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Everything posted by smunisto
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
smunisto replied to sirkut's topic in KSP1 Mod Releases
I haven't followed the discussion in quite some time, so forgive me if I am missing something. Today for the first time since 0.14 was released I decided to play around with a little more complex crane, consisting of many IR parts stacked on one another. I use it do dock components together via those tube parts that you see attached on the grapple. So... https://www.dropbox.com/s/tg7gez2md61z7ry/Screenshot%202014-05-11%2021.11.03.png https://www.dropbox.com/s/undlujkjsicietc/Screenshot%202014-05-11%2021.10.11.png I thought that issue was fixed in 0.14? -
[PLUGIN+PARTS][0.23] SCANsat terrain mapping
smunisto replied to damny's topic in KSP1 Mod Development
DMagic, let me say - amazing work, absolutely astonishing! I have not followed the thread ever since your first rc, so I would like to ask - your latest work in collaboration with the Kethane mod and maybe Majiir is great, but does it mean we can get rid of the Kethane scanner parts or does it just implement the ability to display their data on the ScanSat Big Map? I am tired of all satellites looking like Christmas trees with various parts slapped on them. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
smunisto replied to Porkjet's topic in KSP1 Mod Development
It's a shame you would be changing the edging in the textures between parts. I wonder if I am at a fault here and everyone just accepts that KSP should be played with non-seamless parts of the most different shapes and colors possible. Yes, your parts are amazing. I love them, but I wish they were attaching to each other seamlessly, just tickles me that I have to create aircraft made of LEGO bricks. Breaks immersion, or whatever you want to call it -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
smunisto replied to rbray89's topic in KSP1 Mod Releases
Astronomer, amazing!!! This is for the stable version, not the overhaul, right? -
There actually is. User Coolbeer created such cfg files. They are a few, but the conversion itself is made using MM v.2.x.x's math functions. He is also defining the consumption rates in another file. This is the only thing for conversion of TACLS to liters and kg. Coolbeer has made a great job of it and as far as I know - everyone who is using a conversion is using this one, since it's the only community patch available I would appreciate it if you can give your opinion on whether it's possible to include an alternative MKS dl which would work with this TACLS patch.
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Shame. Unfortunately this may not happen anytime soon, as Taranis mentioned he will not be available in the coming months(or atleast that is what I remember). I would look into transforming units to liters and kg, but I guess your resource amounts in MKS are predefined and have other resources with dependencies on them, so a simple conversion of 1 unit of water to xxx units of water might break other things in MKS. Seems like I will have to postpone the MKS expansion in my save.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
smunisto replied to rbray89's topic in KSP1 Mod Releases
I have this edge even on all cfg's that I have tried(no idea about Astronomer's, still waiting for a release there, but Thesonicgalaxy's one has it too). It's the single thing that I find sort of not right with the mod, but I guess it can't be removed completely due to the nature of the mod itself - it is a 2D texture after all. You are bound to see its edges from a certain view angle. EDIT: Thesonicgalaxy - have you checked for compatibility of your pack with the test Overhaul-2 release of EVE? -
So, I've watched Wave's video of relay networks after the discussion quite a few pages back. I have a question though - I assume there are major losses related to distance traveled for transmitter power? I have a liquid fuel plasma thruster satellite around Tylo, and it is getting power relayed from around Kerbin. I have about 4 GW of power from reactors in LKO, with 4 relays around Kerbin to relay that power. However I only get 4 MW for the plasma engine on Tylo. The satellite is equipped with 2 of the small receivers, each gets about 2 MW, depending of the orientation. So, if there are losses - is there a way to boost the power received? Like, can I set up some more relays around Jool, which would have the undeployable phased array microwave transceiver? Or do I have to build power stations at Jool too?
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I made my first and only so far power station using in Kerbin orbit using 4 unupgraded Akulas, as I was led to believe that even if they are more maintenance dependant - they produce more power somehow(no idea why I think like this). Reading people's opinions I may have to rethink and actually use MSRs.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
smunisto replied to TaranisElsu's topic in KSP1 Mod Releases
Many people shared textures, other than the ones posted in the first post. You can search for them on the thread. I am currently working on retexturing some tanks for my own personal use. Will share the result when/if they are ready. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smunisto replied to ferram4's topic in KSP1 Mod Releases
Yes, it was way too late. 15 km was not a typo, like Ferram said - with a 15-20km Pe it is completely possible to reenter if your craft can support a high AoA. I have tried multiple reentries with 30km Pe and it is too slow, to get anywhere near the KSC you have to put the Periapsis on the other side of the planet roughly. By the way, technically when you reenter your Pe becomes your Ap- 14,073 replies
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Recoloring stock parts
smunisto replied to smunisto's topic in KSP1 Modelling and Texturing Discussion
Oops, I am falling asleep. Apologies. Um, I mean that I solved my problems regarding the texture export. It has an alpha layer(channel?) which consists only of the yellow part of the texture, as seen here. I fixed by disabling "Use Alpha" when exporting it. I will now just use the exported texture and try my skills in painting to create tank colors and I will create new parts referencing to the old models and new png textures. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
smunisto replied to ferram4's topic in KSP1 Mod Releases
How is it hard? Just keep the nose above the prograde indicator and don't make a steep reentry. I am reentering with an apo of about 15 km(stock DRE settings), nose at about 25-30 deg. The craft position makes all the difference in temperatures. I had a save at 45 km, at first try I destroyed half of the SSTO because it was pointing too close to the velocity vector. 5 degrees more on the next try gave me the chance to reenter without ever exceeding 1000C on the cockpit.- 14,073 replies
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Recoloring stock parts
smunisto replied to smunisto's topic in KSP1 Modelling and Texturing Discussion
Yeah. I managed to export it properly from Blender by disabling something related to Alpha in the export. Nathan - thank you for this, should make things easier. However when I export the model000.mbm from this specific part it still gives me only the yellow tube section of the texture. -
Recoloring stock parts
smunisto replied to smunisto's topic in KSP1 Modelling and Texturing Discussion
It's KSPX's Large MonoTank https://www.dropbox.com/s/b6ibz6my23bv5z8/large_shortMonoTank.7z -
Recoloring stock parts
smunisto replied to smunisto's topic in KSP1 Modelling and Texturing Discussion
Thank you for the directions. I managed to export the Advanced SAS texture and I will look into recoloring it later. However the RCS tank seems to be giving me trouble. Namely - I can't export it's whole texture as an image. There is just no way to do it. When I view the texture file in Blender it shows the whole texture: https://www.dropbox.com/s/f8g72kuy1vv4r6b/Screenshot%202014-05-04%2020.25.37.png It also shows something else when I switch the options at the bottom: https://www.dropbox.com/s/cr29036nwd7432u/Screenshot%202014-05-04%2020.25.29.png And when I export it, this is what I get: https://www.dropbox.com/s/al4jfdgydsjfa8s/Screenshot%202014-05-04%2020.26.27.png It is as if the texture contains 2 layers, but I don't know how to make Blender export it with those 2 layers, instead of just exporting one. Otherwise, using your guidance I managed to achieve some reasonable greenish color, by just applying Hue on a new layer in GIMP and then merging it with the old layer(I have no idea why, just think less layers = smaller texture size). https://www.dropbox.com/s/skikq187mun4zzl/Screenshot%202014-05-04%2020.03.08.png