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OrbitusII

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Everything posted by OrbitusII

  1. I suppose this is life, then... There are no more vehicles officially planned. Please read the blog post at the top of this page for some of the reason why. I'll make sure he knows that the packages need updating to the 0.25 plugins. Until then, you should be able to find the updated plugins via Google.
  2. As I mentioned in the blog post (link again) it's primarily up to the community if you want to see more parts/expansions for the KSOS mod. The blog post has a link to the KSOS Modder's Kit if you want to make your own stuff to use with the orbiters. @Angel-125 that looks great! I'd love to see some the results when you're done! It would be really cool to put together a community KSOS expansion thread if there's enough people with contributions... We'll see about that in the future, I suppose!
  3. Blast, you're right! I'll try to fix that. Apparently I'm not following him on twitch (which may be the cause of the mix-up) so I will remedy that ASAP. Thanks for the responses, everyone! I'll continue providing updates via my blog as things develop.
  4. And it's the only one that ever supported 0.24! Kerbtown's last update was a community hotfix for 0.23, it only fully supported 0.22 and before.
  5. Short answer: if you get the updated plugins, you'll probably be fine. I'll need to do some testing to make sure, but I think it should be OK. Also, I threw together a pretty long blog post explaining a fair bit of the situation with robotic arms and our game. Just 'cuz, you know? LINKTASTIC Seriously, it's a freaking long blog post. I should have spent that time working on the English paper that's due tomorrow... Check that out if you're interested in the robots situation or the game and aren't afraid of walls of text. Speaking of the game, I just lost it... :troll:
  6. There's one particular image that I will consistently return to for a good idea of what Female Kerbals should look like, and it's this one: Helldiver also made some good renders of his interpretation, check those out here: Kim Kerman Thread Fantastic script, by the way! I could totally see something like that being used for the release video. Hopefully we don't have to wait until 0.31, though.
  7. Will be testing in 0.25 to see if there's anything I need to change for compatibility over the next week or so, otherwise this should work fine with the update.
  8. Going to do some testing but this should work with 0.25 without any changes. I might try to get a micro-update out sometime, there's new textures and a slight change to one of the models that need to go public when I get the chance.
  9. Currently running a Pentium G2020 and a GeForce GT630 with 12GB of RAM, handles KSP like a dream. Yeah, I can't do Whackjob-Esque crafts, but it handles all the KSP I need it to at the quality levels I like (EVE with Astronomer's Pack, all graphics settings save pixel lights and shadow cascades are maxed, IIRC). I can also run stock Skyrim on high quality without trouble, which is nice. There's also more powerful siblings of the G2020 for a bit cheaper. They're not i5s by any means but they get the job done well for the price you pay. Don't remember exactly how much my system costs but it's under $800 (including case, peripherals, monitor) I think...
  10. He's replacing the models entirely, but the node positions are the same. Colliders are generally the same save for a few minor changes (like on the wings) but I haven't noticed any issues using these over the original stock ones. Once again, I'm blown away by how good the T45 looks! I will say that I don't think that the engines need thrust plates, but it might be nice to have some sort of cover for the bottom of the fuel tanks, maybe something that looks like the flat adapters. That would just be to cover up the bottom of the fuel tanks (especially that big black circle in the middle where the fuel lines connect) and make that particular linkage look a bit sturdier. We don't want pipes breaking and fuel going everywhere, now do we? Have you gotten fairings set up yet? As usual, I have an example part that you can use for reference if you need it.
  11. No, you need Kerbal Konstructs. Link I'll be contacting a moderator to lock up this thread and provide a redirect to the Kerbal Konstructs page, since this is incredibly obsolete (last update was a hotfix for 0.23.0 based off of the 0.22 code).
  12. Another case where the Kerbal Auto-fill is not wanted. We definitely need some way to prevent/enforce/improve auto-filling, what happens when we have to pay to hire Kerbals in career mode? It might be good to hire the minimum Kerbals needed to operate a vessel should you have no available Kerbals at launch as well as remember the empty/filled state of seats when a vessel is saved. One of my bombers has two seats and I prefer to have both of them filled when going on bombing runs (even more critical to handle now that we have destructible buildings).
  13. The orbiters both have room for 6 Kerbals and the game will try to fill those unto its own death. Change a part on the vessel? Autofill. Re-open the craft file in the VAB/SPH? Autofill. The behavior definitely needs to be fixed, but until the developers deal with it we have to accept the automatic hiring of extra crew members. I posted a link to your post in this thread, we definitely need improved crew management.
  14. You can still simply apply a force to an rigidbody in the old Unity fashion, check out the Script Reference for more on that. Link to Rigidbody.AddForce. Vessels themselves aren't rigidbodies, so you'll have to apply a force to each individual part. There is an N-body mod out there somewhere as well, but it does not perform part-part gravitic interactions (since they're so minute that they basically don't matter). If you want to implement a better PhysX system, you can either wait until Unity 5 (which involves an upgrade to PhysX 3.3, IIRC) or try to implement it yourself via sticking a .dll into the GameData folder. The issue with the Kraken and co. is unfortunately an innate part of the physics systems, and Squad has already handled many of the Krakens that have shown up in the game. What you see now in terms of Kraken attacks are pathetic compared to the original Kraken, from what I've heard.
  15. Holy craaaaap that T30 though! I can't wait to see it completed!
  16. I do agree that the Demo could use an update, it's all the way back in 0.18. A demo update would be good if only to keep it relevant to the game's current state.
  17. Yes, they've fixed the issue with the forum backups so we shouldn't experience that sort of thing again. My former join date was December 2012, but April got me. Never forget... HOLY CRAP IT'S BEEN A YEAR AND A HALF SINCE IT HAPPENED
  18. The color inspector is 0-255, but in terms of code and animations it's 0-1. This goes for all colors.
  19. Awesome! Cool stuff like this is why I want to be an Aerospace Engineer.
  20. Can we see the whole config file? I'm guessing you may have missed the "PART{}" braces that go around the entire config.
  21. Fair enough. Just making sure that everyone knows that there won't be any major updates for a while. I know the Lazor mod had some robotic arms (they're really big though) and DROMOMAN allows you to design your own using Infernal Robotics. Might wanna take a look at those.
  22. Please see this post for info on future updates. Also, a quick note on that: my schedule is very full so we haven't had the chance to make significant progress. Helldiver is still working on art assets as far as I'm aware, but I haven't had much time to dedicate to the code side of things. Are there any errors showing up in the Alt+F2 menu when you switch to IVA? Also check your KSP.log file to make sure everything is importing into KSP.
  23. I don't know of any resources besides Khan Academy off the top of my head, but KA is free and supposedly quite good. I can't advocate for it myself since I took AP Calc with a phenomenal teacher (the son of Donald Knuth, if anyone knows who that is) and I'm innately wired for math, but it's better than nothing. Link to The Trigonometry Page
  24. Picture again: If you want the attachment axis to be 6.763 degrees off of +X, just take the sine of 6.763 for the Y-axis (O in the picture) and the cosine of 6.763 for the X-axis (A in the picture). Make sure your calculator is using degrees and not radians because then you'll end up with a totally different result. This works because when using a Hypotenuse length of 1, the equation sin(alpha) = Y/H simplifies down to sin(alpha) = Y, giving you the Y-component of the triangle. The same can be done for cosine and the X-component of the triangle. These components can then be combined to create the vector (X,Y), which can be represented by the Hypotenuse of the triangle. If you haven't taken any trigonometry courses (Pre-Calc, Calculus) I would strongly recommend it. People might say that math is useless, but they're wrong.
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