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Dani-Sang

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Everything posted by Dani-Sang

  1. :thumbsup: keep going like this and you can release something nice this weekend going to ask directly for a request to keep in count to make it usefull for other people. In Tosh's cart & some of his other plugins, you will give the object a name and the plugin will know exactly what it does. Unless it is fully animation based, then it won't be needed ofcourse.
  2. Good Job Tosh, keep up with development of these little plugins that we can use for our own mods. These bring more then you think, sadly this one I can't use.. but keep it up.
  3. yw - I will send a PM with some other advices to get your started the right way.
  4. Perfect! Definatly will keep this in mind. It's ok to intergrade this also within our own plugin? So People don't have to download multiple plugins to use kethane pack?
  5. How I started is just starting with something... just make anything up. Doesn't have to be the biggest project ever, people will come along.
  6. XOOM, start small, don't start off with 5 people straight away.
  7. yw... if you manage base code working, and if you want, I can give you some nice looking heathshields.
  8. Tosh Car plugin has its own shaders... which have transparancy shaders and aren't standard within KSP currently. I've heard more people talking about it. About what happens, I kind of expected that hahaha. I think the following solution should be as followed: - Keep Emissive on at all times. - Adjust total opacity value of object in question from 0 to 1. Its funny, you are exactly doing what I wanted to do but I had have no coding knowledge so I stopped. Great to see you picking it up like this. I will help you to the end . --- Other problem is that it wont "animate". So you have 2 options... 1. I have read somewhere the there is a code within unity shaders that looks at a texture and divide that within a few squares. It will look at one square on moves along. 2. Try to flicker or randomize opacity of the animation with a high rate. This is the more subtle and easy method and I think this is easier to code. --- I'll follow this thread closely
  9. You will see it working within Unity, but won´t work ingame. You will eventually just see a object without normal, but emissive will work. Devs have been informed about and fix is inbound
  10. Update Kethane is coming along quite well, code is getting better and better. I just had a freelance job of 30h in within 2 days so I'm kind of broken now. Sunday we will continue with development. I will update main thread with our status.
  11. I support this kind of co-operation. Anyone who thinks the same long XOOM lines should just join. (To bad I can't help you out since I have my own team ) But if you need advice how to run a mod-team, you are welcome to nock on my door.
  12. FYI... Emissive & Normal map don't work atm togheter unless you create your own shader atm. Also to create your own heatflames with emissive map on transparacy, that needs its own custom shader aswel and you need to code that in. I've tried this myself, but I'm not a coder and didn't get further and Kethane came around as a more interesting goal. You guys are definatly going the right way. If you guys need help then poke me. Good plan if PakledHostage & MrPwner team up togheter, you will achieve a lot more then on your own.
  13. I suggest, that you always ask for permission no matter what the license says. Not everybody can keep track of everything.
  14. http://kerbalspaceprogram.com/forum/showthread.php/13692-Mechanical-Mouse-Industries-Kethane-Payload-Packs-Released!!!?p=243876&viewfull=1#post243876
  15. Currently it isn't much weaker then the regular liquid engine. I suggest you have to make your vessel lighter/smaller. Also All electrical energy elements will eventually go to the Energy Plugin. I will give link ones they incorporated our models into their package.
  16. Plugin always looks to PluginData/mmi_kethane map for deposits. Go into that map and delete Deposits.dat file & images just in case.
  17. As promised, an update regarding Kethane. Next Release: Full Release Kethane 1.0 We are currently working hard on the Kethane Plugin and we are looking at making a full release version with all the elements we dreamed off. Everything is a work in progress and it isn't 100% if we are able to manage it, but we will try. Rovers are going to be a part of Kethane expansion. (Manned ones are a possibility) Integration of parts from Satellite Pack such as Lights, Landing Gears & other misc. Migration to partresource/partmodule hierarchy. This will make Kethane ready for next generation parts & open more possibilities. This will also start off OpenSource project so that other people can use Kethane for their own creations. Changing the GUI for more userfriendly & solid use. Allowing multiple vessels to scan at the same time (if this isn't possible, we will make scanning easier) New parts (generators, engines, airfilters etc.) that will be easy to create due partresource system Pumps will be able to transport RCS, Liquidfuel & Kethane Some deposits will be at greater depth, so there will be a need for larger drills to reach them. Pump Relays (allowing to send kethane from station to station with several pumps inbetween)(not sure if 100% possible) And small bugfixing
  18. You will see a bunch of elements back into Kethane pack. The stuff that is related to energy & satellite specific won't be. But don't worry, the awesome landing legs will come along
  19. Update I'm not continue-ing satellite pack anymore, don't worry it will stay up for download. But new elements such as the new batteries and solar panels is something I'm going to consider to donate to an energy plugin. Many of you might consider this a sad thing. However I think this is for the better. We as a team want to develop upon new concepts that will increase gameplay pleasure and depth. We also only have limited free time that we can use, multiple packs don't contribute to the quality. Also its better when there are dedicated packs, I think solar panels & ion engines should go along with a Energy plugin. It will be better for stability along all the mods. And I will look at donating some models towards plugins that use radar/communication systems. A lot of elements (such as landing legs & external fuel tanks) will be found back in the Kethane Plugin. Also the rover that I am creating has Kethane constantly flowing trough my mind, so that goes to the Kethane pack itself aswel. In other words, we want to make Kethane even better with the elements we already have. --- JhonnyD is now finished with the payload pack and he might continue in the future. But he started now on a project that he always wanted to work on, which is spaceplanes. He called it himself for the moment the "Orbiter" pack and it will maintain the same concept idea like we had in all our packs. Which is customization. Beauty of this pack is that it will be able to use Kethane as fuel. --- I will come later on the day with some more detailed updates and upcoming features we have planned for the Kethane Pack. Kulesz is already back and is working hard for our second beta, maybe even full release of Kethane Pack.
  20. That is something that will come along with the OpenSource Project where other plugins get to use to most out of the packs we will release. But it is up to the other Plugin Developers.
  21. Check the video on the first page... specifically the one at the payload section. This pack has the ability to dispatch payload fairings 2 ways. The one explained in the end is the one you are looking for.
  22. No idea, some can be very big. They are 2 different codes and I heard that squaddevs might fix this issue. We not going to spend development time on something that the game will fix eventually. We prefere to build upon the gameplay & user interface for next version. It is a popular request and I think it shouldn't be a problem. This is one of the first things I'm going to discuss with Kulesz when he comes back.
  23. C# I won't nerf it that much, just slightly. Glowing effect will be changed a bit within the new satpack and I will defiantly look into it bringing into kethane pack aswel. lowest orbit on 10x (what it is I forgot >.<) I've got other plans for that flat service, also there is no plugin yet that makes other stuff make use energy depending on their usage level. EPS is such thing but I'm not going to use it because it won't be beneficial. Srry no, I've got to much to keep track off, can't have another download website to add to the list. Srry.
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