iamaphazael
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Everything posted by iamaphazael
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Smoothing out textures
iamaphazael replied to Boosterspice's topic in KSP1 Modelling and Texturing Discussion
There are a couple of things that might be going on. First, in your texture file, make sure that you "paint outside the lines" a little bit. If you just run your texture up to the edge of the UV map, it can leave a little black line on your part. Also, how the edges in your model are set up can cause some weirdness. Play around with either explicitly setting edges to be "hard edges" if they are places where there should be a crease, or play with smoothing, so that places that should be a flat or rounded surface at the intersection of two polygons meld smoothly together. Third, make sure that when you import the part into Unity, you're using one of the shaders under the KSP subcategory (KSP/Diffuse, KSP/Specular, etc). The standard Unity shaders don't work well in-game Good luck. If you still can't figure it out, post a couple of screenshots so we can see what's going on. -
One thing I've noticed is that theres a bug where sometimes the game will spawn a second version of one of the "original three", so you can have two Jebs in different places, but that things get strange when you end the flight of one of them. It usually also removes the other copy from wherever they are as well.
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There was a thread about this a little while ago, where a bunch of people used different fun methods to measure it. I think the verdict was that it's right around 1.1 km
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The Old Modding Information Page
iamaphazael replied to BossSquirrelz's topic in KSP1 Modelling and Texturing Discussion
Thank you so much for doing this!! I'm glad someone had the foresight to archive a copy of it. At some point, you should transcribe it back into a proper forum post so that it can be updated as new partModules/fx/etc come out. Thanks again! -
You also have to kill horizontal velocity when landing with a jetpack
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How to add escape tower for emergencies?
iamaphazael replied to SneakyBastd's topic in KSP1 Gameplay Questions and Tutorials
You can always cfg edit it. It's designed for a specific application, and will probably get tweaked once I get around to rebalancing the whole stack, but you're welcome to mess around with it however you want. Cheers -
How to add escape tower for emergencies?
iamaphazael replied to SneakyBastd's topic in KSP1 Gameplay Questions and Tutorials
Thrust: 160 Full mass: 0.3875 Empty Mass: 0.2 Burn Time: ~5s -
I'm glad I'm not the only one around here who gives a crap about terminology
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How to add escape tower for emergencies?
iamaphazael replied to SneakyBastd's topic in KSP1 Gameplay Questions and Tutorials
There is also an escape tower in my set of Apollo parts (http://kerbalspaceprogram.com/apollo-lmcsm-replica/). See the included craft for an example of how to set up the action groups for both an abort sequence as well as a jettison command -
(Just kidding. I actually laughed at that)
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Not infinite exactly, but rather large. In addition to the "prefab" names (the original three, plus some historical/fictional names like Buzz, Neil, Luke, Kirk), there are two lists of syllables that get randomly combined to form new names. So, strictly speaking, the number of possibilities is not infinite, but is given by (number of first syllables)*(number of last syllables). I'm not sure how big either list is, but I'd guess they're somewhere in the 30-50 range. I believe that either the list of premade names, and possibly also the lists of syllables are user editable, although I'm not sure where they live. Then again, I may be wrong, and the only way to change names may be by editing an already-generated character in the .sfs file
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Add a line that says rescaleFactor=X where X is the amount you want to scale by
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It isn't a matter of strength. The Unity engine connects objects at single points only, so if you have things that are big enough and you apply enough force to them, things are going to wobble. There's nothing that Squad can do about it, except what they've already done: give us a strut part to reinforce things with. And, by the way, struts don't get physics calculated on them, so they don't contribute to lag.
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My understanding is that the PartModule class (from which all plugins are subclassed) has methods not only for when a part is placed, loaded into the flight scene, activated, etc, but that there is also a method that is called when the module is first loaded into memory. Deadbeef's subassembly loader is an example of this kind of usage. So, I'm not exactly sure what it is you want to do, but the upshot is that it's possible to run code without having it be tied to a part that's on an active vessel.
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In my experience, it takes a day or two before something you post to spaceport shows up
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Problem with rendezvous
iamaphazael replied to saskwach's topic in KSP1 Gameplay Questions and Tutorials
You won't see the approach markers until your orbits are crossing (or nearly so). If you create a maneuver node and expand the projected orbit out so it crosses the orbit of your target, then the markers will appear on the predicted path, and you can slide the node around your orbit to find the best place to start your burn from -
Why are the KSP rockets so small compared to real ones?
iamaphazael replied to thaflya's topic in KSP1 Discussion
Everything in the game is scaled down. The original reason was so that a trip to the moon could be done in a few hours rather than several days (this was back before timewarp had been implemented, so the game had to be played in real-time) -
Four more years!!
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Looks sharp and flies like a dream. Check out the whole album for a taste of how it handles: http://imgur.com/a/xI7cO Craft File:[ATTACH]34644[/ATTACH] Launch instructions: Start the engines and go to full throttle. Once they spool up, pull back on the stick and release the launch clamps. It will kind of just float up into the air like it ain't no thing
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The Kerpollo pack is absolutely fantastic. So much hard work went into those models and textures and look awesome. With all the new features that have been added, and with docking at least on the horizon, this pack is begging to be updated and developed. We can all mess around with stuff on our own for our own personal use, of course. But it would be great to be able to re-open the project for collaborative development (in the NovaPunch model). Does anyone know how to contact GoDamit and KingTramp to ask for permission to use their models to create Kerpollo 2.0?
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how to get mods to work ?
iamaphazael replied to jacob2121's topic in KSP1 Gameplay Questions and Tutorials
If you have mods that dont rely on plugins (ie: the zip file doesn't have a Plugins folder), just find the Parts folder in the zip file and merge it with the Parts folder in your KSP installation -
You can launch with plain old asas, you know. I for one am happy no see the no mechjeb stipulation. Although I must admit, I have been using it lately as it makes interplanetary transfers are so exacting, mechjeb does make it a bit more reliable. However, it's perfectly possible to do it with only manual control, and imo that's what makes it a CHALLENGE.
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[UNOFFICIAL/FANMADE] 0.18 Discussion thread
iamaphazael replied to kacperrutka26's topic in KSP1 Discussion
Well, you just mentioned one of the big reasons right there. Sure they could hack together something that would work, but then further on down the road they could add a feature or change something that would make the hack no longer work, or would require serious re-working of code they'd already written, which would make things take longer to put out than they should. That's exactly why they are tackling IVA first: because a lot of what goes into the final implementation of docking is going to depend on what the implementation of features like IVA look like. They're waiting to do docking because they want to do it once, and do it RIGHT. If everyone stopped whining about it, it would make things a lot more pleasant for everyone. -
Good God! What beast of a machine are you running on that you got normal framerate with all of the ridiculous crap going on? Also, I love that one final death spasm at the end