-
Posts
48 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Semni
-
Yeah, I'm aware of these ... well, to put it mildly, quirks. I'm not entirely sure what is going wrong there. I may scrap the part for now until I understand what is going wrong. It seems to be some manner of wierd interaction. I have noticed this problem showing up in completely unrelated parts and mods so it may be that at some point someone figures out what is going wrong.
-
I have considered that, though nothing has quite hit the drawing table yet. As for internal tunnels I do have plans, essentially the scheme works as follows: The Tri-Hex parts will be structural and not contain internal tunnels, the Octostruts do and will contain facility for crew and there is going to be an intermediary Cubestrut system which will not be equipped with fueltanks but contain movement and habitation facilitation tunnels. - Yes, I will be retinting the fuellines and fueltanks to reflect their contents. - I may create an interim size tank or rebalance the current tanks, I am not entirely sure. - I may be working on a round parts line but that will not be happening any time soon, likely I will pick that up once I am done fleshing out the Tri-Hex parts list. - More conversion pieces are in the works, generally those come out as I get ideas for how to make them look good. - A 90 degree angle will be considered, though there are a couple of ways that can go which would necessitate making multiple parts. - Fully enclosed pieces are considered, they do result in very simple meshes which might make for an attractive set of parts for some time down the line. I'll likely get around to them once I get off my lazy arse and start doing some proper texturing. - A line of small parts is considered but the stock parts kind of already cover that so again that's not a high priority right now. Anyway, I'm really glad to hear that you feel that way about my parts man. I know I've already told you but feel free to post your work here or in it's own thread on the forum. This appears to be a docking related bug in the engine, I have managed to do this with fully stock craft as well. If you can narrow the effect down to certain specific parts I will definitely look into it but so far it doesn't seem to be related to any specific mod. I have no plans for a ring right now, no guarantees that won't change though. This ... is an excellent idea. So excellent that I have gone ahead and done it and implemented it. Heck, these were some of the easiest parts to make out of the entire set. So, cheers man!
-
I've noticed that myself, it seems that there is something quirky with that module that makes it screw up the physics engine at times ( it also hates solar panels ) it'll take a bit of figuring out what is wrong with that thing. Mek: Yeah, it needs something like a luminosity effect. As soon as I figure out how to I'll get that implemented.
-
Oh I'm a derp. There we go, the upload is properly updated.
-
Kinda like comparing apples to oranges there. Everything is going to have a way better thrust to weight ratio on the mun compared to Kerbin. As Calculus calculated sure, nuclear engines are quite capable of doing so they do take up a huge portion of your lander's final weight. Now where they do come in handy is if your lander craft is also the main engine cluster on a much larger interplanetary craft where you leave your large fuelcans in orbit before descending to a rocky moon and fuel efficiency is king. As demonstrated for short hops out to the nearby moons you can probably get much more utility out of a regular engine.
-
Nuclear engines are going to give you a poor thrust to weight ratio but it is quite possible as long as you are conservative about your fuel loads. With their high efficiency they don't need all that much fuel to put you on the mun and lift back off again. Now, for the mun they are a bit overkill but say if you are using the same engines to get you to another planet they can be quite worth your while. You may also be not giving yourself enough time to slow down, with the poor power to weight ratio you will have trouble decelerating in short distances even when you are capable of lifting off from the munar surface.
-
It's indeed an ion engine, it's still a little basic now, I'm thinking about how to make it a bit more visually interesting. Edit: A little update on the docking guides idea. I've been playing around with it and it actually works quite well.
-
What are good face guidelines?
Semni replied to Cryocasm's topic in KSP1 Modelling and Texturing Discussion
Generally when I am modeling I work with 24 side tubes on my 1m and 2m parts. You can argue that you can go with less on the 1m but with the 2m parts 24 is really the minimum on looking good. On small piping and such I typically work with six or eight sides, mesh smoothing will make that generally look good at even pretty close distances. Really, a good guideline is that if you can remove complexity in your model without making it look less complex you should and piping can go a very long way to making your model look complex and visually interesting without introducing a lot of tris. What really generates a lot of geometry are organic shapes, domes and irregular curves really eat into your tricount, avoid them whenever you can. In general though it is pretty hard to go really overboard with tris, if you are really worried you can try out your model with an equivalent model of stock parts and take a look at framerates but as long as you pay some attention to your geometry you should be fine. -
Okay, I really like that concept, I'm experimenting with that right now. Also, put together some small size simple parts as well as a great big heavy electric engine that actually puts out a decent amount of thrust ( a whopping 10 newton! ).
-
The only dumb questions are the likes of "I passed the bomb squad running the other way, should I be concerned?" The pack contains a 2,5m docking clamp and for smaller sizes the regular clamp-o-trons suffice. I have not made a Tri-Hex docking clamp because as of now docking clamps cannot be configured to only clamp to certain orientations. Right now docking between two TriHex parts just looks weird. If there is a way of limiting the orientation then someone do tell me and I will be first in line to use it. As for on the update side of things I am pottering on between parts, the solar panels continue to not fully deploy and I have no idea how to fix it, a good solar panel tutorial would be a godsend. I seem to recall that a long time someone requested a 3.75m compatible adaptron so here we go. Here is also a cargo module, handy for storing spare equipment, fuel and kerbals. I'll probably be using the same model as a placeholder for fueltanks. I'm going to try a more streamlined development model with placeholders so I can provide a more complete parts set that players can use as I work on models. This actually got modeled a long time ago but I never quite got far enough along to include it as a complete line of parts. It may become one some day.
-
Thanks man, that's gotten me a wee bit ahead. It now deploys but never fully finishes deploying. Graphically it does but the solar panels never enter into a deployed state. I think it's something I need to change in the animation settings but so far no tinkering has had an effect.
