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Everything posted by nothke
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[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
nothke replied to ferram4's topic in KSP1 Mod Releases
This is just incredible. I was (just like everyone else was) looking for the solution of wobble for a very long time and BAM , here it is! Amazing! Now it's time to finally use this on my DROMOMAN robotic arms so they don't wobble like mad anymore.- 2,647 replies
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- kerbal joint reinforcement
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[1.8.x] In game notes / notepad / checklist v0.16 2019/10/23
nothke replied to agises's topic in KSP1 Mod Releases
Strange I was thinking of making exactly the same thing as my first plugin xD KSP badly misses some diary / checklist writing plugin. (not counting info drive) -
That's true about KSP, everything worked for me the first time I exported models xD that NEVER happened with other games! KSP automatically scales everything by 1.25; if you want to keep it at 1.0 add a line in .cfg: rescalefactor = 1.0 but it might be modeling software too, set units to meters and check the export (I prefer .fbx) that it is 1.0 scale. There is a way to place attachment nodes via dummies, but I've never used it. I just took all the attachments from modeling software directly by reading the coordinates. Also make sure Scale in .cfg is 1.0 (which scales nodes only, not to be confused with rescaleFactor which scales everything), if it's not 1.0 messes up your attachment node coordinates. - snip - There is no need for double sided shaders, just duplicate the faces you need to be double sided and flip them in modeling software. (in max: detach as clone > flip)
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Great work! Is that to protect Kerbals from looking at Kerbermans?
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It depends on how much your computer can handle as well. I use a lot of mods too, including big memory mods like b9 and KW rocketry and never had a problem (except slow loading times)
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You have a lot of mods installed. I guess it's a memory problem. We will try to reduce the material count and generally optimize the City in one of the next builds.
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Not really completely, what I said: I always imagined military in KSP as a not directly "warfare" agency but more like a military is during peacetime, just a shady government agency giving ridiculous tasks to the Space Program.. Just like it is in real life xD Issuing "Kerbin reconnaissance" missions (aka spying), performing experiments for the sake of "safety", or delivering strange cargo to orbit. So if you want to make military HQ buildings or such (as is real-life pentagon or Langley and such), why not, just don't display weapons and explicitly show-off it's "militariness". Make it more mysterious and shady. =P ... if you know what I mean. BTW, that building looks really cool. I'd love for it to be a police station =) but it's your call, make it whatever you want. -
Science Extended - Community Science Project
nothke replied to Swifty's topic in KSP1 Mod Development
Hi guys, I'll have to say that many things you propose will be included in KASPAR, I have most of the things modeled by now, and I was waiting for 0.22 to see what the system will EXACTLY look like, but also I am slowed down by Kerbin City on which I am currently working and will publish build 2 in a few days. When I saw 0.22 I have to say I am disappointed cause it's basically a resource gathering system.. especially with absence of experiments that depend on time. It practically makes no sense to make space stations now, as you don't need to "keep" anything in space, all you need is just go from A to B and right click and "gather", a one time event. This doesn't really make sense cause most of the experiments happening in real life are actually long duration experiments (!!!), like material exposure, crystal or plant growth.. Therefore, I am was thinking of inviting someone who knows how to write plugins to help me. On the other hand, instead of "unlocking parts" in a tech tree, I imagined my system to be a "discount" system but which actually makes sense. For example if you expose an orange - bare metal material in the furnace (material combustion) rack and then maybe in the external material exposure rack, due to the research you perform on it, the (dry) weight of orange tanks would be reduced by 30% (for example). Some other things would improve isp of the engines, or some impact resistance of various parts.. But all this I have to focus on after I publish the next build of the Kerbin City -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Anything unrelated to the development itself should be posted in the release page http://forum.kerbalspaceprogram.com/threads/47666-Kerbin-City-OPENS%21-Build-1/page8 -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You should find one of the part model importing to KSP tutorials, I think there's plenty of them telling how to properly import a model over Unity. About your particular problem: If you mean in Unity... When you import a model, Unity doesn't assign material and texture automatically. It makes a new material folder, with the materials you are using on the model, but you need to import textures separately. Open the material folder and import (you can just drag) the texture. Then assign it to the material and make sure you use one of the KSP shaders. There's plenty of tutorials with that as I just mentioned. I just tried importing sketchup model to Unity and it's pretty straightforward.. Export it to .dae and drag into Unity. After that, see other tutorials. ON THE OTHER HAND: If you are working on THIS PROJECT, as I presume cause you are asking it here, you don't even need to mess with Unity. All you need to do is send me the models (in .fbx, .obj or .dae) and I will prepare them for KSP. -
