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NovaSilisko

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Everything posted by NovaSilisko

  1. Alright, time to see if .23 completely ruins the mod... Edit: Nope! Messes up mechjeb and deadly reentry though, so I guess my nightmare difficulty tylo mission will wait.
  2. Been playing with my mod a bit, kind of sick of testing the damn thing and just wanted to have some fun with it. Tylo (Alternis Tylo) rover. Hopefully this thing can survive 4g at the surface, let alone make it through atmo with deadly reentry. Deep Impact launch. Destined to flyby Gilly (also Alternis, and a comet) The spacecraft itself. Impactor is the little thing at the front. Zero hour nears, trajectory set. Impactor will hit about dead center, while the parent spacecraft will pass a few km above the hideous beast. Farewell Impactor. See ya. Wouldn't wanna be ya. About half a second before impact at 68.5 km/s Somewhere down there, a little probe just went PAFF
  3. In time. There's still a lot of work to be done, and bugs to fix. Edit: Real-time gif of flying past Gilly at 68 km/s
  4. Well, explain how I might do that and I will Particles are kind of a no-go given that they hate scaledspace. I could try to inject a shader to the game via plugin but I have no idea how that'd be done, or if it's even possible.
  5. Same as Ike's. Need to set it up to scale depending on proximity to the sun.
  6. In time, provided I can figure them and biomes out. On the probe, the batteries are KW and the rest is stock. Here's an overview of the system as it stands. The big grey thing in a long period orbit is Ike, the smaller one in a similar orbit is Gilly. Besides those, outside to in is Eeloo, Dres, Tylo, Jool, Eve, Moho.
  7. Yes, but there's some libration, it's got a bit of eccentricity and inclination now. As does Jool itself, so interplanetary stuff is a bit different now. I wonder if you could instantiate new celestialbodies without using PQS... just some static asteroid models used for both local and scaledspace. That + comet tails + procedural orbits using the name of a save as a seed... hmmmmmMMMMMM... Maybe. Procedural orbits might be a bit much but I think if I could decipher the workings of scaledspace stuff, I could do that. Or really, maybe I don't even need scaledspace, if you could focus on the orbit marker itself.
  8. Doesn't look like anything special, just a big glowy sky Eventually I want to make the comets react to current ambient light levels, as well as sun angle - that way you can't see them during the day unless they're very bright. Edit: Going to switch around Ike and Gilly. Gilly is now a comet too, but a small one, that shows up more frequently, while Ike is fairly long-period, but is enormous.
  9. IIRC I got a boxed copy of JC2, and it installed as a steam version.
  10. Originally it was parented to the body, but did the weird rotation thing still. So, I unparented it... and it still did the weird rotation thing, so presumably it's not actually linked to the celestialbody rotation and is instead some other weirdness. I've reverted it back to just being parented now, and it still does the weird rotation but no twitching. So that's something, I guess. Edit: Finally got it. The magic code: Vector3.Normalize(cometOrbit.getPositionAtUT(Planetarium.GetUniversalTime()) - cometOrbit.getPositionAtUT(Planetarium.GetUniversalTime() + 10)) * -1; Edit2: The dust tail is now for some reason absolutely determined to be an antitail, no matter the cost Edit3: It now is absolutely determined to be a dog
  11. Tried that, no dice. Now I'm just EVA'd on the comet's surface and it just absolutely goes insane when I timewarp (as the gif shows). Nothing to do with krakensbane I guess...
  12. r4m0n told me about the XZY thing, but that doesn't seem to be the problem. It's something to do with krakensbane, because I realized that the offset changes with my ship's position... In an ideal world, for visuals, I'd do this with particles. But, I tried making comets over a weekend ages ago for the game proper, and particle systems simply do not function correctly in scaled space, there's too much strangeness with coordinates (and don't even think about having them in anything but local space, and you pretty much have to have particles in world space for a realistic comet) Also, this is going well
  13. Okay, less teasing. I've been trying to make comet tails, but KSP's coordinate system is a nightmare, so the dust tails aren't pointing the right direction (the velocity vector doesn't actually point to the velocity vector and I cannot figure out why) To be honest though, even if they pointed the right way, they'd still look pretty bad considering they're just meshes Was expecting it to look much less crap than this. And the dust tail aiming off randomly into space is just insult to injury.
  14. For me, it's more in hindsight I suppose. I'll definitely agree that sometimes the reactions can be a bit... hyperbolic, to put it gently. And I won't argue the fact that it's often painful (and generally annoying) to have it directed at you, but, that doesn't mean it can't be useful to a degree. It gives you a place to look, and a general idea of what some are unhappy about, even if it's not exactly presented nicely or clearly by most of the unhappy people.
  15. It's all done via plugin, so programming. I'll be releasing the source for everyone to poke through when I do release this though, so that should help.
  16. The red tint is from changing the sun color itself. The dark shadows are from tweaking the ambient values. Looks to me like you just modified ambient light. If you're talking to me and not nutt, yes, when it's ready. Edit: Bonus, going to give Moho its boiling atmosphere back!
  17. I'm not sure where the idea that resources are 100% required for you to play the game comes from. You could fly your ships around to the moon and back, do interplentary missions just as before, and so on, without ever having touched any of the resource parts. Exactly the same deal as with kethane. Also, I get the impression that you're talking about mining stuff from kerbin or other planets and using that to build rocket parts, as an absolute requirement for building rockets in the first place, which isn't the case at all. The plan had been off-world stuff, ISRU, for refueling, and maybe later on life support or offworld construction.
  18. Well, just check out the old charts and prerelease bits from earlier this year. The whole idea was that there'd be multiple tiers of stuff, with a variety of methods for scanning as opposed to just "enter orbit and timewarp". One bit that I always liked was that drilling would give you resources, as well as dirt, the latter of which could in the future, be used to perhaps make muncrete buildings to live in. Or, the dirt could be run through an HMU (Hail Mary Unit), to give you small amounts of various resources, as a bit of an extremely slow but useful safety mechanism (although the unit itself would have been sort of bulky, but useful in the event you needed to make an emergency landing and wanted to refuel) Edit: @odin: There's a lot of prerelease info still in existence, especially the summary threads on reddit. If anyone wants to go dig them up, there's charts and pictures and explanations and all sorts of goodies. I'm only talking about stuff that was given out during the .19 and .20 development process. Although, the HMU's real name (Hail Mary Unit) was never actually announced, that was just an injoke of mine
  19. Gonna have to also disagree with the "it's too grindy" sentiment... we can't really know if it's grindy yet considering the only playable example of resources that's ever been around has been kethane, and that's vastly different from what the resources system would've been.
  20. Had a major breakthrough! Should be ready to show off soon, hopefully. Till then, sit tight.
  21. I would say that still qualifies as criticism. A good chunk of the community is unhappy with the decision to eliminate resources, and, therefore, the decision (and, by extension, the group that made the decision) is being criticised. IMO, even "simply spouting hate" can be useful criticism if you look at what the hate is being spouted over. I do find it amusing though how what was once THE most anticipated feature in the game is now having its death justified and defended by some of the same community that anticipated it so. Then again, it's been months and several updates since the last official report on resources, I suppose we've gone through a few cycles of members by now, so I guess it's not the really same community anymore.
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