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Everything posted by nothke
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Here's a suggestion: Hay, I would like to run quick "drop tests" for my glider aircraft from for example 5000m, and I thought that hyperedit would help, but it actually doesn't. If I go to "land" and place a height of 5000m, the plane is in the air and falls slowly to the ground like a feather until it reaches the ground an hour later, not what I want.. If I go to "orbit" and put it on a 5000m, first it is moving at an orbital speed, and on the other hand, it is not over KSP but who knows where... not what I want I don't need a LAND and I don't need an ORBIT, I need AIR! It would be nice if there even was a way to "unfeather" the landing helper if you put it high up in the air. =) This won't only help glider aircraft but also parachute test, or plane landing practice runs =)
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nothke replied to sirkut's topic in KSP1 Mod Releases
One more problem I've encountered. If I put an arm under tension, it is normal that the joints move to try to react on the tension. and if I get the arm up, it gets back into position. BUT!!! If I quicksave while the arm is under tension and quickload, If I bring the arm up, you can clearly see that the joints will now assume the tensioned positions as their new original ones. Limb before the experiment: Limb under tension, QUICKSAVE! notice the joint between 2 limb parts and the rotahub QUICKLOAD, Limb brought up, you can see the joints assume new position I don't know if this is the plugin problem or is it a normal KSP problem, but I guess it's one of the things you should tell people first "NEVER LEAVE PARTS UNDER TENSION DURING QUICKSAVING!" =) -
What if the Space Shuttle Program had done its job?
nothke replied to Jimbobq11's topic in Science & Spaceflight
It was no "Kennedy moment", it was a "Sputnik moment", and there are no "Sputniks" for over 20 years so it's evident we don't know where to go when we don't have a direct threat. -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
BTW, the mod works with infernal robotics mod too, and it's 0.21 compatible. It even has a speed selector just next to controls, something I requested long time ago. The only bug I found is that the base models sometimes move from the original position after loading, but it's only a graphical bug. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
nothke replied to sirkut's topic in KSP1 Mod Releases
I have just now tried to run my DROMOMAN mod using infernal robotics in 0.21 and everything works, except I have this same issue. The base (static) mesh moves some meters away from the top (moveable) mesh which on the other hand, stays in place correctly. The problem is only graphical, there are no physical issues though. This happens after loading the ship (quick loading or just continuing the mission, but not from start). -
ATV and HTV have different functions. HTV actually docks to the Japanese segment. It has a bigger unpressurised segment which typically houses external pallets for the Japanese segment so it supplies it with experiments. It also carries 8 ISPR racks in the pressurized segment which can only pass through CBM ports, so they can't be transported into ATV or ROS. On the other hand ATV mostly transports liquids: water and propellant for the orbit keeping engines. These are their differences, but still, they both can carry lots of other goods like food or spare parts. Both of them are also used for taking the garbage out cause they burn up in the atmosphere.
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
I didn't know it was possible. How can I reference one texture from multiple models? They are all connected to the model and all models need to be model.mu so I can't put them together (??) -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
I don't think it is nice, because it is not my work and I want to pay respect to the author for giving us this amazing plugin. -
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That's interesting, but I'd rather like for the lights to be empty gameobjects when I import the model, and then all the lights are instanced on the gameobject positions, similar to how it's done with internal props now. As for existing runway, I guess we'll just need to position them manually, like in the KerbTown mod.
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Is it possible to create my own buildings?
nothke replied to polemon's topic in KSP1 Mod Development
PAPI is being created. Check this: http://forum.kerbalspaceprogram.com/showthread.php/41435-0-21-Runway-PAPI-array-Version-0-3 -
Here's a nice photo for reference You can see how the glare of the nearest small runway edge white light has practically the same size ON PICTURE as the one on the other end of the runway. That's cause the glare depends more on intensity than distance. So you can see how nicely the glares on the other end form a solid line. As for the PAPI lights, you can see they are much more intense. The lights themselves are not that big how big is the glare
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If it switches from white to red, that means that one object appears and the other disappears. That should be coded in.. It would be awesome if we extended this plugin to all airport lights and I'd really like if you could also include coding for other airport lights that switch on when the sun goes down. =) I can help in creating the lights and sprites, but I don't know how to code.
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Ha, this is funny. I like this mod and I just wanted to propose myself to build a model for it and give some suggestions. Now that's a good looking model and I wouldn't change it. I don't think specular/bump maps are necessary cause the actual model is quite obscure and there's a rare occasion someone will check them out from out close. Most of the KSP models are diffuse only too, so no need to put in more detail. I am making an additional airports mod myself and would love to feature PAPI and full set of working airport lights. I tried making just an emissive object on top of the lights, but it fails cause when you look at them from the distance and the model is less then a screen pixel big it's invisible, so you either need to build it giant, or find a way to build 2d sprites, which I am going to talk about right now I worked on modding racing games before and the best method for making headlights is to have 2 objects. One is the actually lit light object, emissive texture shaped as the light cover model and then put in front of the turned off light. The object would appear when it's on, and disappear when off. The other object is the "glare", a 2d sprite that is drawn on top and always points the camera. In the game there also was a way for the sprite to change size according to direction, so if you are looking directly into the light the sprite is big, if you move to the side the sprite shrinks until it disappears when looking more than 180 deg. This is how it looks on my mod: So, I would like to suggest if it is possible to, instead of a giant sphere, use a 2d sprite//billboard that would always be the same size on screen, no matter the distance, in this way, you can guarantee it would be seen from far away, but would not be a nuisance for up close. A similar method is used in the Microsoft Flight Simulator I can send you the flare textures, I have plenty of them.
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does anyone know what is the source of this problem? Black lines are appearing on the texture in the distance! To me it looks like texture filtering problem, but I tried changing material properties in unity and nothing yet. The texture is converted .tga to .mbm. It could be shadow cascading problem, but there should be no shadows there... It's completely flat, and the ground is not that close below. Also, there is a significant performance drop when looking into the object. I guess it's the black lines thingy that causes it cause it's all pretty low poly. note that the black lines disappear in the distance.
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Russian style launchers
nothke replied to DRHARNESS's topic in KSP1 Suggestions & Development Discussion
Sloping tanks are possible with that stock tail part, I did a full chronological history of spaceflight once and here was my take on Soyuz: and even the tank separation forms a cross and looks pretty cool, just like the real one. I used the same method for sputnik but just downscaled. as for the spacecraft I did it like this: 3 crew maximum, but 2 descending as for FGB and DOS modules, here's how I did them (MIR being constructed):