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Evolution

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Everything posted by Evolution

  1. Seems the issue was that I missed the bit of the OP that explained the different values, I had expected throttle to not be enabled at all by default but that was not the case so even with nothing connected I was getting weird behavior from the floating pins as ljkjl mentioned.
  2. Any reason why my throttle would not want to go lower than about 30%? (At least not permanently, it "jumps" back) I don't have it enabled nor anything connected to the pin allocated to it.
  3. (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.
  4. Yeah pretty sure as long as the aspect ratio is maintained it will still wrap correctly. Right?
  5. 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.
  6. 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.
  7. 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.
  8. That did the trick, and I didn\'t even know about the pivot point. Was wondering why my doors were rotating oddly.
  9. On your cargo bay how did you manage to get the doors positioned correctly? Mine close fine but they are half a meter above where they should be.
  10. Yes stock chutes are a no go, however silisko\'s decoupler parachute will do the trick.
  11. 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)
  12. 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.
  13. 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.
  14. Say you have something like Damnyoujapan\'s propfan and rotate it 90o on keypress like landing gear so from ? to ? Would it be possible to change the thrust direction along with it so that it would be possible to make proper VTOLs?
  15. Couldn\'t engine damage be turned off via a plugin rather than have huge position offsets?
  16. Dropbox. It will also allow you to save to your dropbox folder on your pc without needing to change the link/filename.
  17. 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.
  18. 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.
  19. 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.)
  20. 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 :<
  21. 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.
  22. 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.
  23. I already filled out the wiki entry for setting up MonoDevelop.
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