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Climberfx

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Posts posted by Climberfx

  1. On 10/18/2019 at 10:33 AM, CypherInsano said:

    Comecei a jogar há alguns dias, estou começando a ter uma noção no jogo. Já estou conseguindo fazer uma órbita perfeita, ir e voltar de Mun, mas pensei em um desafio ainda maior. Meu objetivo é chegar no sistema de Jool, construí um satélite perfeito para isso (pelo menos, ao meu ver), porém, quando vou efetuar o lançamento, vejo que o alinhamento não está de 90 graus, como em outras espaçonaves que há no jogo, ele fica em um ângulo torto, e consequentemente a órbita fica totalmente inclinada. Eu gostaria que o lançamento ficasse alinhado, para que a órbita ficasse alinhada.

    Link da imagem:

    https://ibb.co/GVPsCg0

    O angulo de como o display mostra é relativo ao angulo que tu pos o módulo de comando do foguete. Tu pode rotacionar o foguete no VAB, ou simplesmente rotacionar o modulo de comando. Desconecta tudo dele, roda o oposto do que está mostrando no lançamento imagino que pelo pic que mostrou, algo como 50º, ou -50º, e voilá.

  2. 3 hours ago, KerikBalm said:

    ... like when we see stars from the surface of Mun during the Munar day. You shouldn't see these, and photos from apollo don't show them...

    The camera can't print them, but human eyes can. It's almost sure that astronauts could see start's from Moon surface, because moon don't have atmosphere to overbought than. The only bright there is reflex from surface, but as human, you could just cover the bright parts from insuring light to your eyes, and voilà. There is the stars.

    Would be less than in a full black environment.

  3. E ai galera, estava eu fuçando updates no Youtube, quando me deparei com isso. O Trailer e o Mini Doc, do KSP 2.

    Man, que animal. Alucinante, colonização, Global ilumination, partículas e fumaça agora bem feitas, texturas melhores, reflexos, reflexos, reflexos.

    De novo, Global Illumination, Reflexos! Texturas maravilhosas.

    Só fiquei cabreiro com a frase que aparece no rodapé no princípio do vídeo Trailer: Not Actual Gameplay. shift!

    Bom, espero que pelo menos chegue muito perto, pois os personagens, expressões, movimentos, partes novas, habitats, etc. Tá tudo muito lindo.

    Se for um KSP equivalente, com a física correta melhorada, multigravidades de corpos celestes, multi sistemas, novos engines e tecnologias, colonização, e visual a lá DX12, como se deve ser em 2020, equiparado aos games de outras classes do presente, suporte multicore, ou seja, tu ainda vai conseguir rodar naquela máquina que o ksp 1 dava umas tragadinhas, pois agora ele vai usar todos os cores de sua máquina, vai usar tua placa de vídeo, eu já fico feliz.

    To empolgado com o novo KSP. Também espero poder atualizar meu mod Omicron para o novo game. Que já tenho uma versão atualizada aqui em testes para a última versão do KSP 1.7.5 rodando.

    E ai, o que vocês acharam?

    KSP 2 Trailer

    KSP 2 Developer Story Trailer

  4. Eu fiz um mini heli, sem rotor traseiro, com uma reaction wheels. Basta no SPH você deixar o torque máquina em algo como 5%, as vezes até menos. e brake também. As vezes 2%, 3% é o suficiente.

    E for um veículo maior, ai tu faz isso também, de limitar o torque no hangar, mas com rotor traseiro.

  5. Pra quem ainda quer usar o Omicron, posso confirmar, que se tu atualizar o dll do Firespiter para última versão, tiver o Smooke screen, o module manager, o KSPWheel instalado, ele basicamente já funciona na versão 1.7.3.

    Tem um leve update necessário no Omicron/parts/O_seat.cfg, adicionar a linha "CrewCapacity = 1" (sem as aspas), ele já estará funcionando.

    Estou aqui fazendo um update básico, disso descrito acima, bem como dos shaders para os novos que o KSP 1.7.3 suporta (metálica, reflections tudo em stock, sem a necessidade do Texture Replacer mod)

    Então aguardem, logo teremos novas.

     

     

  6. The thing that affect me most analysing into the particle visualisation in general is when you are fast, the distance between particles is so big, it won't appear to be a continue flux from the engine. This happens in stock a lot and even in this mod too. Because the way it works, i understand why it happens.

    And if i put it slave to the ship, the trail won't show up curves of inertia or curve movements. What made it point static from the engine, moving only away from it. What is not desirable too.

