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Killerhurtz
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Everything posted by Killerhurtz
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Recommended Image Editor (for Textures)
Killerhurtz replied to Radion's topic in KSP1 Modelling and Texturing Discussion
No problem. I felt it was direly needed. -
Hey Kerbeard, I really AM trouble finding what\'s wrong. Just yesterday I used it fine to keep a spaceplane upright. Luigibro even has it integrated into one of his released craft. Also, Dwarf, Unobtainium is a blanket term for THAT material we wish we had but we don\'t and that can do ANYTHING. It\'s not new to Avatar.
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Recommended Image Editor (for Textures)
Killerhurtz replied to Radion's topic in KSP1 Modelling and Texturing Discussion
UV cannot be done in any normal program - it\'s the mapping of the faces to a 2-dimensional plane (UV is actually the letters of the two coordinates used to designate the map). So yeah, it\'s usually in the 3D software. -
Recommended Image Editor (for Textures)
Killerhurtz replied to Radion's topic in KSP1 Modelling and Texturing Discussion
Gimp is a good program. Learning to bake textures in your 3D modelling software also helps. -
custom strut/fuel line model
Killerhurtz replied to sarkun's topic in KSP1 Modelling and Texturing Discussion
Actually, I found the secret. The struts stretch in the Z axis. So if you rotate only the object it will work. As long as the mesh itself has no rotation. Proof enough: look at my Project Kebylon. It has a custom heavy strut which works FINE. -
v13 custom sounds stopped working - FIXED in 13.1!!!
Killerhurtz replied to prefim's topic in KSP1 Mod Development
Dis\' be confirmed. Doesn\'t work here either. What a shame. -
I\'ll try my best, but I can\'t promise anything. Also, Thunder, it\'s mainly because I come here in swoops. It\'s rare I wander around here for more than 15 minutes. PS: I\'m looking back at General Solutions Products. I\'m getting some very interesting ideas on how to remake those/expand on the ideas, especially with the new fuel duct part.
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ControlSurface rotation
Killerhurtz replied to Tiberion's topic in KSP1 Modelling and Texturing Discussion
Tiberion, mind sending me your angled winglet part so I can try working my magic? -
Am I the only one who finds this mod unusable as of 0.13?
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What is wrong is that you forgot to take in mind what I had said: KSP assumes Y is up, Z is front and X is side. Standard engineering alignment. Took me a while to catch on too when I first learnt it (although arguably you can shenanigan your way around it if you do it right, it might just cause problems with some rotation parameters) OH also, the exhaust\'s particles are coded to go 'down'. So by defining that node as down, your exhaust is going to appear to go up (I assume that\'s what you have noticed?)
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See, that\'s the tricky part about rocketry: you assume that because the exhaust points a direction, the force goes that direction. However, remember that exhaust propels your rocket using the concept of Newton\'s third law of motion: the mutual forces of action and reaction between two bodies are equal, opposite and collinear. Exhaust goes out in a direction, the force it applies is actually in the OPPOSITE direction. But yes, your guess was right. For an exhaust heading into the lower left quadrant, your force vector will be in the upper right. Your thrust vector is ALWAYS in the direction you want the FORCE to be applied. The best trick for this is to imagine an arrow starting from the origin and going where you want to go: the tip of the arrow is your vector.
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It\'s not in the changelog, but if that\'s the case, thrustCenter works just like x, y, z and thustVector works just like ptx, pty and ptz.
