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NovaSilisko

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Everything posted by NovaSilisko

  1. On the space technology side, I recommend http://www.astronautix.com/, and Atomic Rockets has a lot of info on a variety of subjects of rocket science http://www.projectrho.com/public_html/rocket/index.php
  2. Poly count is generally far less of a memory issue than texture size - of which the IVA spaces have massive amounts of. Most of the textures in the IVA folder are using the completely uncompressed MBM format and are in the range of 2048x2048, and therefore insanely huge, but all of them were made before we actually had had the TGA/PNG export options. There was a plan to re-export all stock parts and IVA spaces in the game using the far-smaller compressed TGA format back around .18 or .19, but I don't know what happened to it. I think a statistic mike quoted when he ran an attempt was that the game's overall filesize was reduced by 2/3rds.
  3. I have two film projects I want to create, both based around scientific accuracy. 1. Mare Crisium: The least scientifically accurate (short) film in history, comedically so. "The space shuttle is low on fuel so you'll have to spacewalk down to the lunar surface" 2. Jewel Of The Heavens: A documentary series about a fictional mission to Saturn, presented in a similar format to Voyage To The Planets, just with less unnecessary drama, and a little less excessive in scope. Ideally split into five or so episodes of 25 minutes each, to make it less daunting of a task.
  4. I think G limits will be added at some point, but they'll probably be pretty high compared to humans. I think kerbals are pretty squishy creatures, and could easily withstand 5-10g for prolonged periods, but beyond 15 damage can be done.
  5. Yeah, but the game objects should already be there from the original mesh versions, so placement shouldn't be too big of a hassle. Mostly just sizing them (conveniently you ca just directly enter how big you want them to be without messing around with scaling)
  6. What about the other modules? Otherwise, I'm not sure. Also, another note, you should use box colliders instead of actual cube meshes. They're more efficient since they don't have to worry about polygons or anything. I wonder if not having the airlock be one of these could cause it?
  7. First thing to note, I'm pretty sure your colliders there are not convex, which is bad bad bad! Always tick the Convex box on your Mesh Colliders, otherwise they won't collide properly and will sink through the ground and do all manner of nasty things. In fact, this might be the cause of your problem, too. The collision detection code to see if hatches are blocked might not work if the collider isn't convex. In particular, this main body segment raises my alarm: If the other modules don't have the convex flag ticked on their colliders then I think that will be the cause of your issues, for the reasons mentioned above.
  8. Nah, it's just intended as a recording of some possible history of Kerbin. I hope to get it out to multiple thousands of years of spaceflight history.
  9. There's an internal object called PQSCity, which is used for placing easter eggs. I bet it could be adapted to place permanent objects.
  10. I've always thought they divided like cells, myself. They take the first part of the original's name and apply a new suffix (Lodbart > Lodbart & Lodemone)
  11. I'll say this, it's related to the game but not something directly in the game. Alex doesn't do much directly related to game content.
  12. Kings & Cultivars Part 1: VIPs, Orbit & St. Bognose Harrison Kerman herded his group of VIPs out into the dark. It was freezing cold, and the wind was howling. Apart from the lights of the small office building they just left and the stars above, the area was pitch black. Harrison guided the group along with a small flashlight before coming to a small podium, which lit up as he pressed a button. He cleared his throat and addressed the group: "Gentlemen. You're probably wondering why I've brought you here." "You're damn right we are, it's freezing out here!" Came a shout from the crowd. "Not for long. As many of you should remember, the Kerbals In Space program was shut down exactly thirty years ago... thirty years ago this week, actually. After that, all mentions of the very idea of sending Kerbals back into space has been shunned and all who propose it are practically burned at the stake." "Your point being?" It was the same angry, pompous voice as before. "It was an expensive and dangerous program, not worth the risk! It was taking up far too much money that could have been going into our own pockets!" There was a general chatter of agreement and utterances of "quite" and "indeed" amongst the crowd. Harrison rolled his eyes. He tugged a walkie-talkie out of his back pocket, muttered something into it, and put it away. Then, like an instant sunrise, the area behind him lit up. The sound of the massive floodlights switching on reverberated through the night. It was a launch pad with a rocket mounted to its service structure what looked like only a hundred meters away. "This, my friends, is the Sargon medium-lift launch vehicle, and atop--" "Okay? You've built