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Skalou

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Everything posted by Skalou

  1. thank you Starship. Tintin? who is? it's just a red rocket with 3 legs! I don't know if i will release the mun rocket, i'm a bit scared about copyright on the tintin comic, because they sell a lot of derivated products like star_wars do. someone had asking the same question yet? but it permits me to discover how the mains things works anyway: blender, unity, KSP modules,... Now i want to design my own style and learn the new modules, aero system. maybe one day codding a bit for ksp but it seems hard when you don't have knowlege in basic codding.
  2. hello, is it possible to reorganize the order of the contracts in the list? to have the one we want to do at the top of the list during a flight for example.
  3. What do you think about this? http://imgur.com/a/OCyKZ 1 the simplest, fix , u can use a rotatron(pivot joint) from infernal robotic to stay facing the wind, Ec calcualated by your plugin 2 deployable 3-10 some model could be shaped differently to work better in deferents atmopheres, altitudes, ranges of speed... 4-5 vetical axis, better in gusty winds and hight wind, lower efficiency 6 deployable, can be slip around a fuel tank or can be a cargo bay too 8- could be reversible, engine or wind turbine mode 9- i don't if mod electric generator exist already in ksp, that transform a mecanic power in Ec, so we could use directly the aero physic of ksp: stack the wings, blades, nosecone with the right angle on the rotor's generator, the physics of ksp produce the forces converted by the generator. there is also a lot of other shape on the net.
  4. ok, but it was a fresh stock install of KSP v1.0.0.830, no mod. i was at the beginning of a carrer mode flying a 30 parts jet at about 10 000m during 10 min to reach a survey point. for the Ram i don't kown, i have 8GB (1 on grafic card), only KSP, steam and firefox with maybe 10 pages running, maybe 1 or 2 windows folder openned also. i allow v-ram. i have understand ksp is 32 bits and so is limited to use 3.5 GB of ram, and it shouldn't limit? here you can find the crash folder and the dxdiag,if it helps: https://www.dropbox.com/sh/mho39okq73fu17i/AACVjA9XD-oXcQppgpFpFOr6a?dl=0 Edit: there was also a setting with terrain scattering at 50 %, since this crash i disabled it.
  5. i tried on ksp 0.90, with maybe 5 differents version of KWS and FAR, but as said let's focus on the new version. 1- better than dreams! So i'm confident with your work, i'll ask you my questions after the release if still needed. 2-i wish too a codder will help you, ther is a lot of sound mod like Kerbal Sound Overhaul Project, focus on on your main GP feature: give us wind! 3-he didn't design for you anymore? if you need, as i said i can design for your mod (feel free to don't accept if u don't like/want), i just need to know what you want, how you see the features, style of these part, maybe it's too soon for this? u can call me when needed.
  6. Great! my main curious question is: KWS will calculate the weather in real time depending of all the tech parameters like pressure(your unity video on coriolis is ), or some precalculate looped scenarii will be read? (please think about our poor CPU and ram) 1-your weather is cut in cell? what size/height? so what happen when the wind is hitting a small hill compared to this size? 2- in my old rc simulator there was some not so random timed cylinders inside there is stronger ascent wind adding to the surface wind, the cylinder can be see via a transparent tube in noob mode or via your flight instruments.maybe not the most accurate but add fun in the gameplay. 3- 4-you are right, better for gameplay, and you have enought hard work to do 5-yes i would like this debug menu with 3d wind field 6-SFX, it will be "la cerise sur le gateau" (icing on the cake?) 7-maybe you don't have to do anything, if the ship is reacting at the wind it'll have G force that will shake it. 8/10-So what is needed is a separate mod that give good water properties, the actual one give buoyance, a higher drag, a crash interface, but it seems it keep some aero properties inside ,winglets still work like in air. Ferram4 if you read this! here is 3 pics of my test on 0.90 with quick modified incrashable winglet: http://imgur.com/aokjsnr,SqJwa95,qp9tX1k (ur mod didnt work anymore for any reason: no gui, same pblm as pingopete,but i want to focus on the new model too, so don't care) 9-First u have to know i'm a beginner but here is what i can do: design in blender, animation, manage part organisation to work with main KSP modules(generic animation, retract ladder, hatch, light, engine, cargo bay, landing leg), bake normal map from a HPoly model, manage UV mapping, draw ugly texture with gimp, export to unity, animate emissive in unity, modify values in the part.cfg. BUT i haven't try yet a complete dedign of aero parts such as wing or winglet specially with the new aero system (link to post /doc welcome), also i don't code! and i think a plugin is needed for some parts you want. I enjoy and have some idea for wind turbines, i like it! this part could be really well integrated in the gameplay. So i'm ok to work on it! I tested unsuccesfully to modify simply an intake air in v1.0.2 to produce electriccharge instead of intakeair: plugin needed how do you see this part? what is your point of view on it?
