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KSP2 Release Notes
Everything posted by nothke
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Actually, after doing some googling, the "smoke" is actually plasma itself! "A shockwave forms just in front of the nose and underside of the spacecraft. Between this shock and the vehicle itself temperatures may reach 10,000 to 12,000 Kelvin. (The heat resistant surfaces of the shuttle only reach a maximum of 1600 K themselves.) This very high temperature ionises the gas close to the shuttle forming a plasma cloud or miniature ionosphere around the spacecraft. The plasma frequency (that frequency below which radio communications is not possible) may rise to many gigahertz around the lower parts of the vehicle. This gives rise to a communication blackout for direct communications between the Shuttle and ground control. This typically lasts from 25 to 12 minutes prior touchdown, a total outage of 12 to 13 minutes." if you google "plasma trail", you will only see Shuttles xD
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NEWS: International Space Station Leaking Coolant
nothke replied to Levelord's topic in Science & Spaceflight
Really makes me start thinking what is the fastest system to put on a pad and launch to ISS in the case if the onboard Soyuz is damaged? -
I guess it's a water vapor contrail, just like the ones made by wingtip vortices. But I am not sure where that amount of water might come from. It's gotta be a byproduct of that super heated plasma gas in front of the shuttle, but I am perplexed what exactly is it.
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NEWS: International Space Station Leaking Coolant
nothke replied to Levelord's topic in Science & Spaceflight
Back on the topic! In about an hour the spacewalk starts: NASA TV, Live =) -
NEWS: International Space Station Leaking Coolant
nothke replied to Levelord's topic in Science & Spaceflight
Woah! Cuaron made a space movie! One of my favourite directors! Remember Children of Men? I don't think this would match it but it could be good. It does look too blockbusterish however with Clooney and Bullock. From an "realistic time" point of view, collision would happen in a moment and Astronauts would probably have to react dramatically/adrenalinally =) ..for about 5 seconds after which everything would be calm and they would suddenly start assessing damage and what can be done to stabilize situation, which would probably take days (even enough to send a rescue ship). Not the Hollywood-overdramaticized 5 minutes of action as I presume from the trailer. But it's Cuaron so this trailer might only look dramaticized and not the film itself. From the physical point of view, beside the Hollywood dramatics, I don't understand why is the stuff deorbiting in case of space collision. It would need a lot of retrograde force to move that mass. If that force came from a single collision, the station would rather completely shatter. You would need constant force (eg. if thrusters would accidentally fire) to deorbit and keep it in one piece. You could send it into dangerous spin however. If the altitude control was off it would take months or years for the station to deorbit. From the graphical point of view, it looks surprisingly realistic wow! All craft models are 100% accurate, the amount of debris looks realistic too IMO. -
NEWS: International Space Station Leaking Coolant
nothke replied to Levelord's topic in Science & Spaceflight
Ha, not actually true.. I remember the major difference from reality was that they found out those CO2 cleaners (was it the problem, or the batteries? forgot, whatever) were faulty right after the explosion, and they started solving the problem.. Slowly. Not like it was shown in the film, no one was panicking and no one was running xD If something goes wrong on the station, they always have a backup of the backup of the backup of the backup of the system. -
http://en.wikipedia.org/wiki/Expansion_tunnel#LENS-X 30 mach
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Hmm there seams to be no parallel flames on orion
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You COULD get a close up in wind tunnels
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Simple form of multiplayer, some development questions
nothke replied to Forced1988's topic in KSP1 Mod Development
I'd go for an admin or vote controlled time warp. Simply there is no pause, just like in all other multiplayer games. When you press escape, you get the menu, but the game runs in background. I think the time doesn't pause in SP as well, wherever you are.. VAB, tracking station or space center. It only pauses in in-game menu. Easy! Get a launch scheduled xD Just like in real life.. "Player 1 has a launch window starting at 12:25 and lasting 2 minutes until clearing from the pad. Player 2 has a launch window starting at 12:27.." If you want more time on the launch pad, buy the time with money! xD That passive multiplayer mod syncs up distant ships pretty well, I guess there won't be problems to sync up orbiting ships. The bigger problem is syncing up objects when in range (2.5km), but still it's not undoable. Now, how would you handle mods? In modding friendly games (rfactor, for example) the game checks mod files and reports a "mismatch" if you don't have a mod that the server has (or is other version). While joining server, the server should send a list of cfg-s installed and then compare with those of the joining player. Another way to handle mods, is that YOU don't need to have the mods, but if another player has a mod you don't have, the game displays a "generic models" like a box (eg.) that shows up instead of a mod model. When you install the mod, it would shape correctly. This of course could lead to collider problems. -
