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Everything posted by Cykyrios
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C\'est assez simple : s\'ils utilisent des plugins, il faut au moins la version 0.14, et donc il faut acheter le jeu. Si ce sont de simples mods, ils devraient être compatibles quelle que soit la version (à quelques exceptions près, j\'imagine). Sinon, j\'apprécie grandement que deux anglophones soient venus dire bonjour ici, ça fait plaisir de voir que le Français n\'est pas si ignoré que ça à l\'étranger ;P
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I guess it\'s time I showed my fireworks again =P This was from 0.14, so I\'ll remake this in 0.16 to try out the new explosions! Oh, and sorry, but this is a video, not screenshots...
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First C7 and now Nova, what can I say... This is going to be so epic! 0.15 was 'C7\'s version', so 0.16 is yours ;P
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No problem Ah, analemma, I had already seen this but didn\'t know too much about it, thanks for the link! (though Kerbin only moves along a straight line here) When other planets are added, there will be some good-looking things, I guess (and we\'ll have to align them all with Kerbol, which turns out to be pretty hard when they are not all in the ecliptic plane).
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So, we all know/think that Minmus is tidally locked to Kerbin, which is mostly true. However, due to the way it is locked (it will face Kerbin but its equator will stay parallel to that of Kerbin, while its orbit is not), libration would make it appear to rotate over the course of its orbit. From Minmus, Kerbin appears to move in the sky, while it does not when seen from the Mun, which is perfectly tidally locked to Kerbin. And here\'s a short video showing the movement of Kerbin in Minmus\' sky: http://youtu.be/2a9-Xgf3joo
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How fast can you go before leaving the runway?
Cykyrios replied to chrislo27's topic in KSP1 Challenges & Mission ideas
Wow, I just used my 4-engine dragster from the other challenge, removed the parachutes and went up to 260.4 m/s, but those 450 are crazy ??? -
Rendezvousing with Objects in Elliptical Orbits
Cykyrios replied to Candre's topic in KSP1 Discussion
While I don\'t really know how to calculate the 'time to Pe' (thanks Kosmo-not, was easy enough >.<), I have a little spreadsheet which allows me to calculate the difference in MET between the 2 ships at Ap/Pe, then the next time you get to this point, you simply have to burn such that the resulting orbit will take that time difference longer or shorter to complete, and after a full orbit, you will be within reach of your target. This may be a bit too fuel consuming though. I attached the spreadsheet with some values that may help you. -
Salut ! Pour Minmus, le plus simple consiste à se servir de l\'affichage des Patched Conics pour prédire l\'intersection avec la sphère d\'influence de Minmus. Bien sûr, savoir quand faire le transfert peut servir... Je devrais d\'ailleurs faire les calculs pour trouver l\'angle idéal, mais entre 45 et 90°, tu peux ajuster sans problème et sans consommer trop de carburant. Bonne chance !
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Not too sure about this, but I guess the more triangles a collider contains, the more time it requires to detect collisions, though I don\'t know for multiple colliders. I also have a question for you, C7: How do multiple colliders work in a single part? In the video, you make a convex collider for the gear bay, but how does it not intersect the wheel\'s collider when it retracts? Or are colliders in a single part allowed to pass through one another?
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Two Meshes - One Part
Cykyrios replied to Absolution's topic in KSP1 Modelling and Texturing Discussion
Just think of C7\'s landing gear: it\'s one part, but it is composed of several meshes (you can watch his tutorial on Unity). With 0.15, you can even have multiple mesh colliders for only one part, which means REAL cargo bays with working doors are now doable (in a single part). -
Hey that\'s pretty nice! I don\'t really know Universe Sandbox, but I suppose textures are procedural?
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This here will help you: http://kspwiki.nexisonline.net/wiki/Minmus I wonder when the 'real' wiki will get updated, though.
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Migrating space planes to the rocket hangar
Cykyrios replied to Hiatsu2k8's topic in KSP1 Gameplay Questions and Tutorials
If you want to launch your ship in another direction than the default one, simply select the whole ship (command pod or shift+click) and rotate it as a single part. I tried launching a plane on its tail, but it broke apart... good luck with this though =P -
Yup, I had this in mind when I posted the video =P Just beat my record: 223.6 m/s, and I dubbed this ship the Swallow.
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Thanks for the link! In the mean time, I tried beating my record, 220 m/s, went flying without actually having wings ???
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After a few runs with death by parachute opening (ripping the ship apart), I managed to keep the crew alive with a top speed of 215.3 m/s, though I always end with the nose of the ship on the ground I also managed to go up to 219 m/s but left the ground momentarily while braking... Btw, I love the Vocaloid musics in the background of your video. What\'s the one at 2:30?
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Haha, that was a good one As long as people come up with theories but don\'t start saying 'This is the TRUE reason for X or Y' there\'s no problem at all; I personally like the ice cream theory, although I doubt there was enough to create a 60-km-diameter ball of ice cream... I guess I\'ll have to make a spoon part and launch a rocket to try mining Munmis
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Sorry for the confusion mossman, I misread your OP >.< And thank you C7 for these! So we just have to copy/paste those lines in the part.cfg? And a little question that goes along the same idea: how do I setup the part.cfg to make a part multi-module? I guess that\'s what Mu explained in one of his posts, but I\'m not really sure.
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Yes it does: breakingForce = 50 breakingTorque = 50 C7 said he wanted us to be able to easily modify any parts, so he made this EDIT (\'cause there\'s no point in posting): My bad, didn\'t read correctly >.<
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Set the scale to 1 in the part.cfg if you modeled the part at this scale in Max. Also, when importing the asset in Unity, delete the node_collider from the Hierarchy on the left, and in your part\'s Mesh Collider, click on the circle on the right of the Mesh box, and choose your collider. My problem has probably nothing to do with Unity itself, but how can I set multiple modules to one part? Is it possible from within the part.cfg?
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Are you sure that nothing is displayed? I apparently had the same issue, but this was due to the gameobject and the model not being in the same place. The GameObject is defaulted to 0,0,0, so you should put your model at the same place, and then parent it. Hope that helps.
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I think it also has something to do with collision hazards. Yesterday I dived from 12,000 km into Kerbin at x10,000 and the game didn\'t have time to slow down, so I went right through the surface, which crashed the game ???
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First of all, the obligatory Minmus landing (zoomed out to see both Kerbin and the Mun): By the way, Minmus seems to have some libration, as Kerbin does move in the sky, albeit just a little. Next up is my biggest plane (for the moment): And finally a glitched orbit line, which is not, in fact, an orbit (no vessel around here, and the line is jagged):
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So I was doing an orbital slingshot to Minmus when...
Cykyrios replied to hubbazoot's topic in KSP1 Discussion
Landing next to or under that thing is too easy, so I decided to land on top of it =P