a rocket. We've been building rockets for fift-" Harrison countered the interruption with one of his own. "Not just a rocket. Please direct your attention to the nose section." The crowd obliged, looking up at the topmost section of the launcher. They saw a ladder. They saw a hatch. They saw a window. And then it clicked. Their eyes grew wide. Harrison smiled seeing the realization on this group of naysayers' faces that he'd done just what they thought him too eccentric, too old, and too discouraged to accomplish. A countdown clock illuminated, and the crowd began shuffling back nervously. Five...four... He turned around, podium to his back as he braced against it. "Bear witness to the future, gentlemen!" Three...two... "You also might want to duck." One... Zero. The engines and solid boosters ignited with a blast that knocked several of the VIPs flat onto their backs, all but forcing them to look up at the sky as the rocket carved its incandescent path across it. Clide Kerman sat patiently aboard Forsythia-Sargon 1. What kind of name was that, anyway? He surmised Harrison must have a thing for kings and foliage. As he was occupied contemplating the meaning of the mission's title, Clide hadn't been listening to his audio feed for some time. Launch came as quite a surprise. His precious orange juice was jolted out of his hand before being pulled down by the sudden large acceleration as the rocket ignited with VIP-toppling force. He was smushed back into his seat from the G-forces, which only let up after the jettison of the solid rocket boosters at roughly T+30 seconds. Beyond that point, it was a fairly smooth ride. Under five minutes later, he had escaped the atmosphere. For the first time in thirty years, Kerbals had conquered space! He loosened his seatbelt as the final burn finished and he became weightless. Unfortunately, his orange juice had become weightless as well. He considered trying to drink some of the floating orange droplets but decided against it when he realized they'd just been sitting on the greasy and gross capsule floor. Forsythia would go on to complete four more orbits of Kerbin before the next challenge came - returning the first astronaut in thirty years, and returning him alive. The deorbit burn and reentry were nominal. Better than nominal, in fact. They were perfect. Clide himself was impressed, and he had helped build this very capsule. Actually, that would be a good reason for nervousness. There was, however, a slight miscalculation in the deorbit burn, and the spacecraft came down a little off-target. Kerbals are varied beasts. Differing opinion, taste, hopes, dreams, desires. But all of them share one inexplicable ancestral trait - if something is falling from the sky, watch it, and watch it closely. And the populace of St. Bognose did just that as the tiny capsule drifted lazily down into the middle of town - pressing their faces against windows, stopping in the street and on the sidewalks, dropping whatever they were doing. The younger of the observers did it out of mere curiosity. But the older folk knew what the object was, and could scarcely believe it! Harrison Kerman hadn't yet made his plans public. He'd been planning to hold a press conference shortly after the capsule landed regarding both the kidnapping of 17 VIPs from a political ball and the first manned spaceflight in 30 years, but the unexpected landing in the middle of downtown St. Bognose meant he had to make it a bit informal. But, the point had been made - Like it or not, Kerbals in space would be a fact of life from this point on! At the meeting, Harrison also revealed (via sketch on a cocktail napkin) a ribbon-based system of progress monitoring for his private spaceflight endeavors. "Yes, it's mostly empty. Yes this is a cocktail napkin. No, the mission wasn't fake." In the end, the landing in St. Bognose was a happy accident. The publicity drummed up from it was better than any advertisement money could buy, and it immiedietely enticed Kerbals of all ages - the old generation out of a nostalgic dream to see the return of manned spaceflight, and the new generation for the never-ending novelty and innovation of the very concept. To be continued in Part 2: How I Learned To Stop Worrying And Love Robots
  13. Kings & Cultivars Part 0: Prologue Retired spaceflight director and self-made billionaire Harrison Kerman looked out over his balcony at the ever-changing world before him. He puffed a cigar occasionally, mumbling to himself. His young, naive, but friendly butler Clide sat patiently in the drawing room behind him. Harrison occasionally acted this way, forming a shield around him with his own thoughts which no outside influence could penetrate. But, this time, he muttered to himself, his voice gravelly from both age and cigar smoke. "Twenty-five. Twenty-five years since we put a Kerbal in space." Clide looked up at him "Sir?" "I suppose it was before your time. The exploration of space. Massive rockets launching at least every week, all of 'em carrying crews beyond the bounds of this tiny planet to explore the great unknown. But they called it quits after we lost the orbital outpost. And we gave up, abandoned the plan to send someone to the Mun and stuffed the designs into warehouses and forgot about them. Now