Vlad. Just Vlad.
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Everything posted by Vlad. Just Vlad.
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Hatch problem
Vlad. Just Vlad. replied to Vlad. Just Vlad.'s topic in KSP1 Modelling and Texturing Discussion
I have solved hatch problem already. -
Hi all. I made hatch in Unity, and made it right. But when I want to go in EVA, there appears "Can't exit, hatch is obstructed". It's has height like Mk1-2 pod.
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Yes, of course.
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The higher atmosphere it gets - fewer efficiency it has. Lower thrust but the same consumption.
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SCRAMjet don\'t work in space. It works on the high altitudes, but in atmosphere.
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Hm... I can\'t say realistic is it or no, but it has 150 thrust and 0.7 consumption. I can\'t say that it\'s overpowered.
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Yes, but there are a lot of ways how to get stability. 1. Attach it under the COG. 2. Fuel balance. 3. Attach this engines in pairs - one above, one below.
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Finally, I did it! I made SCRAMjet Engine, which will bring your space plane to the upper atmosphere. Ignite it at the altitude about 15km and go ascent! I worked on this project in 0.15, but it didn\'t work. But X-7/9 gave me idea that it can work, and I changed model and options. Start work at the 15-20km and ignite your LFEs at 40-45km. Speed at the 40km altitude is about 2000 m/s. Options is fully mine, so I hope that none of you will say that I stole the settings from X - 7/9. Screenshots: Download: http://www./?xcae73i78b50lai
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[0.16] X-7/9 Scram Jet [Assimilated Inc.]
Vlad. Just Vlad. replied to Johnnyd's topic in KSP1 Mod Releases
I have been working on X-43 and SCRAMs, but you finished it first In 0.15 SCRAMs not worked, I have tried to make, but X-7/9 prompted me to think that it\'s possible to make it work. But I planned it to make one-part. If you agree to make it one-part, can you give .max file? And I can help with tuning, I have a lot of ideas how to make it fly better. -
'If this topic is still relevant, I\'d suggest that you translate 'apoapsis' and 'perapsis' as '????????' (apotsentr) and '?????????' (peritsentr), respectively. '??????' and '???????' are Russian terms for apogee and perigee which are Earth-specific.' Yes, I forget that. 'I\'d also translate RCS thruster as '????????? ??????????' (Dvigatel\' orientatsii)' RCS thrusters is also used for translations, not only for correct attitude.
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It\'s physics bug, it appears always when you fly near other ship. Don\'t turn on SAS/ASAS, and it won\'t spin too fast.
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Hi all. I try to rotate part, but it rotates during one frame. I use this code: radiator.transform.RotateAround(transform.TransformPoint(-0.1512936f, -2.551146f, -0.1989309f), transform.TransformDirection(Vector3.left), -50.0f); But if I\'ll use this code: radiator.transform.RotateAround(transform.TransformPoint(-0.1512936f, -2.551146f, -0.1989309f), transform.TransformDirection(Vector3.left), -50.0f*Time.deltaTime); There will be change only angle - it becomes 10 times less. How to rotate part during some seconds?
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node_stack_bottom = x, y, z, x1, y1, z1, size x1, y1, z1 parameters define up-vector. It means that in this config 0,0,0,0,1,0 - y-axis will go up. if x1 = 1, and y1=z1=0, x-axis will be go up. In Unity y goes up, x right, z - forward.
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Change it in part.cfg
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One-part shuttle
Vlad. Just Vlad. replied to Vlad. Just Vlad.'s topic in KSP1 C# Plugin Development Help and Support
I know C# very few. There will be only space in cargo bay, decouplers and arms will be istall from other mods and parts. Shuttle with opened cargo bay and control surfaces in braking mode: Solar panels and radiator: Bank will change with only upper surfaces. Bottom surface(as you can see, it\'s one) is needed only for changind pitch and braking. -
I decided try to make one-part shuttle. I decided to make It because I don\'t like a lots of special shuttle-only parts, and I thing it would be great to have one-part shuttle and ships. Already done: 1. Base 3ds max model 2. Engine and RCS module 3. Toggle code for cargo bay, panels, radiator, etc. What to do: 1. Finish model and textures 2. Add modules to part.cfg 3. Finish toggle code 4. Particle effects Green - I know how to make it Orange - I have to figure out how to do it Features: Emergency decouple Cargo bay Airbrake Solar panels, radiators. Maybe, will functional Own gimbaling axis of each engine. Disadvantages of the finished shuttle: There won\'t be smooth animation of models, and rotation of the surfaces. It will toggle Shuttle won\'t have it\'s own gear In the list of parts will look buggy, in VAB it will look normal Dunno, I\'ll do it at all Well, shuttle takes the form:
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Thanks, but I knew it I can\'t make my airbrake rotate around it\'s Z-axis. I\'ll try to make it with Transform.InverseTransformDirection. I\'m working now on Shuttle airbrake. It will look like Space Shuttle rudder brake, and yes, there will be cuctom key binding And there will also rudder turning.
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I can change it, but why? And I should change all plugin. When I shall understand how to make part rotate around it\'s axis, I\'ll make key binding with part.cfg. I had not thought about it.
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In 0.2 version I\'ll try to add joystick control.
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create vessel in-game
Vlad. Just Vlad. replied to nadvornm's topic in KSP1 C# Plugin Development Help and Support
...and I can spend this weeks with EVA plugin. Code will be work if we\'ll find the way to bypass read-only propety. -
It not scares me that it become pointless when 0.16 will be released. I made KAPAS docking mod during 0.15 developing. Then, EVA during 0.16. And, if Squad won\'t add new planets in 0.16, and will release them in 0.17, I\'ll play with Part Gravity code ;D
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I meant that this mod will help particularly eager to help ride out before the release of 0.16.