inside the pod.
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Thanks for the tip. The service module is currently upwards of 9000 polys, and I'm not sure how to lower it without damaging the shape of the radiator. Do you know of any way I could fix this?
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So, its finally in a goodish enough state to post. I present my replication of the Boeing CST-100 Spacecraft As you can see, very unfinished, especially the textures; however, a preliminary download is below. Download:https://www.dropbox.com/s/k1pu4qvnn0gaqs6/CST-100.zip?dl=0 For those willing to help me, I could use a good texturing tutorial that starts with UV mapping.
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That would be the easy way out. I'm trying to learn how to code C# in KSP, and i'm asking for help on the things I'm completely stuck on. but I figured it out. using UnityEngine; namespace BASIK_Life_Support { public class LifeSupport : PartModule { public PartResource oxygen = null; public void Update(ProtoCrewMember member) { PartResourceList prl = part.Resources; foreach (PartResource wanted_resource in prl) { if (wanted_resource.resourceName == "Oxygen") { oxygen = wanted_resource; } } if ( oxygen.amount <= 0) { part.RemoveCrewmember(member); member.seat = null; member.rosterStatus = ProtoCrewMember.RosterStatus.Dead; } else { oxygen.amount -= (0.2 * part.protoModuleCrew.Count); } } } } I hope it works