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Poodmund

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Everything posted by Poodmund

  1. PQS mesh colliders only allow for convex surfaces so Caves or Tunnels are not possible.
  2. On the contrary, tidal locking of a satellite to its primary body is exceedingly common: https://en.m.wikipedia.org/wiki/Tidal_locking
  3. Just spitballing here Linux, but would it be at all conceivable that a Rectangular Array function could be possible in the Editor scenes when adding parts? The Rotational Symmetry tool is just a polar array around the part's origin at the set radius of the collider mesh's distance... could you specify a rectangular array to do something similar (even if its just limited to one row) so that you could place down like multiple parts down in a line with equal distances between them? This would be useful for situations like placing down lines of Solar Panels, equidistant lights down a vessel etc. Let it be known I have no idea how this could be implemented as its not something like changing an existing behaviour but introducing a brand new one.
  4. You'll want to take a look at: https://github.com/Kopernicus/pqsmods-standalone/blob/master/PQSMod_FlattenArea.cs for the actual PQS Mod itself and also: https://github.com/Kopernicus/kittopia-dumps/blob/565b54b577e8b6d81919971c123a20231928c67a/Configs/Bop.cfg#L214 & https://github.com/Kopernicus/kittopia-dumps/blob/565b54b577e8b6d81919971c123a20231928c67a/Configs/Kerbin.cfg#L1615 ... for examples of them in use on Bop and Kerbin. EDIT: There is also FlattenAreaTangential if you want the surface to retain its curved, spherical shape relative to the radius of the body.
  5. The reentry effects are actually fur shaders being overlaid onto each other. HarvesteR did a talk on this effect quite a few years back: https://youtu.be/mXTxQko-JH0?t=24m31s.
  6. With the recent announcement of SQUAD working on upgrading the project to Unity 2017.1 for KSP 1.4, this potentially has some benefits/applications that EVE could take advantage of:
  7. Brilliant, thanks for notifying me of this balls-up.
  8. I know that this is going slightly off topic now but, @Avera9eJoe, Roverdude recommended Beyond Compare to me a while back for exactly this kind of thing and it is absolutely superb. I can't recommend it enough. It makes comparing files an absolute doddle, you can double it up as an editor and you can very quickly merge in config parts etc. on the fly. It is also quite entertaining to load up configs from multiple mods and see them all "utilising" all the same bits of config code from each other.
  9. @voicey99, could you explain to me both set ups, exactly, that are giving you these differences and I'll take a look and explain the behaviour. EDIT: Ah, thank you for pointing this out, I think I made a pretty dumb mistake in the recent changes. Could you test the current build and see if it behaves as you would expect, please?
  10. I appreciate it may be quite a complex issue as we are dealing with Unity here... anyway, done and done.
  11. @linuxgurugamer, when I am entering text into a text field in the Editor scene, either in the Vessel Name input or in the Part Search input, the hot keys for this mod are still activated. Is there anyway to detect when these text field inputs are active and disable the hotkeys temporarily so that they are not triggered when the user is typing into these fields?
  12. I'm not sure how as L8 is an 8 bit alpha only. RGB is fully transparent, but the original greyscale Luminance is preserved in lossless compression in standard black to white format in the alpha channel. L8 keeps itself in the alpha channel only, which is the only difference between itself and A8 where the same is kept in the alpha and red channels. This is why L8 is handy for images like Heightmaps where only the greyscale luminosity values are required.
  13. Please provide all logs available to you, the process can be found here: https://forum.kerbalspaceprogram.com/index.php?/topic/140580-131-kopernicus-release-2-oct-07/&page=27#comment-2793409
  14. Like: https://www.dropbox.com/s/83g4d9w953coza8/tilted.zip?dl=0 ? Is that what you were after? I panned the map -90 degrees and rolled it -29.2 degrees to try and simulate the Milky Way from our perspective.
  15. Currently I have been using this: OBJECT { name = PoodsOPMVO/Textures/aurora type = TEX_CUBE_6 texXn = PoodsOPMVO/Textures/auroraBlank texXp = PoodsOPMVO/Textures/auroraBlank texYn = PoodsOPMVO/Textures/auroraCube texYp = PoodsOPMVO/Textures/auroraCube texZn = PoodsOPMVO/Textures/auroraBlank texZp = PoodsOPMVO/Textures/auroraBlank } Where the auroraCube is a 1024px DXT5 texture and the auroraBlank is a 4px DXT5 texture that is completely blank. I did a similar thing with a storm (link in signature). I'd be happy to test anything you implement or are playing around with, its all good fun and games.
  16. If you could scale the cube face independently on a side then you could theoretically increase or decrease an aurora. For my packs I implement the aurora on one cube face and utilise it on the Y+ and Y- faces. Waz, would it be at all possible to use a scalar function to increase or decrease the UV mesh for one of the faces?
  17. Also its worth noting that when this was "fixed" for Kerbin, it then screwed up the Sidereal Year length so now the calendar year of Kerbin and orbital period of Kerbin do not align... this causes any orbital synchronicity to become skewed the further you go into a game save (until you go long enough that it starts to come back into 1 year out of alignment). Bob and I decided for Gael that we would ensure that it does not exhibit this "feature" so the SMA was calculated correctly so that the Solar Year ties into 1 exact orbital period. EDIT: The above is also why we have to change Gael's SMA ever so slightly for the rescaled configs as we have different length days for those resize scales... ensuring that the Solar Year and Sidereal Period match up.
  18. Not listed, however you can calculate them by using the following: Semi-Synchronous Orbital Height = ( ( ( Grav. Constant * Body Mass ) * ( Body Sidereal Period / 2 ) ^2 ) / ( 4 * pi^2 ) ) ^ ( 1/3 ) - Body Radius Grav Constant = 6.67408 × 10-11 m^3 kg^-1 s^-2
  19. Just changing the .ipsBreadcrumb > ul CSS from margin: 10px; to margin-top: 10px; should work fine.
  20. Thank you and it is appreciated, however, I think adding the constant 10px margin to .ipsBreadcrumb > ul has now shifting the whole breadcrumb list over to the right: ... whereas before (see OP) it was aligned with the rest of the elements. From a professional Webmaster standpoint, I guess this should be fixed... from a voluntary community website standpoint, I guess it may not be worth the time?
  21. Arguably then you are looking for either 'Stock Visual Terrain's or 'Kerbal Space Program Renaissance Compilation's. Both can be found with a quick Google search.
  22. I used a program called 'Pano2VR'. It is very useful, one of the tools it features is the ability to rotate the input texture around a sphere using offset and roll and then the ability to export said texture.
  23. Have you looked at Smokescreen and by way of that, RealPlume?
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