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Everything posted by nothke
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Location Based Research and Development
nothke replied to Exsmelliarmus's topic in KSP1 Suggestions & Development Discussion
I made a suggestion about this and threw some practical ideas: http://forum.kerbalspaceprogram.com/showthread.php/39155-Career-mode-material-bio-medical-particle-research -
Yes, I've used mesh collider without ticking convex and it works correctly, no issues so far. The only thing I find a problem with KerbTown is that you can't add more than one spawn point per object. If I have an airport, I want to make one spawn point on one end, other on other end of the runway and I want to add spawn points on gates/parking spots but KSP will read only one of them. The other thing is that if you make 2 same objects and mark only one as a spawn point, KSP is confused and tends to spawn on the other airport too. Would it be possible to solve these issues in the next version?
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Hay guys, this mod is exactly what I wanted!! I was looking for an easier way to place custom made airfields around Kerbin and now I found it =) Here is my first import of an Edwards AFB/Area 51/Mojave-like airbase. So far it has 2 runways, it satisfies my needs. One long paved runway for shuttle landings and a dry lake-dirt 7000m runway for emergencies or experiments. There is a tiny ATC tower in the pic, but I have to fill the base with other buildings. These are my first imports so don't look at models and textures, these are just quick tests =) Another thing I tried making is a Kerbin City International airport. I was experimenting with proper runway lights but the textures bleed all the time and you can't really see the lights from the distance. I am intending to make a few airports in KSC's reach so you can fly your own airlines between them, and also I want to make factories and assembly plants like Rockomax and Probodobodyne, so you can transport payload from them to KSC for launches. The biggest problem I find are the textures. There are anti aliasing issues and lag on repeating textures. Also there is no shader with blending maps, or multiply/add maps so you can make multi-layered textures that look good both from far away and close up, just like it is used on KSP terrain. I have to chose between making giant textures, repeating textures, or small textures that cover everything but look terrible in the close-up
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The beer can is almost there!! Just a few more meters http://www.ustream.tv/nasahdtv
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Wow having a hud in IVA is awesome.. but pleaaaaaase change that newspaper font into something that looks more technical but thick enough to be easibly readable like this: or
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Sorry guys, I've been AFK for a month. It's the first moment I see a computer with connection now, and first thing I do is check KSP progress xD I see 0.21 is out and can't wait to get home and continue developing the racks and dromoman. I've got a full head of ideas too =) see you soon when I'm home. - Greetings from Lyon airport, Nothke
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
The octagonal adapter was made by me. If I find some time I will publish a pack of pma-like octagonal offset parts -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Yeah, theoretically this would work, except in practice there are problems with docking/undocking the root of the arm. Sometimes it just stops working. Maybe a good way to overcome this is to put a probe as the arm root so if you undock it, the hierarchy would remain from the probe.. Haven't tested that though, it's just a thought. -
Early start? Rocket thought that "on 3" is "after 3" =)
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Use of AutoCad for 3D Modelling
nothke replied to espm400's topic in KSP1 Modelling and Texturing Discussion
In common sense: AutoCAD is a parametric (CAD) modeler, it looks at objects as primitives mathematical objects and not as a bunch of faces like the mesh modeling software. To make a model for a game, you need to think like a face! Litterally. You need to think where your faces are, how will the normals smoothen up, where your uvw maps will be and how you'll make them, etc. I see now that everyone previously posted almost the same thing =) PS: I am working in 3ds max for over 7 years. It doesn't really matter which mesh modeling program you choose to use, they all do the job right. It's all about getting used to one program. -
What a coincidence!!! I just had a veeeery similar launch failure last week.. The coincidence is not really the failure... But the fact I wanted to make a GLONASS recreation all with a proton launcher.. Roll the conspiracy theories right in!! xD
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5 years of thrusting? can you please stop now?
nothke replied to kinnison's topic in Science & Spaceflight
4 years... Pfff.. Nothing like this John Cage composition -
That whole section is unpressurised, so even EVA repair is theoretically possible. Although it's never been done.
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I know it's strange, but if you have a really really quick shutter, maybe it is.. (with future tech maybe) Well, it is possible with shuttle/ISS, although this is of course LEO, a lunar lander would be like 10000 times smaller on the same fov.
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I was just wondering how awesome this would be, to land on the Moon poles during a solar eclipse =) My question is would it be possible to see the lander silhouette from earth?? =) Or it would just be too small.