Thanks, I've actually seen Hayabusa some time ago.. Yes, these are "one stretched pixel" shots I mentioned. The best one of Shuttle I found so far: I was thinking more of how does it look in close up. In artist renderings there are 2 different "looks". There either are flames coming of sides of the capsule paralelly (similar to how the shaders look now in KSP) like HERE or HERE and the other one where the capsule "pushes" a sphere of hot gas like HERE or HERE I guess it depends on the shape/type of material used. But which one should be more realistic? I guess those OFFICIAL artist renderings tend to be as accurate as possible so should we trust them? =)
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I was wondering how the reentries look in real life, and I found out that videos of reentries are so obscure. Also, there are no external shots except those one stretched pixel from ground tracking cameras (well duh, they don't have 3rd person!). Yeah, but I can't even find aero tunnel tests. And the cockpit views are rare, are crew members really busy then or what?? The only thing I found so far are one of Shuttle with a really poor quality, and one of Gemini: starts at 3:20: I actually didn't know that they are so "flashy" and actually.. dark. I more imagined it as a constant glow PS: by "reentry" I mean the atmospheric burn sequence
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I want to shoot myself in the
nothke replied to PDCWolf's topic in KSP1 Modelling and Texturing Discussion
Hmm, I didn't know you can put gameobjects for attach points, I write them down in .cfg myself. I also don't use the node_collider (isn't node_collider obsolete?), but I pick an object and add convex mesh collider (if it is invisible, collider-only object then remove rendering component). Everything else is the same. And I never made engines. Are the collisions there, can you select it? -
International construction ISS in Kerbal orbit.
nothke replied to BobCat's topic in KSP1 Mod Development
I was wondering, are you just modelling the station parts, or are you ACTUALLY building it in orbit? It would be amazing if one of you made youtube series of ISS construction in orbit, WHILE you are modelling new modules (on ground).. So, you model one piece, get it to orbit, then you model next module, get it to orbit xD Like in real life. While the actual first mission was going on - taking FGB to orbit, US was building Node1 on the ground. That is how I am building my main KSP station, when I see that something is missing, I model my own modules and send them up =) -
Actually, I am working on a new life support system with EsvDefcon. KASPAR is actually a spinoff of my R&D for the LS system. We needed something smaller, portable and flexible to carry tanks and generators. But you could make your own rack with whatever properties you want, so it's completely configurable.
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The circle that you see in this screenshot is actually the frame, one above and one below the racks, the bay doors are thinner and they don't clip, the frame should hold the rack edges for stability so it looks as it is clipping in the top wire view. You can see this clearly in the 3d render. But yes, generally, things need some minor scaling and adjustment
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Thank you! Your mod is amazing! Thank you so much! I flew Delta glider looong time ago, and hmm.. I don't remember that there was cargo system My inspiration came from ISPR on the ISS. Later I found out about the external pallets, so this is like a blend between the two. Absolutely! I really need someone who knows to write plugins, cause I can't speak C#, but I do speak in polys xD. So I am much more into modelling. Oh, I just realized KASPAR begins with KAS xD I didn't see this before.. I should change the name to prevent confusion. I also realized I tend to say KASPAR rack, so, that's a "rack rack".. I have to say it is quite hard to create a name that would be usable, witty and still mean something. Much harder than the modelling itself xD Yes, I realized rotation was unimportant cause of the small size and roundness of KAS connector. There is also another problem, there should be a configurable attachment point (of the rack) and an "up" orientation, currently the rack attaches on its pivot, so I had to move the pivot to the end, and that messes up the CoG and the "cursor point" in VAB. Is it also possible to change the green ball of the attach preview into a green full size part preview (like in VAB)? So you can see what orientation and position would exactly be. It would be amazing if you could rotate it around the up axis during the preview (using the mouse scroll maybe? taking into account you could freeze camera zoom during it). Or in the other way to make it align with the ship rotation, but if it is more complicated than scroll rotate would be better IMO. I mean I know everything is possible, it's just the matter how hard is it? Haha, I thought of the same thing that it is simple to make it like with labels on the front of each bay that says: port side, starboard, aft, and then in the menu you would click "place in port side bay", but then it would be possible to put it in the starboard bay as well, on the other side. That is why I just went with the surface attachment and not with attach points. Detect nearest would be much better, except there might be a chance that there is confusion if another bay is near, for example it would be probably very very hard to place the racks in those middle places in the 3m frame. I could make it possible to fly in, though.