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Your assumptions were correct - if we take in account that your model was centered with the scene. Now, quick teaching on a vector: A vector is, simply put, an imaginary set of coordinates which give a scalar (be it distance, speed or force), an orientation (either polar coordinates or a set of cartesian) and a direction (which is positive or negative) IN RELATION TO A REFERENCIAL. A referencial is simply a reference point, in this case, the scene of the model. However, get this out of your mind: we do NOT have thrust vectoring in liquid engines, at least not in the conventional form. BUT. The thrust, when at rest, will ALWAYS point to the VECTORIAL DOWN - that is, the down in the frame of reference that is your model scene, which is defined by the ATTACH NODES. Which gives us an unorthodox method of thrust vectoring. WAS PROVEN WRONG Let me show you by building a snippet of a radial attachment node (because that\'s the simplest way - will elaborate on this later): So we have this: node_attach = x, y, z, angx, angy, angz, size x, y, z and size are pretty straightforwards. How many units away from the SCENE origin should the attachment be in each direction, and the size. Something to keep in mind is that KSP uses the engineering references of Y-up, X-side and Z-front. angx, angy and angz, however, is something else (and if you want my opinion, the wiki describes it wrong: it should be ptx, pty and ptz because of how it works. To wrap your head around this, it\'s pretty simple: figure this: you have a linear function. No start, no end, but all you know is that it passes by the absolute zero coordinate (0, 0, 0) AND the coordinates set by (ptx, pty and ptz. Your model follows that line, and is centered. In order to find out what coordinate ratio (because it\'s a line, [1, 1, 1] gives the same angle as [2, 2, 2]) you need, you are going to need to figure out your angle in relation to the plans. To make things simple, let\'s say you want it angled outwards and left at 45 degrees each. Which gives a rotation of 45 degrees in the ZY plan and in the XY plan. Here comes the trigonometry: to figure out your ratio, simply calculate your sine and cosine of that angle, and use those values as your coordinates (it\'d be something else to explain why, but drop a PM and I may explain). Now, there\'s a reason I picked 45 degrees for simplicity. Since the tangent of 45 degrees is 1, it means cos = sin, which means your two values will always be identical. Long story short, your trio will look like this: 1, 1, 1 (which means the second point is at one unit in every direction). This will cause the game to align what is designed as 'up' in your part to line up with that function. Of course, now the MATHEMATICAL part of your part is correct - your model, however, might not be. When making liquid engines meant to go at an angle, you want to model\'s exhaust to be facing STRAIGHT DOWN and your model to be facing the Z axis (which is the Y axis in 3ds) when exporting. To make it easy, create your model and only at the VERY end, just before exporting, rotate the whole model (+collision mesh) until the model points straight down as required (NOTE THE ANGLES AT WHICH YOU ROTATE - THEY ARE CRUCIAL FOR THE MATHEMATICAL PART IF YOU WANT TO AVOID TRIAL AND ERROR FOR LINING UP YOUR PART OR IF YOU WANT ACCURATE RESULTS) END OF ANGLED LIQUIDS TUTORIAL Addendums: When I was saying radial attachment was the simplest, it\'s because it\'s the only nodes that actually angles the part. If you want to have rotated STACKS, you will need to apply the rotation to the PARENT node. Just PM me if there\'s anything unclear.
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The Plywood Flyer v0.1 [Kerbals strapped to plywood!]
Killerhurtz replied to NovaSilisko's topic in KSP1 Mod Releases
Once more, YES IT DOES. It\'s the runtime model loading that doesn\'t, because unity has no native support for runtime loading. And since it\'s a very necessary component to be able to mod KSP, it\'s not going soon, although if I recall Harv said he might try to find a solution. -
Parachutes - Requirements? (now with pic!)
Killerhurtz replied to prefim's topic in KSP1 Modelling and Texturing Discussion
Other way around, Ben. Z is front-back ingame (Y is up-down). Blender uses the Z-up convention, which means that Z is up-down and Y is front-back. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Killerhurtz replied to Tiberion's topic in KSP1 Mod Releases
Just a quick heads up: it\'s supposed to be just this, a model (+ texture if you guys like it). I literally took the LV-T45\'s cfg file and merely edited the nodes to save you the trouble. All the other stats are exactly the same (if you notice, I didn\'t even change the name nor author). I could tweak the cfg if anyone\'s interested. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
Killerhurtz replied to Tiberion's topic in KSP1 Mod Releases
Quick gift from me, take it or leave it (do tell if you feel it doesn\'t fit the pack, I\'ll reuse it). Has a stand-in texture (I really suck at those) and the nodes are already placed, the model is gimbal ready. Enjoy. Might remake a very similar one with an actual bell if I figure out to make nice-looking bells in 3ds (just learnt how to use it, this program is made out of WIN)