Killerhurtz
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Everything posted by Killerhurtz
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[1.12.x] Netherdyne Mass Driver Mod
Killerhurtz replied to linuxgurugamer's topic in KSP1 Mod Releases
Having issues getting it working - when clicking the "Arm Accelerator" button, nothing seems to happen. -
Am I silly? I can't figure out for the life of me how to load presets...
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[1.12.*] KerBalloons Reinflated - Real Science?
Killerhurtz replied to linuxgurugamer's topic in KSP1 Mod Releases
I've changed all of the settings I could find for speed - setting "speedLimiter" to false and increasing max speed to 1000 in both the universalPayload.cfg and in the balloonSpecs.cfg files, and I'm still flying at 5m/s. Am I missing something? Are speed settings also saved on a per-save basis? 5m/s is way too slow for me, ahah. -
Come on Damion. What he said is true. You know, as a mod maybe you should care a bit more about what the community has to say instead of acting like a machine.
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Edited first post to add it. While I\'m at it, I got some good news and some bad news. The good news is, I started working on Firelark\'s 'child', Eagle. It will be a bit more modular and fit more roles. I\'ll upload a screenshot of the progress. That, and I have LOTS of ideas. The bad news is that my main computer is broken (PSU blew) so I have to borrow a computer, and it\'s not always available, so the work will be MUCH slower. And because of that, for now mostly everything involving plugins is set aside.
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Yeah, I think this is due for a massive update. I think I will be redoing pretty much everything now... Especially now that plugins will allow for even more stuff (As an example, Firelark will be reborn under a new name - and I will make SURE that it will only be able to be used in itself) Sorry for the huge delays, though. A LOT of stuff had been going on (notably my cooperation with C7 in his pack, and a large down regarding... 'some' people on these forums. But just seeing that this thread was not forgotten is enough motivation to me to keep on going). Now, the question is, should I make a new thread for it?
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Send the sound over. I might be able to work a bit of magic to make it loop.
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For the hovering part - I would say invisible pontoons would do the trick nicely enough (although they may be slightly hard to work with...)
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No texture in KSP
Killerhurtz replied to WerTehMoonAt's topic in KSP1 Modelling and Texturing Discussion
@CaptSkunky: I tried that - what it gives is not a black poly but a nifty way to do fake transparency (backdrop-style - anything inside the model, provided it\'s visible, will be indeed visible. @Payload: it used to be a necessity, but if I recall it was removed somewhere between .11 and .13. WerTehMoon, have you made sure you UVW unwrapped your part correctly? That\'s the first thing that strikes me. -
Silly you. SOPA and PIPA are not dead, not in the least. They just got delayed. ACTA, as far as I can tell, still hasn\'t even been slowed down.
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From what I can gather, he\'s gone at least until persistence is added (so next update), maybe for even longer. But I must remind you that he was DRIVEN off. But for now, from what I know, he migrated to Orbiter.
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node_collider questions.
Killerhurtz replied to CardBoardBoxProcessor's topic in KSP1 Modelling and Texturing Discussion
A more clear way to put this: If two parts overlap, they are going to collide. Nope, no way to make two collider nodes not collide. Support for multiple colliders wasn\'t implemented most likely because due to how the engine is currently built, it would involve having multiple nodes with the very same name in the same part. Which is likely to make them mix up. That\'s without mentioning that every extra object you have in a part is treated as such by the renderer, which increases the load, which ends up making everything slower, which is counterproductive to one of Harv\'s goals. -
Short answer: No. Long answer: No, the physics engine that Unity runs on (PhysX if I\'m not mistaken) doesn\'t support concave collision meshes. Having a concave collision mesh will result in unpredictable results as the engine will not know how to handle it (although from experience it will attribute it a generic box collider which englobes the model). However, splitting your part in 5 pieces does indeed work. Although as long as it\'s convex, you can wrap it around your part (Such as putting a surface between two beams - since in KSP the likelihood of hitting something that would pass through the space between said beams is very thin, having a hard surface them is a good approximation of the interaction which is going to happen 99.9% of the time.)
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I just thought about something though. It would need to be a SRB or something. Because LFEs modulate the sound effects, which would distort the song. As a reference: to put a music as an engine\'s sound: have the song on your disk, rename it to sound_music (make sure it\'s a Mp3) or another thing (the only REQUIRED part is the 'sound_' prefix), and add it under sound FXes like so: 'sound_music.mp3 = active' (active being the FX group attributed to, you guessed it, an active part)
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Also, sooner or later I have planned to redo this pack for 0.13.1. Stay tuned on the Black Sun Laboratories thread for it.
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Entirely possible - I had thought of making one such part actually. I\'m still thinking about what song to put in by default.
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[v1.2.1] Noyuz Spacecraft - New panels available!
Killerhurtz replied to Xemit's topic in KSP1 Mod Releases
Quick notice: as of 0.13.1, the Noyuz parachute doesn\'t attach properly because of the part rotation fix. -
...If it works as intended, what\'s wrong? Also, keeping you guys updated: Our beloved and awesome C7 was so very nice as to teach me new techniques for modelling and such. Not only are my models going to be better from now on, but they should be out quicker. By the way, if no-one had noticed, sometimes I update the first post. Legacy is on hiatus as I need to figure out what exactly I want out of it (that\'s without mentioning I found some models Darrknox sent me back when he wanted to help, originally), but in the meanwhile, the Firelark is getting a bigger brother. I\'m almost done with the engine, and if you thought the Firelark was mean, you\'ll LOVE this one... Might post a sneek peak once I\'m completely done with the engine.
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Again, that\'s not entirely true. My VERY first mod I have released. It was widely accepted despite it\'s simplicity (was a simple reskin and cfg edit of the base parts), and a few people even participated in expanding or trying to make it better. I always said that the sooner you take the dive the sooner you will be able to learn how to get better.
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Nope, no workaround possible or anything, it WILL happen because in theory it\'s not supposed to happen. Might see the light of day when we get electricity and as such a limit WILL need to be implemented because we DO recharge batteries in space currently.