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Ordosis

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Everything posted by Ordosis

  1. I completely disagree, it is to me as open world as expected. I have left the main storyline at Whiterun and have seens been exploring dungeons and what not. Currently level 20 and still feel like I could go on for hours without touching the storyline.
  2. Max has context aware shortcuts or it could be that you accidently disabled shortcuts; there should be a hotkey toggle on your toolbar somewhere (i think it\'s the one next to your snapping buttons that looks like 'shift'). Also I think your model is too high poly, it could work but imho there are too many unnecessary polies in your model. You could try cleaning up by removing some edge rings by removing them with backspace or collapsing some loops. And I seem to remember there is also a modifier that scales down the polycount while trying to keep the overall proportions. But it\'s been a while since i\'ve used max. If you have a nice and clean model, you should start UV unwrapping it, make a proper texture. As for the KSP configuration, I\'ve not done that yet so others might be of help.
  3. Thanks for this excellent write up. I\'d say it deserves a sticky if it gets some visual guides as well.
  4. Did you also set the System Units Setup found in the Units Setup?
  5. This thread made me laugh from ear to ear. Who was first btw?
  6. I'm not sure if I understand your question fully. Do you want to model a spacestation or put an existing one (is there?) in an orbit?
  7. I'm no rocket scientist, but if you understand the Hoffman transfer and read the wiki on orbiting it says it all IMHO. If you're going from high to low you need to burn retrograde/opposite direction when you're at the apokee of the high orbit, you can use the calc or look up the wiki chart for the target speed. Then see if your perikee hits the target hight and make adjustment prograde/retrograde if necessary. If all goes well you have a transferred to a lower circular orbit. So in sum, high circular orbit --> burn to get elliptical orbit with target perikee --> burn perikee to adjust for circular. Do a prograde/forward burn if you're transferring to higher orbit. Did this newbie explain well? EDIT: Oh an check the video by Artreides below, he shoes how to transfer orbits as well. EDIT2: Apologies to the rocket scientists, where I said 'Hoffman' I meant 'Hohmann'.
  8. It happened to me when I used a comma , where I should be using a period/full stop .
  9. Hi all, newbie here and very much enjoying the game. It seems that the chute currently works as follows. You have 3 objects 'base', 'cap' and 'canopy'. The base is just the body that 'holds' the parachute, the cap shoots off when the threshold is reached which you define in the cfg. Now for the animation, it seems that the game itself recognizes the 'canopy' object and deploys it in a squeezed state. So as long as we have no access to the animation variables, which aren't baked in the DAE file. We can only create single chutes that unsqueeze. I tried it with three chutes, and the best thing to do is just set the deployAltitude really high, so the chutes immediately take there fully deployed position.
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