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Everything posted by InsaneDruid
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I just building the iva for an .609 scale VA capsule. Three kerbals fit nicely in it without helmet, no problem. The 2.5m pod would probably fit 4 kerbals side by side.
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Yeah, currently, no additional mods are required. In 1.1 we will also get stock individual gimbal axis limits, so even one less mod (klockheed martian) will be "needed".
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Classic example of zfighting. The mesh under the hatch is still there, and the distance between the coplanar surfaces (base mesh and hatch) gets to small to be stored with the used number format -> rounding errors occur. Can be fixed by remodelling the mesh.
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@KvaNTy It would surely be cool if a 15meter long structure with over 4 meters in diameter could be made with only 600kg added mass. Unfortunately (so to say the numbers are realistic and based on various sources. Have a look at Spaceflight101.com: Proton-M/Briz-M – Launch Vehicle or Space Launch Vehicles by Norbert Brügge. The fairing of a three-stage Proton can could weight up to over 4 metric tons (http://www.bernd-leitenberger.de/proton.shtml) PS: the masses of the stages are dry weight. When fueled up, s3 weights over 50 tons.
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An UAZ? Would rather say an Barkas B 1000 or an Robur LO xD
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I get the black prince to orbit (craft file from the dropbox) without flipping, using full throttle without a problem. Just steer absolutely prograde during staging, and stage fast. This craft(file) has ZERO attitude control besides the stage1 and 2 engines gimbal, so any deviation HAS to result in a spin sooner or later. If you slap on just the slightest amount of a flywheel then it can be launched single handed without paying attention to anything.
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? Why FINS? Our protons have the same size and mine flies (in my humble opinion) absolutely problem free regarding to flipping. There should no fins needed for a rocket that shape and size. Have you tried making the third stage a command pod and control from there? Mine is for realism sake and at least the control from the third stage during ascend greatly helps with wobble if you have a payload that is rather unstable at its own. Like discussed in this video. Maybe something like this might help you too.
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I managed to do it. Thanks! Also tried (and managed) to actually have a bone-based animation for the two deploy stages (but without a third, ever-looping anim, yet). That way i can avoid having the lines go thicker when the canopy deploys (which looks totally silly if the risers meet into a single line some meters above the capsule, and this line suddenly becomes 80% thicker). Also i hope to achive some nicer deployment animation. Would be cool to couple it with a "flapping" animation, too.
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Well actually that is what i wanted to do. Heres is the basic idea of the hierarchy: mesh-tools-gameobject collider cap attachmentnode canopy (animated to stretch, but without mesh renderer) skinnedmeshrenderer-object, looping through an animation
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After fighting a lot with the axis orientation (my first chute ever^^) I managed to replicate the effect somehow: made a looped, skinnedmesh object as child of the stretch-animated canopy, but unfortunately, the looping mesh, while it gets streteched during inflation properly doesnt move like the chute normally does. It stays put in is orientaion and plays its looped animation. Any tricks?
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Making Normal map in gimp
InsaneDruid replied to Vorg's topic in KSP1 Modelling and Texturing Discussion
Sorry, can't help you there with gimp. -
Nice work. I figure the flapping is a looping animation set up with bones? Would be cool if you could elaborate the process in a few sentences as this process could be usefull for other mods, too (realistic "pumping" chutes etc.
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Making Normal map in gimp
InsaneDruid replied to Vorg's topic in KSP1 Modelling and Texturing Discussion
As I said, its just inverted (hights are lows and lows are heights). By inverting the grayscale heightmap it should come out ok. Or there may be an option in the filter for gimp. As I said, I never use Gimp. Maybe invert scale? I generated a test map with shadermap and everything is fine. . -
Making Normal map in gimp
InsaneDruid replied to Vorg's topic in KSP1 Modelling and Texturing Discussion
A normal map provides no light source. Never. As said before: a normal map doesn't store color or brightness. It stores information about the normals (and thus the angle of an surface in a point). Its just an array of arrays of data, stored in an existing file format that is usually used for images. I don't use gimp and create my normals with shadermap2. So, I cant tell what buttons to press as I don't know what buttons there are Can you make a screenshot of the head in game? What you describe sounds like the normal map procudes an inverted effect of what you want, ie bumps that should be higher than the average are shaded like they are indentations, and vice versa? -
There is no truss interstage between S3 and S2. While S3 is also hot-staged, the only engine that fires while s3 and s2 are still connected is the RD-0214 The exhaust of its 4 chambers is vented by the 4 ducts in the s2, not through a truss interstage. The RD-0212 fires after separation (and shuts down before RD-0214). The Truss segment is split in half horizontally, and the upper and lower half of it are integrated parts of s1 and s2. They don't fall of (and are, in fact not mounted separately). When the Proton arrives via train in the MIK, the truss is already on the s1 oxidizer tank and the s2
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Minor update is out that adresses only graphical issues, like surface FX and shading.
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No problem. Error reports are never a bad thing.
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The windowless mesh has to be very high res. The thing is, you need to get the normals on these vertices right, that are added between the 24 faces of the base mesh. Imagine a circle with 24 faces, the normals of each vertex points otwards on a line that goes from the origin of the circle through the vertex. If you add some vertices between a pair of these 24 base meshes, their normals also should sit on such a line. If your windowless mesh only has 24 faces for its perimeter, and normal thief copies the normal from the nearest vertex this will not be the case.
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I don't use max anymore since some years, only blender. So i can't speak much in terms of the actual workflow there. You should have only one shared normal for each vertex (smooth groups?!) Maybe source and target mesh should sit in the same position, as the script needs to know which vertex of the source is nearest to those on the target. This could be the reason why everything point into one direction if the source and target are located next to each other, not in the same place.
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My focus is now on the TKS/VA to be finished and I would/will wait until after 1.1 or even 1.2 (PBR) anyways, untill I would consider this. So: maybe, but not now.
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I noticed and fixed it already (its on the 0210 and 0212, too if they are used on the ground). Its already on github but not as an official release because i want to include some other (gfx) tweak I am currently preparing and I also wanted to see if there are other bugs arising. For the record, the bug was that the entry "thrustTransformName= was changed to be the name of the transform (which isn't just thrustTransform but RD253_ThrustTransform. therefore your attempt also failed). Must have slipped in by a mass rename.
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ExoMars 2016: on its way to Mars!
InsaneDruid replied to Frida Space's topic in Science & Spaceflight
Nice launch and a very nice thread here! -
ExoMars 2016: on its way to Mars!
InsaneDruid replied to Frida Space's topic in Science & Spaceflight
Sep confirmed! -
ExoMars 2016: on its way to Mars!
InsaneDruid replied to Frida Space's topic in Science & Spaceflight
First breeze in outer space! Oh.. and that mars mission is also going well