-
I am currently using an older version 3ds Max. Radial engines are on the infamous list, I'm not that great with modeling engines, they become easily very complex with piping and such so that tends to get pushed down the line somewhat. I have indeed considered making a smaller fueltank in 1/3 and 1/6 sizes, it's mainly a matter of getting around to it. Right now I've dug up an older piece that had gone unfinished for a while and ended up animating it. Unfortunately though I am hopelessly unfamiliar with how to properly set up solar panels in Unity and getting them to animate correctly (which isn't happening so far). If anyone can point me in the right direction I'd be very happy.
-
There you go, they are symmetrical both horizontally and vertically. Czok: I need to start keeping proper track of the parts I want/need to make but fueltanks and crew compartments for the OctoStruts are definitely on the list, I'm currently working on making them look graphically interesting. As for user changeable textures I think I'm going to make sure that the side panels you see on the full third and sixth size tristruts will be properly UVmapped with a guide on how to make them. Personally though I am terrible at making textures so I'll have to figure out how to make a nice looking heat-shield texture which will be an adventure. As for other things, a Stirling RTG is definitely on the list ( which I totally really need to make but have been too lazy to! ). Edit: I'll be including that circular friendly hub piece in the next release if you guys don't mind.
-
This reminds me of the old Landmaster that was made for Rigs of Rods.
-
Hey Cardinal, good to see you around, the probe body ( the non-panel based one ) has mechjeb integrated in it if you install Mechjeb2. I'm not sure what you mean by comparable inside though. Czok: I'm working on a design, I've had a couple of abortive attempts, I'll just have to see what comes out looking good.
-
They are not shown for ... no particular reason because I am a derp. The docking ports are very new and still fairly experimental. There's also a decoupler so we have that!
-
Hell/BFG: Good points, I'll look into that. Andrezado: Those are in the pipeline soo ... in the epic bin of coming soon!
-
The hub is a bit finicky, that is an issue all hub type parts have, it will only connect to other things on the 'top' or 'bottom' nodes. This is something hardcoded into KSP as far as I know and not something I can do anything about at the moment. The docking ports are unidirectional. The 'top' is the part that connects. I need to make that more obvious somehow. Also, yay for all posts having to be moderator approved yet again. Yaay, I don't! Edit: BTW, thanks for catching the spaceport link!
-
After being wiped out in the Great Forum Disaster of 2013 the THSS is back! This is a funny little mod inspired by the many science fiction spaceships of old comprised of many girders beams and pipes as well as contemporary ones it seeks to emulate a different look and feel from most standard parts and it's great for making your spaceship look and feel like more than just a bomb with a rocket motor strapped to one end ( which it really is ). These parts also work nicely on space stations, deep space exploration vehicles, non-atmospheric landers and so forth. While many parts have already been made many are still in the process of being put together as this continuously evolving library of parts grows. DOWNLOAD HERE Update: (04-06-2013) Once again it's updated, with some new parts, lots of fixes and nothing too crazy this time around. Just a much needed update. Update: (26-05-2013) Depreciated parts can be found here. Update: (25-05-2013) JARFR industries is proud to announce a partnership deal with Goblin Enterprises which has introduced a number of new parts to our lineup. Additionally we have fixed a couple of issues with parts and updated it for .20 compatability. I'm aware of some graphical issues with some of the parts, that is being worked on and should not affect the performance of the parts. Update: (06-05-2013) Another update released adding in a couple of new parts. Update: (19-04-2013) Now that the forums are back and the thread was wiped out I've put it back as well as uploaded a new version of the mod, have fun with the new parts! First off introducing the basic tristruts. Some come in smaller and larger sizes. As well as a variety of adaptors. There's even an integrated engine. And the all new octostrut format that is also being introduced. Planned Parts ( mainly for my own reference ): - Engines: * Radial Engine * Nuclear Engine - Fueltanks: * 1/3 size fueltank * Octostrut scale fueltank - Concepting - Structural: * User Modifiable Panel parts - Other: * Solar Panels - Modeling/Implementing Problematic NEED HELP * Seperate Mechjeb unit * Stirling RTG - Concepting/Modeling * Tristrut Compatible pods * Lawnchair * Guiding Fin Docking Ports - Prototyped/Released
-
Build the biggest airplane (that can land)
Semni replied to kevinlacht's topic in KSP1 Challenges & Mission ideas
None of these are really contest entries. More just WIPs. Once they do qualify I\'ll post em properly with pictures and all. -
Build the biggest airplane (that can land)
Semni replied to kevinlacht's topic in KSP1 Challenges & Mission ideas
So, I took a stab at the endurance challenge and proceeded to immediately break the altitude rule, thus I decided nuts to it and ran the engines dry. It cruises quite happily at about Mach 2 at 13 to 17km altitude and made it about 2/3rd around the kerbol. I was actually surprised at how easy this was. Meanwhile the CEO of HEMT industries was dissatisfied with the Lord Humongous and thus ordered a stretch limo version. I have dubbed this one the Lord Humongous II or the 'Titanic' for it\'s distinctive profile and it\'s penchant for snapping in half. I\'ve yet to successfully land it but it does fly, the stretch definitely has taken it\'s toll on the plane\'s performance. -
Build the biggest airplane (that can land)
Semni replied to kevinlacht's topic in KSP1 Challenges & Mission ideas
So, seeing the whacky creations I decided to have a stab at it. Therefore I\'m proud to unveil this monstrosity: The HEMT industries Lord Humongous By far not the most efficient design or even the biggest but it\'s got some really pleasant flight characteristics to it, it\'s a friendly if languid flyer. Perhaps a tad susceptible to resonance though.