    My question is: I see "Ship-centric emitters" on the first page as a future thing for this mod. Is it what i am talking about? Or is a new and better way to compute all the movements of the particle, curves, inertia etc, but relative to the ship movement, and not from the world space? If so, that would be the most desirable update ever and will solve the continue trail for all cases of movement and keep it dynamics for inertia, curves etc. Thanks.

  7. On 1/2/2019 at 8:58 PM, gale_emms7 said:

    how do i install?

    You have it on the curse download page and on the first post in this thread.

    Here go a copy:

    Quote

    Omicron Partial Pre Release - Installation

    Delete previous installation (was Climberfx folder, now is Omicron)
    Extract this to KSP/GameData/Omicron, move SPH folder to KSP/Ships/SPH and move VAB folder to KSP/Ships/VAB

     

    Dependencies:

    - Module Mirror plugin from KerbalFoundries, but the forum post is from Lo-Fi, so Thank you Lo-Fi! (included)

    - KSPWheel plugin, thanks to Shadowmage! Used in the landing gears! (no more included (download from KSPWheel, http://forum.kerbalspaceprogram.com/index.php?/topic/152782-122-kspwheel-physics-based-alternate-wheel-collider-api-only/)

    - Firespiter Plugin for Vtol to work (please download latest update from Github, https://github.com/snjo/Firespitter/releases, only the dll is necessary, Big thank you Snjo;
    http://forum.kerbalspaceprogram.com/index.php?/topic/22583-firespitter-propeller-plane-and-helicopter-parts-v71-may-5th-for-ksp-10/

    - Smokescreen for the particle effects of vtol engine. Many thanks for Nazari for the particles and Sarbian for the plugin.
    http://forum.kerbalspaceprogram.com/index.php?/topic/64987-121-smokescreen-270-extended-fx-plugin-dec-18th/

    - Some of the example craft files need Universal Storage (US) to open;

     

    I recommend to have installed the following mods for better use:

    - Texture Replace, thanks Shaw for this plugin. (the download for 1.2.2 is on the Github, so you will need to dig a bit on the last pages)
    http://forum.kerbalspaceprogram.com/index.php?/topic/96851-11-texturereplacer-2413-442016/&page=1
    - Window Shine, Many thanks for Avera9eJoe! Cheers commander;
    (both for window reflexes)
    http://forum.kerbalspaceprogram.com/index.php?/topic/110080-122-windowshine-v12-realistic-stock-and-mod-part-reflections-1-jul-2016/

    - Take command, if you have take command already installed, it have Omicron support already. Big thank’s to Linuxgurugamer for this one!
    (to start on runway populated with Kerbals)
    http://forum.kerbalspaceprogram.com/index.php?/topic/108711-112-take-command-launch-kerbals-in-external-command-seats-v141-may-6-2016/&page=1

    - B9PartSwitch to have option to switch from fuel types in parts that have fuel option (download from original forum thread), big thank you to Blowfish;
    http://forum.kerbalspaceprogram.com/index.php?/topic/140541-122-b9partswitch-v153-dec-8-switch-fuels-models-nodes-and-more/

    - AVC Version checker, thank you Cybutek for that;
    (to automatically check for version/updates)
    http://forum.kerbalspaceprogram.com/index.php?/topic/72169-12-ksp-avc-add-on-version-checker-plugin-1162-miniavc-ksp-avc-online-2016-10-13/

    - Module Manager, thank you Sarbian for this one;
    (to automatically addon implementations, like config for Remote Tech antenna, TAC life Support, Filter Extensions, etc)
    http://forum.kerbalspaceprogram.com/index.php?/topic/50533-121-module-manager-275-november-29th-2016-better-late-than-never/

    - Filter Extensions, so you will have a custom sub group only with Omicron parts in VAB and SPH, thank’s to Crzyrndm for this plugin.
    http://forum.kerbalspaceprogram.com/index.php?/topic/93955-122-filter-extensions-28-dec-18/

    Some particles for the vtol engine are from HotRockets, Nazari1382, So many thanks from that

    Have Fun.

    :D

     

  8. 5 hours ago, Mecripp said:

    mu are exported by unity you can import them in to blender with a plugin and some say you can export them with blender too.

    EDIT- I think @Climberfx uses Maya you might send him a PM here is his mod 

     

    Exactly. The process to bring KSP parts to modelling or as reference in Maya é using the Blender MU importer and than exporting from Blender as OBJ. But to put a Maya model/part in KSP, you only use Maya export to FBX (or Obj too, but i prefer FBX here) and import it to Unity them export .mu in Unity.

     

    Cheers

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