Hielor
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Star Wars parts / Terran's other projects
Hielor replied to TerranCmdr's topic in KSP1 Mod Development
The two red things on the back? -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Hielor replied to NovaSilisko's topic in KSP1 Mod Releases
Isn\'t all paint weightless once you get into orbit? ;P -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Hielor replied to NovaSilisko's topic in KSP1 Mod Releases
Why are the fairings orange, anyway? The shuttle\'s ET is orange because that\'s the color of the insulation used to keep the LO2 and LH2 at the proper temperatures. It doesn\'t really make sense on fairings, since they\'re not insulating anything...it would make a lot more sense for fuel tanks to be orange... -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Hielor replied to Tiberion's topic in KSP1 Mod Releases
I think the entire point of the aerospike engine is that you don\'t need moving nozzles at all. You can vector the thrust just by altering the fuel flow on a per-nozzle level. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Hielor replied to Tiberion's topic in KSP1 Mod Releases
Looks like the vernier pods are still rather overpowered--this gets SSTO with enough fuel left over for a TMI -- SSTM, I guess? Yes, I\'m using version .9. (Yes, I know I missed the mun there, I was in a hurry) Probably should double the burn rate. Currently its thrust/burn rate ratio is double the next-most efficient engine, so if you double the burn rate it\'ll bring it down in line with things like the K2-X or SPS-10. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Hielor replied to NovaSilisko's topic in KSP1 Mod Releases
Hey Nova, I tried to register just to reply to this, but had forgotten that I\'d already registered previously, so yeah, I\'ll post then =P In order to get rid of a visible seam across two objects that should fit smoothly, you need the vertex normals to 'think' that the other part is there even when it\'s not. I accomplished this in my Wings3D .msh plugin by allowing the user to designate geometry that wouldn\'t be exported--it would still affect the normals of the geometry that does get exported, but doesn\'t actually show up in the exported model. I have no idea how the KSP model format works, or what program you\'re using for modelling, but the basic idea would be that in your modelling program you model the full thing (not just the half), but then you only export the half without actually cutting the model. You probably only need one extra row of polygons, not the full other half, but it\'s probably easier to just have both halves. I explained the way to do it in Wings3D for my .msh exporter in my video (in the spoiler below--I couldn\'t figure out how to suppress the automatic youtube embedding) --that might help explain it. Does that make sense?