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Well, in reality, the sounds multiply per wheel. If it is doable in KSP, it should be done that way, either by multiplying intensity by number of wheels having contact, or by playing a sample for each wheel. Unless the simultaneously running samples cause some trouble. Many engines already play lotsa simultaneous samples and it works ok. Here is how it should sound. Only counting intensity per speed, couldn't find a way to envelope a pitch shift in Vegas, but the pitch shift should be minimal anyway. Turn on the bass to hear the full power of the rumble, but it should be audible without as well: EDIT: The rumble sound is overpowered for the purpose of this video. I am now searching real videos where you could hear the rumble and it is very hard to find one xD Because they are either taken poor low frequency quality mikes, or the engine produces the rumble that masks the tire rumble. In reality you can clearly tell the difference between the engine and rumble. But you can especially hear it in gliders (like the Shuttle)
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Hi, I have a very simple idea, but I don't know how to speak in C# so I need your help! It's to implement runway rolling rumble sound into KSP. There is always tire rolling noise in reality (in cars and planes alike), it is a perfect feedback, a perfect indicator that you have actually left the runway or landed on it and it gives an amazing depth to planes. I always admired this loud rumble in reality when leaving the runway and the vibrations that you feel, and then when you leave the runway, it feels so quiet and calm suddenly. I have seen so many great games that don't implement these sounds and the feeling is completely lost for me! I am making a .wav file right now for it, and I will post it soon. So, this is the code in plain language: - switch on when wheel touches the ground; - speed = sample intensity (more wheel speed, louder the sound is - so that you don't hear it when stopped); - speed = sample pitch (more wheel speed, higher the pitch); - vertical force = sample intensity (in reality, louder when there's more tire contact surface and this happens when you apply more force to the tire (or deflate the tire). shortened for in-game: the more vertical force there is on the wheel, the louder it is, this should manifest like when you lean the wings down so the plane pushes wheels into the runway, or a short loud burst on the touchdown. if this is hard to implement, it doesn't really matter as the two above); - that's all! "wheel speed" could be either obtained from wheel rotation speed (if it is detectable with script), or just with surface speed (but of course that's your job to find out how to do it) this code should be generic (if possible) and be easy to add to existing gears' .cfg-s the coder will take most of the credits =)
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Hello, and excuse me, can you move my KASPAR page from plugins category to addon development. I accidentally posted in a wrong place.
