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Everything posted by nothke
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
The project isn't dead, but it's hibernating =P Nothing bad about it not being active as I've moved to other projects. And Razchek, or anyone who could solve KerbTown spawning problem hasn't showed up. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nothke replied to stupid_chris's topic in KSP1 Mod Releases
Just look at how stock parts are doing it, they have slightly different radii, but all the parts still fit perfectly. What they do usually is not put the attach points right at the top where the last vertex ends, but a bit inside, and then make sloped edges if it's wider. I am just working on a slightly wider than 2m part and what I am doing is make slopes to inside and put attach points to where the slope starts and not where the real top is. The grey thing is only a new part, the bluish cylinder is 2m exactly reference, and the pivot is where the top attach point of the part is, the bottom attach is obviously in the same place on the lower side. In game, the model matches every 2m part, both those that are exactly 2m like tanks, and those that are slightly wider like pods. No gaps at all.. The coolest thing is that I can stack the same part multiple times, without ANY gap, in game, the straight edges will match the straight edges of the other part. -
I just noticed something in my kitchen, proly due to KSP obsession and had to record it Scientific disclaimer: the water floats above very hot objects due to Leidenfrost effect enjoy =)
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I don't really. In my studies (gamedev), everyone knows about me modding KSP and they can't wait to punch in some jokes. They are just interested cause it's a game, but not in the space-scientific sense like most of us here are. But I had a birthday a few days ago and as I have a projector I usually play some music videos or concerts when I hold house parties, and I played some chill music at the end and thought how cool it would be to play in the background. A girl on the party started asking questions like "are there people inside?" "how do rockets work?" and stuff like that I excitingly started explaining! =) ..and then there was the footage of Challenger and I told her that in this one there actually were people.. She remembered "Challenger, right? There was a teacher on board right? Oh no..." I was amazed she knew. (I'm not from US, people here know very little bout space) And she couldn't look at the explosion. Other than that I very rarely get space questions, but a lot of people ask me scientific questions in general which I love explaining =)
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I always wondered how does rocket flight ACTUALLY sound, and I just stumbled upon this amazing video of a sounding rocket with a mic on it. As you can hear the sound just diminishes as it leaves atmosphere BUT you can still hear sound cause it's transmitted over the rocket's body. Amazing to hear the pipey, metalic clunks of the rocket, without any air around it present. Just awesome.
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[0.22.X] BobCat ind. Historical spacecraft thread
nothke replied to BobCat's topic in KSP1 Mod Releases
A tip: use a KSP alpha translucent shader instead of the cutoff shader (alpha test) for strings. Alpha blend (aka translucent in KSP) is very good for thin things, unlike alpha test which does not filter so the strings look like pixels and not strings (as you can see in this shot). The disadvantage of alpha blend is that it is outside the z-buffer so there are sometimes problems with overlapping with other alpha blend textures. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nothke replied to rbray89's topic in KSP1 Mod Releases
I think the one you generated is the only one.. It's a test cloud. =) The other buttons just edit the cloud layers and not the volumetric cloud. Btw, implementing weather is not as easy as it sounds. But it would be really awesome. ..With thunderstorms and lightnings hitting your huge rocket, that is xD -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
I used a similar Schlieren shadowgraph (this one http://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Blunt_body_reentry_shapes.png/709px-Blunt_body_reentry_shapes.png) and arc jet tests footage for the curvature. http://www.nasa.gov/centers/ames/images/content/255960main_A-28916-3ratio_946-710.jpg The trick is that I didn't write any plugin =) I just made a "shadow" mesh that is just in front of the heatshield. The mesh is not "renderless" but rather has a full black alpha transparent texture so that the reentry effect would pick it up. The problem is that the stock reentry effects detects mesh edges, so if you are moving head on (prograde) you don't actually see anything, not even the ship's own effects (cause the bowshock model is blocking it).. The screenshots that you see were taken with spacecraft on it's side or going retrograde. That's why I say "it's not very correct" xD There is another problem and that's that the reentry effect sometimes show on the ship, sometimes disappears completely, while at some times it's picture perfect. If the reentry effect picks up normals for example (which I will test soon), I could trick it and make it better. But of course, the mach angles shock changes are not possible cause the bow shock mesh is basically merged with the heatshield. On the other hand, an animation that is set to vary with spacecraft angle (and then made into a transform to orient correctly) or Mach number could be possible as you say.- 5,919 replies
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
nothke replied to rbray89's topic in KSP1 Mod Releases
All the tips and tricks about rendering volumetric clouds fast is here: http://ofb.net/~niniane/clouds-jgt.pdf ..maybe visit modders irc more often? We had a discussion on the paper recently =) But didn't know you were "into" volumetric clouds. Several modders were trying some stuff. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
nothke replied to stupid_chris's topic in KSP1 Mod Releases
This is a short segment of animation tests I was doing some time ago, that I mentioned. I think I will come back to it these days.. These could be turned into loops and actually used in KSP -
[1.0.X - Experimental] [On Hold] FusTek Station Parts (WIPs on GitHub)
nothke replied to sumghai's topic in KSP1 Mod Releases