we're just chucking satellites up into low orbit for television, phones, internet, but nobody's actually going anywhere anymore." "Why not?" Harrison looked back at Clide and stared blankly for a moment, then chuckled to himself and turned back to observe the valley below. "Just explained it to you, kid." "But, I mean, it's been twenty-five years. You'd think someone would have done something by now. If the government won't do it, why not the private sector?" Harrison froze. Why hadn't he thought of it? More to the point, why hadn't he thought of it sooner? Maybe it was discouragement lingering after all these years, or just because he was getting old. But Clide's enthusiastic if slightly naive proposal to simply "have the private sector do it" struck something within him. He then turned around and looked straight at Clide, gesturing towards him with his cigar. "Hey, Clide?" "Y-yes sir?" "How'd you like to be an astronaut?" Harrison sat down in front of his fireplace and picked up the phone. He still had the number for the CEO's office at Rockomax embedded in his brain after all these years. Ring ring... "Hello?" It was Jeremiah. Though 25 years older, his voice hadn't changed a bit. That old fool was still the CEO! "Guess who, Jer." "Who... who is this?" "Starts with an H. Used to order lots of stuff from you." Silence. "Harvey?" "Harrison, you numbskull." Silence again. "I remember you. Good god." "Yep. You'll probably also remember that I like to get right down to business, so I'll be needing two hundred of each length of 3.75m diameter fuel tank. I'm paying for them." "What. Wh-- how the-- What the hell do you mean, you want two hundred of each length of 3.75m diameter fuel tanks? We haven't manufactured those since... since... oh god. You're not planning what I think you're planning, are you?" "..." "Harrison, you're insane." "I am aware." "Look, the government is not gonna allow you to--" "They've already given me permission, because they think I ain't gonna do it." "I-- the-- well. Uh." "You still have the tooling and equipment for 3.75m stages, right? Might be a bit dusty but they should still work." "Uh, we do. They're a few blocks south of the main factory." "Good. Have them ready by the end of the year." "I don't suppose you have a plan, do you?" "Never have, never will." To be continued! Also, the title will make sense at some point! This thread shall be forever documenting the process of a specific save file, triumphs and trials alike.
  14. That's a bug with the context menus unfortunately, seems if you update the button status in the update function (which, for a lot of things, you have to), it doesn't update until you close and reopen the menu. Does that only happen in fullscreen? I always run windowed mode and have never encountered issuse with alt+tabbing.
  15. Do not start that argument in this thread, please.
  16. Oh, another thing. The scaled space mesh must be on layer ScaledSpace (which, internally, is layer number 10). These are the two components that make scaled space objects work, as well: The transform in ScaledMovement is simply the local space object, in this case, Bop. ScaledSpaceFader requires the use of the specific planet shaders. For an airless body like that, you need Terrain/Scaled Planet (Simple). But, this is optional. Hopefully this will help. In fact, if it helps, I'm probably gonna make a few things of my own that I couldn't get away with putting in the game itself
  17. I can see a poster about it now... 1994: Comet Shoemaker-Levy 9 impacts Jupiter... 2014: Comet 2013 A1 impacts Mars... 2034: ???? BE PREPARED!
  18. @Robau 1. Doesn't need to be anymore. 2. Can you try it again and see if any errors show up in the console when you do this? 3. Intended, there's supposed to be a little extra in there. I'll update the description to mention there's a bit of surplus. @Tommygun I've got no clue what could be causing that unless the tracks mod is modifying some really fundamental stuff internally... As with Robau, any errors in the console at the time of occurrence?
  19. Do elaborate! Did you somehow manage to reverse engineer how PQS assembles planets? Tomorrow when I'm not as brain-dead I might try to help you with the scaled space issues. In short though, you need a scaled space mesh that represents the planet in the map view - it needs a scaledmovement component tied to the big planet, and a specific shader so it correctly fades out when you get close. Speaking of that, it also needs a scaledspacefader component. There's lots of stuff required to make it work...
  20. Test version 0.1 download: https://dl.dropboxusercontent.com/u/575558/KSP/wetworkshops-0.1.zip Plugin source: https://dl.dropboxusercontent.com/u/575558/KSP/ww-source.zip Usage instructions included in readme.txt. At this early stage I'm just looking for testing its robustness, trying to break it etc.
  21. Mmm, the biggest issue with that is you can't have an IVA space... For now I'm just gonna have a couple different sizes of module. Doing some final tweaks to the models, then the test version should be ready. Probably really buggy, just needs to be put through its paces in as many situations as possible and broken in as many ways as can be managed.
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