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woops, Wrong section, it should be in addon development, please move it mods
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Update: This project is DEAD! Go here for explanation. Inspired by the real ISS ISPR, ESP and Space Shuttle Middeck Locker systems, Kerbal Interplanetary Standards Organisation (KISO) presents: FLEXrack FLEXrack (flexible rack) is a portable Kerbal sized rack for use in carrying experiment equipment, generators, computer systems and what not.. It has been designed to be attached to practically anything by any Kerbal taking an EVA (that is, if he took enough screws). We must note that it fits particulary well around girders. The rack is an open-source standardized system, meaning it's completely customizable and could be used for just about anything that you can make fit inside. The racks are specially designed to fit into 1.25, 2.5 and 3.75 cargo bays without much space loss and where they could be easility accessed for performing experiments. Construction: The rack is basically a perforated steel frame to which the predesigned shielding panels can be attached. While the entire front face can instead be used for example for experiment interfaces or payload access hatches, which are again, screwed to the frame. Smartly enough, the perforations also allow the signature attach-to-anything phylosophy of FLEXracks, as you can use the same screws for attachment to other surfaces or even other FLEXracks. The shielding panels provide holes with intuitive "SCREW HERE" signs to provide exactly this capability without the need to detach the panels. MIX drawer the MIcro eXperiment drawers are designed in such a way that exactly 6 of them can fit inside a single FLEXrack. They provide the standardized customizability like FLEXracks, while smaller, lighter and (optionally) with a steel case that is especially suited for hazardous or volatile payload or substances that need to stay in a controlled atmospheric enviroment. However, unlike FLEXracks or SuperStrapTM baglets, they cannot be attached to everything, to ensure handling safety and reduce complexity. They are also specifically capable of being used inside science FLEXracks for directly doing research in harsh conditions like space is. SuperStrapTM packages These light packages are used for containing small amounts of not that hazardous resources, perfect for everyday picnics. They come in various shapes, like utiility bags, metal containers or gas bottles, but all have the benefit of ingeniously positioned SuperStrapsTM that allow the packages to be attached to absolutely anything! The straps on the bags also tighten them up helping contain the snacks from spilling in case of all-too-common zipper malfunction. They can also used as "backpacks", to provide a longer run EVA with an extended fuel (0.23), water or snacks. Design notes: I decided to take ISPR as an inspiration, and not a boxy ESP cause it just isn't that appealing, cool or challenging enough to just design a box that fits everywhere... Also, boxes would leave lots of empty space in rounded hulls. It is designed to fit in a 1.25m, 2.5m and 3.75m hulls within specialized frames, that come in open or cargo door variants (to blend seamlessly with standard hull). One fits in 1m, 4 in 2.5 and 10 racks in 3.75 After seeing the EVA grab system in a wonderful Kerbal Attachment System by KospY, I had to try it out with the racks, and it works! Now they are also portable and moveable, just like the real ISPR ones
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Hmm, yes, there is, but it is not for this. In most programs you CAN color individual faces by placing different materials.. Actual per-pixel "painting" is possible in a few programs, but it is not how textures in game [optimally] work. Per-pixel painting is used for rendering, not real time applications The process of "mapping" (aka unwrapping) is much more important for games, so you have to think more how to unwrap, will you use planar, cylindrical, flatten mapping, or unwrap by hand, what faces to reuse on the texture, and you kind of have to imagine all this in your head. What I do is, while making the model, I think all the time of how it might work with texture, I look at surfaces and imagine what texture they will have, where the edges will match, etc.. After I get the model to a reasonable detail (but not final model), I unwrap it and render the uv map. I take the map to Photoshop and paint over it. Only then, when I apply this map to the model comes the visual part where I ACTUALLY SEE the "paint" on the model. And then I can switch from Max to PS, paint a bit to correct texture, save, switch back to Max and you see it right away. So, this is how you do the visual part. When I started making models, I had the same problem, I could do models to incredible details, but then I couldn't map, it was just a huge barrier in front of me. Primarily cause models become unmappable due to detail and impossibility to map some surfaces cause it's difficult to isolate them. And the thing is you just have to think about it while you model. And you just have to LEARN to think like that. Now it's relatively easy for me.
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Some are not made to support parts, but parts are made to support plugins =) For example mechjeb. It's just one part (as of 2.0), but it is practically just used to initiate the plugin. That also counts for example for BOSS or some pieces of Lazor system. Out of "global mods" I have only used deadly reentry and it really changes the game a lot, you need to plan and test much more and be very cautious on reentry angles and speed. But I haven't seen any other mod that "significantly changes the gameplay" as you said. PS: Subassembly loader is a great tool! But it's a tool, it doesn't change gameplay