oh, I thought optimizing would be just merging all the parts' textures into a few common ones. But now as far as I can see, you actually made your plating plates modular in texture and mapping as well? And this actually makes adding new textures having to adjust to the dimensions of the plating that you made? Meaning that making something that needs variety like this would look very repeatable, in other words, impossible to make look good: Also the other skin I made, the Kombobulus, relies on having screws positioned in different places on each plate, which your optimization would prevent from happening. I agree that other stuff like doors and windows can be merged. But the actual "skin" (plating) should IMO be cylindrical warped cause it just gives so much possibilities for completely changing the looks of the modules, including allowing to paint something completely different (like maybe.. a coca cola can module =P) I didn't notice that Unity stretched my 512x1024 textures to square in game (the pixel ratio still looks normal). But also in Unity, there is an option if you open the texture inspector, and make the texture type "advanced" and then "none" in "non power of 2". Now if that actually saves the memory I don't know.
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Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
How triangles are generated (what I mentioned in the video): -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Oh wait.. That's strange. Apparently yes xD hahahaha. I just searched for "sketchup modeling for games" and this was the best tutorial I could find Like that, yeah, or just cut the wall plane like this, without actually extruding anything: ... I I I - I I { Wall I - I I I I I { Window I I I I - I I ... The problem in sketchup is that if you make rectangle on the wall, it will make his own edges and when you have a lot of them, it will be chaos, (http://img.gameru.net/img/fb316.jpg). What you should do is slice the entire face vertically and horizontally like I am doing in the video (http://youtu.be/PMwMXpBBods?t=11m1s). That is why it is much simpler to work on a single modular piece of facade and just array it than the whole wall right away. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
http://en.wikipedia.org/wiki/Z-fighting As the precision of the float point decreases on distance (due to enormous distance of the far plane in KSP), so when two planes are close together and facing the same direction they appear to be in the same place to the depth buffer and will "fight" over to fill up the screen pixel. That's why you can see the flickering sometimes when in space and you look down on the edge of the ocean and land. Or just go to the Kerbin city airport and look at the taxilines xD if you look them from more than 20 meters they will flicker badly cause the taxiline plane is just a few centimeters over the ground plane. But in this case I made an exception cause they are tiny, not that noticable, and cutting the polys there would be ridiculous. But for windows and such, all the windows will flicker even on a few dosen of meters distance. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You should cut the faces and apply textures to the faces. This would increase the polycount but there won't be any z-fighting in game. Here is a good tutorial to start modeling in Sketchup for games: http://www.crydev.net/viewtopic.php?p=819235 -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
You should not make windows like that, close over the wall poly. KSP is a game of huge scales and there will be a lot of z-fighting... Which will be explained in one of my next tutorials -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
here you go: =) Here's a modeling tutorial about a very specific problem of having limited texture space, or in other words, optimizing your textures to have much more: -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I can see not many people downloaded the texture pack so I'll repeat the "news": Common textures pack #2 now available!!! Download: http://www./download/jxx77ly6io2sdh9/KCity_commontextures_v2.rar Now it includes: - 11 CGtextures facades on one texture for generic buildings and all-round everyday use. - a plain concrete texture - roof tiles, ceramic, shingle - dark brick tile (currently used on the "bricky bridge") - metal roof (will be used on airport roof) - airport taxiway concrete blocks now included ...and more! Normal and specular maps for all the textures also exist, but I will not include them in the texture pack. They will be included in the Kerbin City build. Note: I am starting to convert all textures to .tga cause .png has mipmapping problems since KSP 0.20, that is the reason why some are .png and some .tga. You can work in either of them. Coming soon: - Flat roof plates - Stairs - Galvanized metal (for street signs) Not bad, we'll see what comes. Also I will soon publish a quick tutorial clarifying some things about how to properly model. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
