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Everything posted by NippyFlippers
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
No, no. It is meant to be external seats. This is supposed to be a mod for open cockpits and flying boats, after all. The two kerbals are just clipped into the mesh and into each other, because the origin/empty is placed right there where their butts are. (See picture) The good part about is, that it shows me, that the script is working and KSP understands that this thing can seat two kerbals. I tried to do it the same way NESD(Open cokpit) and C. Jenkins Lack (SXT) organized their open cockpit's external seat pivots. But somhow there is something iffy going on between Blender and KSP. Could it have to do with the use of quaternions, instead of euler? Am I using the mesh origins wrong? It kind of works if i just copy paste from other mods, but that feels wrong. I want to understand what is going on, here.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I can't get my head around how KSP keeps messing up the positioning of the seats and seat pivots. Can anybody give me a hint? The seat meshes and the seat pivots are childs of the parent object named seatExternalCMD. But when I excport that from Blender somehow KSP places the kerbals in the main parent of the cockpit and the seat meshes get the transform of their parent objects applied two times over. What is this? Also I'd love some help with scripting for the usage of multiple textures in the same part. I'd like the meshes of the seats and cockpit to use their own texture file.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
Found a little time to get some more work done. See OP for changes!- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
By now I have made 4 parts: A windshield, the cockpit, a hull segment and a tail section. But there is still stuff to do: The windshield's glass needs opacity adjusted, somehow it is not easy to transfer the look from Blender into the game. The colliders are wonky and during attachment parts tend to rotate while I hover them over my parts. The rotation is off by 90° There are visible seams around the edges. Maybe higher res textures are needed? Seats texture still missing. More detail on the textures, it looks bland. Alternative color scheme in stock grey are needed.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
So, it seems I need an Alpha Channel, but what is a good value? The windshield now works, but I need to fix the transparency, the origin is off, the collider a bit too large and the shader needs to be smooth. I am grateful for any tipps about common mistakes. Here is a preview, you can see how the glass is barely visible:- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
I figured it out, but have one question: Do I even need an alpha map/alpha channel in the final texture?- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
The Windshield is coming along nicely. I'll do it as a seperate part. I just hope I can figure out how to make decent looking glass.- 24 replies
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NippyFlippers' Flying Boats and Open Cockpits
NippyFlippers replied to NippyFlippers's topic in KSP1 Mod Development
Update: Why did no one tell me that colliders are so nasty to deal with? But I pulled through and now it has concave colliders and a more detailed cockpit. Next: Windshield and tanks and structural parts for the same crossection, plus color options. If anybody could give me hints and warnings about texturing/modelling glass with specular effects and alpha channel transparency, I would be grateful.- 24 replies
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I am a total sucker for old timey airplanes with open cockpits and especially for flying boats. So I thought: Why not making a few cockpits and hull parts, modelled after the beautiful water birds of the interwar period? I'll update this thread as I progress. I'd love to get your feedack and suggestions. Update: Fixed the seams and it looks much nicer now. Older Screenshots:
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What did change with the last update to version 2.5.0.0?
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I suspect there is something wrong with the shaders used for drawing terrain . I am running on a Raedon RX Vega with 8 GB VRAM. If in flight and looking at kerbin my GPU-load goes up to 100%, and the frame rate drops off a cliff, down to around 5 FPS. Turning the camera at the sky I get stable 60 FPS and maybe 75% GPU load. Being in the VAB also gives stable frame rates. When switching to map mode in mid flight the FPS also goes up to 60 and GPU usage drops to 15%. Only when terrain geometry is shown the games starts eating GPU usage like crazy. Is there some kind of weird displacement map running to generate mountains?
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No, in fact it seems even worse, now. I get like 2-5 FPS when in flight and looking down at kerbin, 60FPS in map mode or when looking at the sky.
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I can't play, the bad performance is making it impossible for me, but I'd like to play, I really do.
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When will we start seeing mods for the game?
NippyFlippers replied to Ryaja's topic in KSP2 Mod Discussions
I'd really like to get cracking and make some part mods, but the game has to be in a playable state and I need some frameworks first before I can start modelling. -
Great to hear.
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The S-Duct does have problems. For some reason it does not supply engines with intake air, no matter what I try. Anybody else?
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I can't load saved crafts anymore, game freezes if I try to. Log endlessly repeats something about [ERR 16:50:36.096] [SaveUpgradePipeline]: Test Module ProceduralParts 2.1 Bezier Cone Upgrader KCT-GAME/SCENARIO/KSC/SPHPlans/KCTVessel/ShipNode/PART does not apply for Craft loading! https://www.dropbox.com/s/fbye2wia31px7zz/KSP.log?dl=0
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[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Oh, that one. Sorry, I am tired, it is late here where I am. This is from the Feline Utility Rovers mod. I am building some kind of super heavy crawler with it. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Glad that my post made you find energy to work on that mod again. I don't use VR, no money for that kind of gear, but I am sure other people are very interested. In my example post I used the PPD-12 Cupola Module from the ReStock mod. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Thanks a ton! I justs edited the .cfg as you described. Man, IVA mods are such a mess! -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Is there a way to change the MFDs by hand? Is it a file I can edit? Oh, and I did not know that Raster Prop had a successor. Is switching recommended? -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
I don't know what MAS is either, so I'd carefully guess I did not use that. I run 90+ mods, but mostly part mods and envrionmental enhancement mods. Nothing besides RasterProp that changes how stuf works. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
Sorry for the dumb question, but what is ASET MFD? And yes, the FOV was definetly wider around 60° until a week ago, I am not sure what changed that. -
[1.8.x-1.12.x] - RasterPropMonitor (adopted)
NippyFlippers replied to JonnyOThan's topic in KSP1 Mod Releases
You shall have a screenshot. As you can see, the FOV should be much wider on the cockpit screen and was until recently. Now the camera only shows maybe a third of the angle of what it should.