Evolution
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KSP2 Release Notes
Everything posted by Evolution
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Evolution replied to BahamutoD's topic in KSP1 Mod Development
(this is just a guess) /GameData/BDArmory/Parts/ABL/part.cfg: Adjust: tracerStartWidth = 0.3 tracerEndWidth = 0.3 Higher values should make the beam wider. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Evolution replied to Normak's topic in KSP1 Mod Releases
Yeah pretty sure as long as the aspect ratio is maintained it will still wrap correctly. Right? -
Here is a quick batch script that will walk you through generating your renders how you want, all you have to do is enter the values you want and it will handle the command for you: http://dl.dropbox.com/u/64883506/ICF.bat Place it in the same folder as the mapgen. Its a bat so if you feel unsafe running it open it in notepad and take a look at the code.
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Pretty damn beautiful if you ask me. Well, for a giant crater-ridden rock anyway. 8) EDIT: How do I alter this to show up on a grey-scale? Type: isa_RAM_MapGen.exe grey In cmd. Might need to cd to the directory first, so if KSP was in the root of your C drive: cd.. cd.. cd KSP cd isa_ram_mapper Then run the command.
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Artfulshrapnel's Radium Powered Retrofuture Pack!
Evolution replied to artfulshrapnel's topic in KSP1 Mod Development
Gimbaling engines are a lot simpler than they seem. You have a collider, a 'base' and a 'gimble' the base and gimble are seen as one object but the gimble object will move when vectoring. So you should have a node_collider, obj_base, and an obj_gimbal. The actual gimble range is controlled by gimbalRange = X in the CFG with thrustVectoringCapable = True enabled (or added to the cfg) I\'m pretty sure you need to have your pivot point at the base. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
Its called IRC. Get in there bro -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
I think he means VTOL type turbines. I was actually asking around to see if it was possible not too long ago. Its just a matter of changing thrust direction depending on the state of the part (Retracted|Extended) -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
He uses C7 yes. He most likely landed on the runway, atm I don\'t think there is another way without a plugin. Horizontal VAB shouldn\'t be that far away though. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
Rather than control surfaces use C7\'s rcs units. I used the winter owl part as a tail and placed two Heavy-L rcs units on each side of the tip, do the same with the nose of your craft and turning is a breeze. If necessary place one under the nose and under the tail also. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
Couldn\'t engine damage be turned off via a plugin rather than have huge position offsets? -
[Plugin] [Part] [v.17] KIS KSylon Hybrid Rocket [17Oct12] [GPL/MIT]
Evolution replied to kellven's topic in KSP1 Mod Releases
Dropbox. It will also allow you to save to your dropbox folder on your pc without needing to change the link/filename. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
Weird, some people can figure out how to use the turboprop. I can\'t even see it no matter how many times I click. Also the large rotor does not take shocks well, if I land a bit hard it will 'bounce' off of whatever its attached to, can be fixed by strapping it down with struts I think. Ill grab rev1 now and see if that fixes anything, I am a bit behind on the thread here. -
[v0.17] Damned Aerospace Version 1.5.3 + Crewtank
Evolution replied to DYJ's topic in KSP1 Mod Releases
I can personally say I am going to thoroughly enjoy using this. Now to make a craft with just the right balance of weight and fuel/regeneration to keep it hovering indefinitely. -
Nuka's Blender help topic
Evolution replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
I actually haven\'t played with subsurf, I usualy just apply smooth on my models before I export. Though from what I know subsurf could make them worlds better (as long as my mesh is good enough.) -
Nuka's Blender help topic
Evolution replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
I\'ve been using the vertex/edge snap for when I delete faces and want to reattach the remaining edge/face to the rest. I\'m pretty much used to the different selection modes and how they are used, I tried subdividing an edge but it didn\'t turn out how I hoped (it was diagonal.) Never heard of edge loop or edge ring, nothing I\'ve seen explained it and I haven\'t seen it shown in any of the menus :< -
Nuka's Blender help topic
Evolution replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
Ah its just a general question as I run into the issue a lot, for example with cones loop cuts don\'t work horizontally like they do on cylinders. I usually end up doing what you said, either subdividing a few times (which makes tons of faces to clean up) or deleting some vertices between the two points and extruding. I wish we had something in blender like the pentool in PS, click point A and B cut down the line. This is what I\'ve been working on lately, and boy has it been a hell of a ride: I\'m still learning but in the matter of about 2 weeks I\'m happy with my progress, that moment when you get your first part ingame; feelsgoodman. -
Nuka's Blender help topic
Evolution replied to Anariaq's topic in KSP1 Modelling and Texturing Discussion
In a situation where I can\'t use a loopcut how would I go about either adding vertices to an edge? or cutting a face? My knife tool just isn\'t working. -
Misc questions for beginning
Evolution replied to thorfinn's topic in KSP1 C# Plugin Development Help and Support
I already filled out the wiki entry for setting up MonoDevelop.