  7. i think it's not linked to F10 heating gauges because i experienced this bug in KSP 0.90 and 1.0.0.830, the heating gauge is new since KSP 1.1. Now i'm waiting the gauge problem is solved to confirm this problem, and play with this mod to forecast the memory crash: Sentinel Memory Monitoring Utility
  8. i like this mod too, specially the chase cam, in 0.90 one feature didnt work: the view dont come back when you release the right click mouse button after rotating the cam as expected(but by hitting Tab 2x it was ok). the new stock chase cam rotate with velocity vector (but not on roll axis) but is not inline with it at the begining. So an update will be usefull, thank you for sharing your work of all your mods anyway.
  9. Happy to know this amazing mod will be maintained updated and is going forward! I wish you the best to do your "hopes and dreams" stuffs. in my dream i see also : -Wind follow the ground in the low layer: sailplane/glidder possible on hills. -Thermal wind (like in goods rc simulators) -A 3d map with layers showing the actual weather and forecast a bit like this:http://earth.nullschool.net/ (options in "earth") -Depending of an upgradable building and compatible with the integrated map/scan-sat for bodies with an atmophere like Duna. A new job for probes! -But keeping some unpredictabble variation to avoid perfectly planned travel. -Some in game elements to know were the wind come from and its intensity ( like your plan for a wind cursor on the navball): -A working ksc flag -Wind and gust marking the grass/water like virtual skipper http://www.x-zine.de/portale/games//images/skipper3/bild1.jpg -3D wind vector field in game as an option in the debug menu -Screen rain and water splash effects like this http://www.iwallscreen.com/stock/mass-effect-game-wallpaper-rain.jpg -Camera shaking with hard gust -Water sailing mod : -Waves! yeeees, waves!! depending of the fetch, to avoid boring flat water everywhere ( too big dream ? Maybe), -Surfing theses waves http://www.surfertoday.com/surfing/6420-the-history-of-the-surfing-games How the actual water is modeled ? Like the ground ? -Me, designing parts to work in high density like fins, daggerboards, foils and other cool stuffs producing lift in it.(i'm currently learning blender/unity) -Other stuffs to show how the wind can be a great free powerfull efficient energy . See you soon for your next release!
  10. Salut! bon courage àtoi, en tout cas ce post m'a deja bien aidé, plein d'astuces ou de pistes pour les échelles et les animations ( j'ai pas encore finalisé mon 1er mod, je prends mon temps le train d’atterrissage est baleze aussi! t'as pu testé KSP v1.0?
  11. what should i do now? i wish an ancient player/moderator can answer here, and repport it if necessary to the game developpers. if you need, you can contact me in private message
  12. hello, I don't know if it's a feature or a misstake /bug, but my kerbal can survive a crash from a 10 000m EVA! what i do to reproduce: -go in EVA at 10 000m -set the jetpack "on" and play a bit -whatch the kerbal bouncing (sometime not ) -Waoooow he is alive! 5pics: http://imgur.com/2Ups6Va,xKdJO3c,Dg6TEBd,JL5w7Aq,66fuUFq#0 what do you think about it? can you do the same? has it ever been reported before? Edit: 1-Sorry if i'm in the wrong section (thank's sal_vager) 2-config: win 7 64bits, Fresh and stock KSP 1.0.0.830 from Steam!!!(32 bits) 3-add experiments: atmosphere doesnt matter ( i did it on the Mun© too), nor on land or on water gender (new character) doesnt matter, Valentina is bouncing too warping before or during the crash doesnt matter set the jet pack mode "on" matter, if not kerbals vanishing in the small smoke 4-changing tittle beacon to : [support - Windows]
  13. last minute news! !! << WE want more snacks!! << UUUuuuuuuh!!!
  14. the future of asteroids! jump to 0:35>>
  15. maybe they are waiting for 1000 pages before release? or we calm down to release it on low pics connexion!
  16. Bill and Bob are preparing special effect for the trailer video!
  17. Recorded this morning in front of the KSC office!
  18. Salut les gars! Maybe a new hand tool? we can yet attach kerbals with the winch of KAS but it is not really usefull, with a great gameplay it could be fun: allow kerbal to attach rigidy anywhere or only on defined parts in VAB (instead of carying a ladder everywhere). Safety First!!... or after few things! Edit: bug report? when reloading the data base with module manager (Alt+F11) it increase the number of kerbal invetory
  19. Fast improvement! For the placement of the landind gear/wing the best i've find is to have the both attach faces (wing and fuel tank) perpedicular to the ground for their collider.
  20. Congrate! I'm working (sometime) on a Moon rocket too for learning blender and unity but in a different scale (66m height!). It seems symetry x3 doesnt work very well for rcs, there are collaterals(?) movements when axis of thrusts are not on a main axis (along x;y or z) ( i have the same problem and dont know how to solve it) For a better round shape, you can increase in blender or in unity the "smoothing angle" (default: 60) but u should define sharps edges in blender on what u need..sharp! are you using blender? For the engine a modified rapier engine can do the job. I'm working also on retractable ladders, maybe it can be compatible with just a modified scale. Tell me if you need. Your ladder collider for hatch is far from the door, what i've find is to set a 0.25m radius capsule collider with center translated of 0.3m(+/-0.05) on z from what you want the kerbal grab. good job!
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