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KSP2 Release Notes
Everything posted by ColdJ
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Z -26
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- going off the rails!
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Z -26 I need a Zero I'm holding out for a Zero 'til the end of the night It's gotta be strong, and it's gotta be fast And it's gotta be fresh from the fight I need a Zero I'm holding out for a Zero 'til the morning light It's gotta be sure, and it's gotta be soon And it's gotta be larger than life Larger than life
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I was hoping you did. From the little I have read it has to be done with Part Tools. Something about creating an empty and assigning material properties to it. These are then linked to a texture you create. As far as I know it can't be done with the .mu plugin. I know that @Angel-125 has created his own effects like bubbles for underwater engines. If you read this Angel-125 then any insight into how to do it would be very appreciated.
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Nope. I don't guess @Akagi
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Z -26
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Sorry, but no as well. I have my browser set up to very restrictive, so alot of content doesn't get through.
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Z -17
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Z -17
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He is not playing Number wars right now. Hello @Maria Sirona I wonder where @Kerbal Productions is?
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Z -17 Oh, I see, it is one of those masks you hold by a stick.
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Sigh!! It would have been helpful. I am thinking of a number between pink and bronze, what does it smell like? @kerbiloid Do you think Vegans care for the feelings of Baby Carrots and Baby Peas?
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Z -17 Of for the love of Zero.
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Z -17
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Z -17 Who was trying to get it to zero on previous games? Could use their help.
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@REDACT3D Sorry, forgot to mention from previous. The sound like alot of things is a unity key thing so. AUDIO_LOOP { channel = Ship clip = REDACTED/Sound/5 volume = 0 0 (key for minimum, is set for 0 so nothing is heard) volume = 2 1 (Key for maximum. 2 is wrong because maximum volume is 1. So if it was 1 1 then it is maximum volume is set to play the sound file at its full volume) pitch = 1 ( This one can go past 1 or below. 1 is the pitch of the original. 0.5 is half the pitch of the original, 1.5 would half again higher in pitch.) } So it is a minimum then maximum With the Thunderbirds there were some surfaces that I would have had to rebuild in order to have smoothing look right. I didn't feel like rebuilding and so didn't smooth them.
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Z -17 Goodnight @Admiral Fluffy
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Hi @REDACT3D Looks good. As you have obviously come from designing in other games before KSP, you take a more complicated approach than I do. You are way more advanced in a number of things. I started with looking at config files to see how they worked and experimented to see what changes did. So all my early work was reconfiging meshes created by other people. All the info in this thread was unknown to me at that time, as was any solid understanding of the config files. Most things I had to puzzle out slowly over time. The keys and tangents used by Unity for many things from thrust to sound effects, had me confused for a long time. Answers were hard to come by and most ended up being answered by me through experimenting. I did get nudges in the right direction from time to time, and it was @Stone Blue mostly. They also suggested I try 3D modeling and pointed me to the BforArtist fork of Blender and to @taniwhas plugin. Taniwha had been away for a while, busy with other projects, when I first started, and blender tutorials didn't mesh well with what I was seeing in BforArtists. I didn't know basic things or that there was a problem that ment you had to detach the vertex colour for your texture to show in material view for most things. So it took me ages and alot of experimenting to get where I am now. I still learn new things all the time that make it easier. I didn't want others to have as hard a time as I had so I started this thread. I don't script or code myself, I rely on the plugin to cover things. And the improvements made in the last (maybe 6, not sure) months by Taniwha to the plugin have been excellent. I have tried the template mode from within blender a couple of times, but I much prefer to build config files in Notepad. It allows me to go into previous works and grab the modules I need quickly to build new configs. The links and video you put above are actually included further back in the thread. I noticed in your video that you were getting the same shadow stutter of the ground that I suffered for ages. Someone in the last month gave me the answer of what to change in the config file. I will look for it and post the changes you need to correct it. @REDACT3D In the main KerbalSpaceProgram folder is settings.cfg Open and search for "shadows" then scroll slightly down till you see SHADOWS_FLIGHT_PROJECTION = 0 SHADOWS_KSC_PROJECTION = 0 SHADOWS_TRACKING_PROJECTION = 0 Change these 3 to SHADOWS_FLIGHT_PROJECTION = 1 SHADOWS_KSC_PROJECTION = 1 SHADOWS_TRACKING_PROJECTION = 1 The shadow flicker glitch should be gone on next load.
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Then you need to state, in relation to what? They are 2 very simple geometric shapes. A square has an extra corner but as a square the angle of the corner will always be 90 degrees no matter the size. A triangle has only 3 corners but depending on the type of triangle the angles change size, but when added together will always equal 180 degrees. Then there is structural strength etc. So in relation to what?
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When you wear Oxfords to Cambridge.
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Z -9
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Went to help a star a long time ago. Hello to the @Admiral Fluffy on their return.
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Looks good. You definitely are very talented at modeling. Would make your life easier if you loaded your body and 2 instances of the wing in blender and lined the wings up exactly where you want them when put together in the SPH, by dragging them at the top of the heirachy into place. Then write in to your body config 2 nodes that are where the wings co-ordinates are. A left and a right facing. Add a stack node to the wing config at 0,0,0 and then you can snap to position, quick and easy in the SPH. Just remember the Y and Z co-ordinates are swapped in blender compared to the config. Highest level of SAS is 3, so having 7 in your config shouldn't do anything. You have only got your mass at 200 kg so having 300 pitch etc is massive overkill. If your control surfaces work right then try 10, you will probably still bring it down further so your craft handles as you would expect in atmosphere. You shouldn't leave your animation name as the default NLAtrack. You can change the name of the animation in the animation work space. Click on the white rectangles to bring up the NLA editor, expand your animation and double click the name. Then type in your own. Your gear will be animated if they are to retract. Have a look at the stock or a mod that is built for 1.12.# to see how the heirachy goes. Or when I get around to releasing the Blackbird, study them in blender and the config, because they came out really good. The front one folds front to back and the rear, side to centre. Be sure not to forget the "Collision Enhancer" as your wheels will bounce like crazy on world spawn without it, also make sure each part is on its correct layer. Looking really good so far.