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http://en.wikipedia.org/wiki/List_of_emerging_technologies#Energy
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
I don't write the plugin so I don't know. I wish someone would upgrade the plugin, it needs some work and a few new features I have in mind -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
You can get the .zip from Kerbal Spaceport now -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Spaceport page online: http://kerbalspaceprogram.com/dromoman/ -
Here's my robotic arm pack for DR that I mentioned few posts ago: http://forum.kerbalspaceprogram.com/showthread.php/37680-DROMOMAN-modular-arm-parts-for-Damned-Robotics
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DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Yes, my idea is to make an end effector similar to a standard docking port, but with a magnet that can turn on and off, so you can latch only when you are sure you are in the latching position (similar to the real LEE). The only nuisance with KAS currently is that you need a Kerbal to plug the connector. I will probably use a KAS-like port for mounting, but perhaps if popular demand is higher, I'll make a connect-to-anything magnetic grappler =) -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Ah yes, I've ommited testing it. Fixed it =) Build 2 is up! -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
Uploaded! (to mediafire) -
DROMOMAN - modular arm parts for Infernal Robotics
nothke replied to nothke's topic in KSP1 Mod Releases
reseeeerved -
All credits for original Damned Robotics go to r4mon (that's the man), and to Sirkut for updating Infernal Robotics I present you: DROMOMAN Damned Robotics MOdular MANipulator ("Damned" is obviously here a legacy name) After wondering about ways to save RCS fuel on modular space stations, our Kerbal engineers from the north came up with a simple modular system to accommodate all the super-dexterity needs. They use just a few basic parts that are powerful when combined. Primary parts: DROMOMAN hublet This purely structural hub is perfect for connecting robotic limbs in all axis, and it lets you connect other parts like lights, winches, guidance cameras, pallets, docking ports.. just about anything you need. The hub was actually created out of lack for attachment points on the limbs themselves. DROMOMAN rotact This all purpose rotary actuator can rotate indefinitely around it's axis, similarly to the good old Rotatron, it comes in an octogonal compact housing and has almost enough power to power a hairdryer. It's slow, but can carry immense loads (IN ORBIT!) DROMOMAN limbs They come in 0.75, 2 and 3 meter lengths and are the primary structural elements of the DROMOMAN. Hybrid parts: DROMOMAN Linear and Radial Rotohubs This Rotact-Hublet hybrid offers 1 axis but has 6 attachment point joint making it a 360 pitch, yaw or roll actuator IN ONE PART. It comes in two versions, one that attaches linearly to the root and the other that attaches radially. Possibilies? .. ..unlimited NOTES / KNOWN ISSUES: (in KSP 0.20, although most of the issues still apply) There is no latching end effector currently, and I recommend you to use the KAS winch as the end effector instead of standard docking ports, which are susceptible to quickload-not-functioning, or undocking-but-nothing-happens problems. Plus using KAS will make sure your payload doesn't escape if something goes wrong. "walking arms" like the CANADARM 2 are difficult to make because the root detachment causes arm to stop functioning. Quicksave-quickload regains control, but the joints tend to change position. So.. try to avoid detaching the root. Do not save/quicksave when the arms are under tension, especially under gravity when a heavy objects is attached at the end. This will offset the parts a bit, and the next time you load you will notice the offset. All parts are susceptible to the all famous "wobble" and I have so far not found an effective "plugin" solution to the problem. To make sure you never encounter wobble, especially when moving heavy cargo, make sure to set motor speed to as low as possible!!! That is also the reason why robotic arms on the ISS move so slowly. ^^ When moving very heavy cargo, don't hold the button pressed but do it click-by-click cause you will lose your nerves from the wobble. If you are patient, you will love the possibilities of the arm! The arm parts are quite light, so don't be fooled by thinking "wow the arm doesn't have any wobble" but wait and see until you actually attach some payload to it. The radial rotohub looks ridiculous in VAB (it's pouring out of the selection box), I hope I solve that in the future, it is probably caused by the absence of the collider on the movable part of the arm. Putting arms under a lot of weight (in 1g), or forcing pushing them into other objects won't brake the arm, but they will appear disconnected and eventually physics will get so intense that you may destroy something on your ship.. So be careful. If you see that arm doesn't seemingly work, and 2 arm parts look disconnected pull it back cause you are putting it under tension. Note that the arm doesn't collide with itself or ship that controls it, this is completely normal, although unrealistic. If you are using the KAS winch as an end effector: Be careful when handling objects/payload that is docked to your arm or with KAS and pay attention if they are "docked" or "undocked". If it is "docked" all your parts are belong to the ship you are controlling, therefore there are no collisions. Switching the mode to "undocked" while the latched payload is intersecting your ship will make a lot of mess. Make sure you don't intersect your ship while doing undocking - docking business. make as little quickloads as possible when using the arm. Especially avoid quicksaving while the docking magnet is turned on, it will make your docking port nonfunctional after quickload (there is a way out of this though). cost is not balanced collisions are currently handled by the mesh colliders. I didn't encounter performance problems so far as a result of that, but it might be possible you have (if you use like 1000 parts). Requirements: THIS MOD REQUIRES Magic Smoke Industries Infernal Robotics, you can get it here:, you can get it here: Magic Smoke Industries' - Infernal Robotics however, for earlier, pre 0.20 versions you can use Damned Robotics: original forum page: http://forum.kerbalspaceprogram.com/showthread.php/9675-v0-19-Damned-Robotics-Version-1-3 Download: https://www.dropbox.com/s/4qihyg02givw5vh/DROMOMAN_build3.7z?dl=0 Examples: Ridiculosly long arm packed into considerably smaller "package", and another "WALKING ARM", with double end effectors. License: This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. - You are permitted to use, copy, redistribute contents of this mod as-is - You may remix your own derivatives of the mod, models or textures, and release them under your own name - You must credit Nothke, when publishing your derivatives. - Note that this mod does NOT contain, and the licence does NOT cover requirement plugins (be it Damned Robotics or Infernal Robotics) Changelog: build 3 * corrected configs to work with Magic Smoke Industries Infernal Robotics - 0.19.3 (in KSP 0.9 32bit) * attached a CC BY-SA 4.0 licence build 2: * Corrected linear rotohub axis * Corrected base-static mesh for linear rotohub build 1: * Initial release