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MrPwner
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Everything posted by MrPwner
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Alright, for people interested in this, here's a little update. PakledHostage and I have been talking through PM about what we can do with this. He already has done an awesome job running the numbers and coding the part. Now, we want to merge it with actual visible effects from a dedicated heatshield part. It will use emissive maps (like the heating effect in airbreathing engines) to simulate visible heat on the heatshield itself, and to make a shock-like effect that surrounds the reentering capsule. Or as PakledHostage explained it: I've been busy making a heatshieldmodel getting to work with Parttools and got it figured out (check renders below). The only thing left to do now is incorporate the heating effect. Once I got that figured out in parttools, which shouldn't take too long thanks to CardBoardProcessors great tutorial, we can start on implementing that visible heat in the coding. PakledHostage also wanted to incorporate burning up in the atmosphere, which would of course make the whole concept complete. He'll be away on vacation soon. During that time I'll try to figure out the programming part (I have no experience with plugins, but I do with C#). If we can get all that to work, we basically got working reentry! And once we release it, will allow other modmakers to easily make their own heatshield. Heatshield render in blender Heatshield render in Unity (with working bumpmap, although the normal map has to be inversed) Heatshield with effectmodel (heatshield lower middle). The shock-effect model will normally be invisible, until you start heating up and the emissive map becomes visible) We hope you're as excited as we are about this Please tell us what you think, suggestions are always welcome
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Wow, wizard that looks pretty cool. Would definitely use:D But it probably needs official endorsement to really work, with the new licenses and all. And to make it way more popular.
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^What he said Also, free chocolate?
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Nice! I had an idea for reentry but for the appearance of it. You could use the heating effect of engines and make some kind of invisible model on a heatshield part with normally invisible textures. But when you start heating up, the effect could become visible. Very interested in this. Also, I can model. I'd have to figure out parttools first for the emissive map first, but then I could make that happen. For my modelling work you can check my signature.
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How to orient large, heavy ships in orbit.
MrPwner replied to Wild Card's topic in KSP1 Gameplay Questions and Tutorials
What do you mean exactly by "pressing W-A-S-D quickly before actually doing any maneuvers, AND before/after enabling or disabling ASAS" Like press them all in short sequence, or all at once? If it helps, this tip will prove invaluable! -
Looks like the rover from [thread=7854]Carts mod[/thread], like he mentioned I only just noticed how dirty the SRB's look
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Will we be able to surface attach things to the rover? Like camera's and whatnot. Also, why not make the plf bases decouplers themselves? Like in KW's PLF set
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JellyCubes Advanced Weapons R&D - Weapons and Other Miscellanea
MrPwner replied to JellyCubes's topic in KSP1 Mod Releases
Xel_AI There could be more different models that do the same. More missile parts, different gunmodels in different sizes etc. -
Did you retroburn to insert into munar orbit? Otherwise, yes, you'll be flung away. EDIT: Yay just noticed the Kerbal emoticons are back^^
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
Polar Bear, download this -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
Glad to help Ohh, dutchies look after eachother -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
You don't have to eat your hat, I will take the bow though! In the attachment you can see it works with that line -
Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
But you could power the ZO2 filter with the electricity' date=' like ZO2 itself does. But then again, it uses EPS, not Electrical Energy. Also, great that the payload pack is out! [b']I think i know why your symmetry isn't working, the adapter doesn't have the 'stackSymmetry = 1' line 0=1, 1=2 etc -
Is there an 'Idiots Guide' to rocket design
MrPwner replied to kodemunkey's topic in KSP1 Gameplay Questions and Tutorials
No, you're not turning it off. Parachutes can only be activated (once). They'll fully deploy at 500m from the ground. They'll be activated once the stage they're in is activated. -
Is there an 'Idiots Guide' to rocket design
MrPwner replied to kodemunkey's topic in KSP1 Gameplay Questions and Tutorials
Make sure that the parachutes aren't activated in the same stage as an engine. The staging sequence on the right of the screen in editing and on the left of the screen in flightscene allow you to drag parts and stages around (only in edit can you add/remove stages) and are thus VERY important. -
A pillow! Well..I've always wondered what brains taste like..
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How do I install Plugins ,Plugin Data? Also MechJeb?
MrPwner replied to SupremeSoviet's topic in KSP1 Mods Discussions
Every folder can be copied into your KSP directory. It will merge folders where needed. PluginData and Resources are, like Parts and Plugins, standard folders in the KSP directory. But source is usually the actual uncompiled code and isn't needed. It's so other pluginmakers can take a look at it or something. MechJeb requires a mechjebpart or pod on it to work. Then in the flightscene to the right is a tab you can click on. From there you can work with the different modules MechJeb has to offer. If it seems overwhelming, check the online manual (a button for it in mechjebscreen) -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
MrPwner replied to JDP's topic in KSP1 Mod Releases
I also missed the updates after 0.3, didn't check the thread itself. (I usually check when I see the modmaker replied to the thread) With the interplanetary dishes I can really start making interplanetary exploration craft! I have a question/suggestion, though. When 0.17 comes out, I plan to send unmanned probes first, but without a command station it's going to take too long to relay the signal to effectively maneuver and land. With the Satellite Relay Network mod I simulated/roleplayed an onboard autonomous flightcomputer by just setting it to local control. Is there something you can do, like a part that enables you to set local control when a mechjebpart or -pod or something is present on your vessel? -
Probably [thread=15016]Crew-able empty pods[/thread], but I'm guessing you already saw that. There aren't many mods with ladders and hatches out yet as the parttools used for creating them haven't been released that long ago. But I don't think it will be long before we see the first crew-able (station) parts.
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I'm a big fan of rovers and fairings, so you're not the only one who's excited Looking at the release thread, it allows for a lot of variation and flexibility, which is EXACTLY what I want and need for fairings, so I'm following this curiously
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I've mostly been playing KSP instead of modelling, so.. progress is kinda slow, but here's what I've got on the Atlas Booster stage close-up Whole assembly (except verniers) ready for launch, too bad it exploded on launch.. probably have to fiddle with massess and connection strengths
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Mechanical Mouse Industries - Kethane & Payload Packs Released!!!
MrPwner replied to Dani-Sang's topic in KSP1 Mod Releases
Nice, can't wait to try it! -
Looking good. I really like your work, can't wait to try the rover. And the Kethanepack of course. EDIT I think he meant
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No not yet, I'll need to figure out the unity parttools for that first. I may start that when I've got all the models finished. We ARE planning on adding a hatch even though no EVA's were ever done with the Mercury Capsule.