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Everything posted by Climberfx
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OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
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OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Valeu Pipe. Optei pela transparência nos vidros. Ainda é possível que gere mais um mapa separado para normais 3d, mas não sei ainda, pois irá consumir mais 1 mb de memória de video por textura (DDS) e não sou muito fã de normal texture. Tá certo que eu to conseguindo colocar RGBA em um único arquivo de textura, basicamente, sendo basicamente quase todas as partes até agora com o mesmo RGBA, exceto o adaptador. Toda hora que sai uma parte nova, eu dou uma evoluída na textura (sem normal, por hora), mas quando terminar tudo, vou refazer elas todas, com as idéias que coletar na mente até então. -
OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Mais umas partes prontas, os tanques de combustível, com porta da válvula animada, onde tu pode por a válvula do KAS para transferir fuel. Volume em litros dos tanques calculados pelo 3D precisamente, e dado desconto de 40% para estrutura. Espero que gostem! -
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Some more evolution/parts: The Fuel Tanks. Will be 3 sizes, this is the large. All 3 sizes in 2 variants, with/without hole in middle to pass Kerbals to. The fuel volumes (liters) are computed by 3D program precisely, i gave 40% of reduction to compensate structure. I hope you enjoy -
OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Saindo do forno os tanques de combustível, com local para conectar as válvulas KAS para combustível, com portas animadas. Quase terminando os detalhes da porta... -
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Fuel tanks getting out of oven. With position to put KAS pump valves, and animated doors. ;P -
[1.0.5] Reflection Plugin Continued 2.0
Climberfx replied to Starwaster's topic in KSP1 Mod Releases
Ok, thank anyway Starwaster! Cheers! -
[1.0.5] Reflection Plugin Continued 2.0
Climberfx replied to Starwaster's topic in KSP1 Mod Releases
So, is this evolving yet? Some news about the 1.1.3 release, and OS X version? Thank you -
Reflexes not working on OS X KSP too, but i believe you all know that (OS X is only Open GL). So, here comes my question, please don't say some one already answer that xxx pages before, because is so much simpler to write the answer than do that comment (rsrsrsrsrsrs). Have any prediction to if will be working again as before 1.x, and when? Thank you for your kindness.
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EDIT: Reflexion won't work here. I'm on OS X, is Open GL only... sad
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- texturereplacerreplaced
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Cool, I'm going to be rooting for that conversation with him bear fruit! Keep talking about. I'm putting Texture Replacer, and reading your tutor...
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Perfect, will work as it is already. The windows are in the same channel here. Would be a great thing if you could be independent of texture replacer. I didn't use it after 1.x KSP, but before, it crashes a lot here in OSX. I don't code too, yet, but i am watching more and more tutorials about Unity, maybe some day i can solve my necessities...
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No problem, i use real lights inside the parts, i just love the windows reflexes. I believe it use the lights texture to know where is the reflexes, am i correct? Need to implement that, because my current setup use only RGBA in a single texture (DDS). But have time. EDIT: ow, i see some of the DDS files in your mod, they too use the alfa, gonna work directly.
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Ow man, gonna try this one on my parts, LOL Great Avera9eJoe
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[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Climberfx replied to pizzaoverhead's topic in KSP1 Mod Development
I really don't know yet, but i believe it is. Because you play only with a simple poly and maybe some post fx i can try later on. -
Kerbal Seat Ejection Force and Speed
Climberfx replied to Climberfx's topic in KSP1 Technical Support (PC, modded installs)
Thank you anyway, Jason. I'm already there, doing my parts, will do some asking... -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Climberfx replied to pizzaoverhead's topic in KSP1 Mod Development
I believe in that type of Visual, more stylish. In my machine the stock one don't make trail, it make little balls, that have nothing to do with smoke, rsrsrsrsrsrs. My first pics with engine was only in Maya, but when i get there, i gonna try it in game too. Cheers -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
Climberfx replied to pizzaoverhead's topic in KSP1 Mod Development
Imagine your mod, with this parts (-> Signature link) -
OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Crew module variants, done. Next some fuel tanks, then cargo bay, cockpit + intakes. -
OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Variantes com docking port e conversível prontas. Próximo serão os tanques de combustível, depois o cockpit + intakes. -
Hello. Is there a way to adjust the Kerbal Seat Ejection force and speed? I'm using the module on a modeled Seat, that i put inside the crew module i did. But when i Choose on Kerbal to leave seat, it jump out through the window. I know i can manage the direction, but even if i put the vector to front of the ship, then it jump a long way until out of vessel. Is there a code on cfg i cam put inside the KerbalSeat module that adjust that force? Thank you!
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OMICRON - Flying Space Car Development Thread
Climberfx replied to Climberfx's topic in KSP1 Mod Development
Manage to convert and use all DDS textures, and basically, one 1k square texture will do for a lot of parts. (Same file for seats, crew_one, crew_two, crew_three, fuel tanks, etc.) -
OMICRON - Carro Voador Espacial, criação das partes
Climberfx replied to Climberfx's topic in Portuguese (Português)
Converti as texturas para DDS, 1/5 do tamanho e load mais rápido. Aqui mais um screen para animar, logo mostro as duas variantes desse crew module. Como consegui organizar as texturas num único arquivo para as partes, isso vai economizar memória pacas. -
6 DOF Spacemouse PRO on OSX
Climberfx replied to Climberfx's topic in KSP1 Technical Support (PC, unmodded installs)
Manage to have SpaceMouse working, but because it won't have a deadline configuration, the camera won't stop completely. Even putting the sensitive to 1, So, is there a code in Settings.cfg to implement a deadline for it? Like the ones it have for the axis, etc. (SPACENAV_CAMERA_SENS_ROT = 0.5, etc)