Here is a little skin pack for 0.3.5 version http://www./download/fl16ym2029tx4on/FusTekXX.rar It adds 4 new Logistics modules with a different look: - Kombobulus - based on ISS' Columbus - Konsequence - based on ISS' Destiny - Karavaggio - based on MPLMs and also close to the "stock" look - Kerpton - based on kapton shields like the ones on ATV or russian modules + Kombobulus and Kerpton end rings included I will convert them at some point to 0.4, but the new combined texture - extreme reduction makes it pretty hard to make some creative new skins. For example Kerpton would be near impossible to make look good because the same pattern would repeat on every panel and would need to be of same size. Also the lack of specular shader makes nice shines not possible to add. -
Here is a little skin pack for 0.3.5 version DOWNLOAD NOT AVAILABLE ANYMORE There is a new version, go to this post for more info: It adds 4 new Logistics modules with a different look: - Kombobulus - based on ISS' Columbus - Konsequence - based on ISS' Destiny - Karavaggio - based on MPLMs and also close to the "stock" look - Kerpton - based on kapton shields like the ones on ATV or russian modules + Kombobulus and Kerpton end rings included I will convert them at some point to 0.4, but the new combined texture - extreme reduction makes it pretty hard to make some creative new skins. For example Kerpton would be near impossible to make look good because the same pattern would repeat on every panel. Also the lack of specular shader makes nice shines not possible to add.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
An attempt to simulate blunt body bow shock: not as "correct" in game as it looks in screens, I'm still trying to get a hang of how do reentry effects actually work xD- 5,919 replies
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I found just images of my suggestion, something I called "slotgird": in the space center scene you could arrange the slotgrid: Instead of this bringing interest into someone who knows how to write plugins to ACTUALLY make it, the thread turned into a discussion about "would modders use it or not, should you push this to devs to implement it or not, the modders won't even see it.. blah blah.." Your version is better because it doesn't bind to the grid, but everyone can position where they want. I would also add different gui action capability so they change color such as "on active" "on warning".. and so on, but I guess modders can already do this no?
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Oh my god!! This is exactly the thing I suggested some time ago! I intended this to be my second plugin project =) You don't need a list of mods to have this capability. EVERY MOD needs this cause almost every mod has a gui that needs to be hidden (my thread suggestion was deleted I guess, I can't find the trace of it) also could you make the standard gui style to be of KSP and not stock Unity one? It's better to have it match the rest of the HUD, it would also match the Kerbal map info buttons already existing in KSP
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[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
nothke replied to Mihara's topic in KSP1 Mod Releases
Those green arrows extending from the runway are the approach lines, they basically tell you that if you are inside them, you will end up going directly onto the runway, they don't really need to be arrows, it could be just a single line extending along the runway axis to a few kilometers from runway on each side. If you could also make them addable so we could add an Island runway and Kerbin city runway too =) that would be great. It's not a priority, I'm just saying it would be very helpful. -
[0.25] RasterPropMonitor - putting the A in your IVA (v0.18.3) [8 Oct]
nothke replied to Mihara's topic in KSP1 Mod Releases
..Continued from ScanSat thread: about those approach funnels. These could be just textures overlaid on top of the scansat image, just like the red dot annomalies are. No need for advanced vectors and such.. -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
nothke replied to damny's topic in KSP1 Mod Development
Oh my God! Exactly what I needed =) any plans on adding runway approach "funnels"? -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
Exactly. Why do you think these concepts never got off to a not-concept phase in real life. But well, Kerbals consider everything xD And they do pilot craft to other planets manually on a daily basis, no? =P- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
Truly interesting I'll try to find something on it. There have been concepts known as "active heat shield" some involving water or other liquids flowing through the heatshield to cool it down, while other spraying liquids or gases directly forward of the ship to create a barrier between the plasma and the ship. These sort of concepts are what I am going through right now for my future heat shield pack =) They could offer some advantage over other forms as they don't have the "dead weight" of an ablative heatshield, they don't ablate and are not as fragile as rcc or tiles, on the other hand, they require lots of liquid on board and probalby delicate and reliable piping.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
Then just combine it with infernal robotics. Put a hinge and a heatshield on it, and now you have a heat resistant "door".- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
nothke replied to Starwaster's topic in KSP1 Mod Releases
There is a big problem with stuff attached to the heatshield as they can change the air and plasma flow. Apollo and Orion capsules both have bolts on the heatshield that hold it together with service module until it's decoupled. These bolt "holes" had to go through intensive arc jet testing to see if they would hold of. Same goes for the hatch on gemini and VA-TKS spacecraft. The shuttle landing gear is pretty well sealed with tiles, but still the tiles in the rear of the gear "hatch" always had more damage than the rest. Obviously, it is possible. now lets go back to KSP: The problem in KSP is that anything you want to put on top, or in the middle of the doughnut shaped hole shield of the heat shield, would also need to be able to withstand the reentry temperature, and that's basically it. If you engines explode the heat will go inside your spacecraft so.. Fubar. You better ask for someone to make reentry resistant engines instead =)- 5,919 replies
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I asked Sirkut some time ago about telescopic cylinders. The problem with current IR is that you can only move one model (so you can have one static model and one dynamic) and one attachment point. The only way to get multiple cylinders to work is stack a few of them on top of eachother, but that wouldn't save as much space as much you and I want. He said he will probably work on it later, there are more important things to focus on right now with IR. I need this functionality too, because I was trying to make something similar to the "strela" crane aboard ISS:
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A little countdown display and a better way to run through checklists =)