I didn't try it in 0.22, "I heard" it works, but only the spawning points don't. Razchek is away so we will have to work in 0.21 until he comes back. -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Common textures pack #2 now available!!! Download: http://www./download/jxx77ly6io2sdh9/KCity_commontextures_v2.rar Now it includes: - 11 CGtextures facades on one texture for generic buildings and all-round everyday use. - a plain concrete texture - roof tiles, ceramic, shingle - dark brick tile (currently used on the "bricky bridge") - metal roof (will be used on airport roof) - airport taxiway concrete blocks now included ...and more! Normal and specular maps for all the textures also exist, but I will not include them in the texture pack. They will be included in the Kerbin City build. Note: I am starting to convert all textures to .tga cause .png has mipmapping problems since KSP 0.20, that is the reason why some are .png and some .tga. You can work in either of them. Coming soon: - Flat roof plates - Stairs - Galvanized metal (for street signs) -
[RELEASED] A.R.P mod ( Audio Replacement Project )
nothke replied to bullettMAGNETT's topic in KSP1 Mod Development
I finished this one loooong time ago, but couldn't get it to work, now that I did, I published it! Thanks guys! http://forum.kerbalspaceprogram.com/threads/53982-0-22-New-SRB-sounds -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
Yes but Netherlands is a very flat low laying country where the sea is also pretty shallow. I don't look at the Kerbin City islands as "land reclamation" but more like peninsulas that already were there, even they don't really exist on the actual "terrain" but should. You probably mean why is the "seaport" in the back? The reason is that you would need to take ships under the bridges and look around the city cause it's just cool =) but not realistic of course. Also the water is much calmer inside there =) That's an interesting idea, but there is no global warming on Kerbin, and Kerbals are certainly ready for any kind of "impending death" xD The biggest problem about the map I see here is that you didn't mind airport flight/landing paths and rivers (that I noted in a post few pages ago). Otherwise the city is just too big. We need 3 months to fill up one island and I don't plan to be on this project for a long time. I would rather wish that the Kerbals have social equality, so there are no really "classes", sure some Kerbals are more artistic and some more scientific, some are bosses some are workers, but I don't think they need aristocratic villas areas to show off. Even if some do, it certainly wouldn't be "gated". If a Kerbal has higher income, then he pays higher taxes =) I imagine them as having a very good social politics, therefore they can invest everything in science, technology and space exploration and they don't really care about personal wealth cause they only think about space and science =) Otherwise, most of these ideas are already mention and thought of, but there are some nice ones. I'll keep this in mind. -
[RELEASED] A.R.P mod ( Audio Replacement Project )
nothke replied to bullettMAGNETT's topic in KSP1 Mod Development
Hay bullet, I tried making new engine sounds a week ago and spent a full day.. For nothing. First I thought it's the problem with matching the right frequency, format or bitrate, which is usually the problem in other games. But here, it is not. The game actually loads the sound (if you go to the debug database, you can see it's loaded under "audio"), but the game simply refuses to "read" it, to play it. It neither works in GameData/modname/Sounds folder, neither in Legacy folder, refering to as xxx_sound.wav or xxx_sound doesn't work as well. Tried .ogg too. I contacted Snjo, and he told me that he made a separate plugin because of the same problem he encountered in 0.20. Other modders on chat (majir, greys..) told me the thing is, added sounds don't work after the 0.20 gamedata structure, it's a known error and it seems devs don't fix it yet. =( but apparently it's not just the folder structure that's the problem but something else that refuses to read custom sounds. I left that sound project since then hoping devs will fix this. My advice for you is: either wait for devs to fix this problem or try writing a plugin like the Firespitter engine sound, but don't waste time trying to get it work in stock game like I did. EDIT: WAIT WAIT WAIT!! IT WORKS!! I just looked on that link posted by Faark and yes, it needs to be a special location under "KSP\Gamedata\MyMod\Part\MyEngine\part\Sounds\sound _mysound.wav" but it also needs to be in .cfg like: sound_xxx = running without any address like "part/sounds/.... and without ".wav" or ".ogg", cause if you put the extension it won't work. THANK YOU GUYS!! -
Kerbin City Community Project - Phase B - New Islands
nothke replied to nothke's topic in KSP1 Mod Development
They look too big, it's a 380x380 plot, your floor height looks like it's 20 meters, look at the stadium on Cooly's plot