Jump to content

bac9

Members
  • Posts

    470
  • Joined

  • Last visited

Everything posted by bac9

  1. Every single part is using textures exported to .png for fast loading and easy editing. Just a note, though: find a solution to load .png as RGBA properly. By default, Photoshop opens .png files as RGB with transparency, killing all data in transparent areas. Alpha channel stores a very important thing used by material shader, the specular map, - losing it is very undesirable and will degrade the visual quality of the part. Afaik GIMP and some other packages can open and save .png as RGBA, use that.
  2. Changelog: This update would be impossible without brilliant detective work by Taverius. Radial ASAS & ACU screenshots : I8-L Bradbury screenshot:
  3. What difference does that make? And last one is from Unity anyway, lighting is identical to KSP. If you are referring to ambient occlusion, it's not rendered, but baked into the texture. Won't go anywhere in KSP.
  4. Changelog: This update would be impossible without Taverius. He did a tremendous work with checking and editing every single config in the project. Hats off to that! Note: The main source of issues with modular wings under FAR was fixed. Unfortunately, 4x4m delta wing can occasionally work improperly, the reason for that is being investigated. Overall, though, the situation is much better, with 500% less spontaneous explosions! S2 widebody engine mount screenshots: Edit: Here is the download link for the crafts! http://www./?mxrlrmg6ww74nvm
  5. All fuselages are in structural tab and in a particular order for convenience, as I don't think it's good that you need to travel through multiple tabs and pages to get to a fuel tank after placing e.g. crew tank. Only parts that explicitly belong to other tabs, like engines, were placed in other tabs. When revamped part sorting system with tags or custom categories will arrive, I will come up with a better solution, but for now the current setup is the most convenient from my point of view. You can change the place with "category" parameter in part.cfg. Write "catergory = propulsion", that should work.
  6. It's already there. It actually delayed the release and gave me time to make all MK2 stuff including the second IVA. So, yeah, you can thank the downtime for that stuff.
  7. There are two MK2->1.25m adapters that you can use for smooth transitions to engines or tail parts.
  8. Nose cone is actually there, it's an avionics package too, so it's stored in the Control tab.
  9. Afaik that number is only used to visualize the recommended size of attached parts and is never actually used in physics calculations. The problem with easy breakability probably lies in other parameters, Taverius is looking into that. That happens sometimes but I'm quite sure it's not caused by improper configuration of MK5 airlock. Hatch obstruction detection likes to freak out about the close ground and stuff like that, though. Exiting in vertical orientation worked flawlessly, as far as I remember. I'll look into moving the exit point just a bit higher and further from the attachment point to decrease the chance of bad collision detection.
  10. Unfortunately, these two cockpits don't have their own dedicated IVA scenes yet. Making one is an extremely complicated task, and I have only managed to make two in the time that has passed from the previous release: for S2 and MK2 cockpits. Custom IVA availability in marked on cockpit posters on the first page. By the way, MK5 cockpit was initially planned to use stock MK3 internal, hence the similar windows, but as you can see, developers haven't yet modeled that interior at all. I can't, because I don't have the source files for any stock IVAs and therefore can't determine proper coordinates for placement of that prop.
  11. Theoretically possible, but enormously complicated (essentially it's coding another navball from scratch) and there is no such functionality in Firespitter.dll. Snjo looked into that though, so maybe one day such a display will be available.
  12. Looks amazing! Nice use of tail sections to blend stuff into the wing.
  13. Rendering these interactive displays is a fairly complicated task involving 3 part modules powered by a plugin, and yeah, it can slow the fps down on some computers. I will look into replacing two secondary screens situated in MK2 IVA in front of the first pilot with static ones, similar to S2 interior. That will slash the load in half and should improve performance.
  14. Seems to be a problem with FAR, Taverius already reproduced and reported it afaik.
  15. It looks like you have only used struts connected to the nearest tank. Connect the tail to other tank or an engine or a wing and see if that helps.
  16. Here is an inspiration album just for you! http://imgur.com/a/KMK1m#0
  17. Have you noticed the best thing about new ladders, by the way? You no longer need additional rotated ladders to climb onto a platform, kerbals orient themselves horizontally upon reaching the top and don't fall down!
  18. Sorry about that, forgot to assign a unique system name to that adapter. Fixed it, will be uploaded once kerbalspaceport wakes up.
  19. Mr. Computer runs on witchcraft and all credit for that alien technology goes to Snjo. Wouldn't be possible without his Firespitter.dll plugin. (By the way, you can press buttons and use different menus, woah, right?)
  20. Landing gear is a problematic subject. Existing impementation lacks steering, and rover wheel implementation is not supporting retraction, so basically I can't make a gear with a functionality I want. I recommend Taverio Pizza and Aerospace mod for tons of landing gear sizes, it looks better than using rover wheels. Jet engines (and air intakes) should be added indeed and are planned, but I need to wrap my head around making them look good while maintaining modularity (they have to look fitting in every attachment position which is super hard). At the moment, only that huge inline intake is available, unfortunately.
  21. The download link in the first post was updated to hosted archive with the new version of the mod. Spaceport is sure slow, link to it will arrive later. The update fixes some config errors (mismatched MK4 adapter node, wing naming, S2 LFO tank naming, HW21 lift values), brings FAR-compliant configs by Taverius and includes an additional new 1.25m to MK2 adapter as a bonus! In the meantime, use link above, it contains the updated version.
×
×
  • Create New...