Van Disaster
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Everything posted by Van Disaster
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DTS-M1 missing texture
Van Disaster replied to Sigma88's topic in KSP1 Modelling and Texturing Discussion
I did exactly the procedure I'd detailed in Photoshop, using the png you uploaded to imgur, saved as 32bit RLE compressed. Incidentally neither imgur or flickr will let you upload tgas, wonderful. -
... so when is the extension for insane pods coming
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
Van Disaster replied to bac9's topic in KSP1 Mod Development
I have both, not seen that - perhaps check elsewhere. -
Inertial guidance systems just notes deviations from the current vector as far as I'm aware ( using accelerometers etc and I think gyros? I do remember they took time to initialise/align ), hence my comment about the starting frame of reference - so yeah that sounds exactly right . Anyone who's ever made orbit will understand that mode anyway. Navigating by it is another matter...
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DTS-M1 missing texture
Van Disaster replied to Sigma88's topic in KSP1 Modelling and Texturing Discussion
I converted the png to TGA and the writing is all there. The problem is most image editors treat the alpha channel as transparency info. Shaders don't unless they're specifically told to, so image channels can contain any data ( even the rgb channels don't have to hold rgb data ). I do appreciate the way Photoshop doesn't really care & it's something that really irritates me about Gimp. -
DTS-M1 missing texture
Van Disaster replied to Sigma88's topic in KSP1 Modelling and Texturing Discussion
Photoshop handles PNGs with alpha just fine. * Open PNG * Layer mask - from transparency * Channels tab - duplicate layer mask layer as Alpha * Delete layer mask without applying Now it looks like anything else. There's probably a way to use fewer operations than that, even. -
I have to point out if you're making a cylinder to match stock parts, you might as well make the collider have the same number of sides given there's only 24(? or was it 28, I can't remember now )... there's no cylinder collider so you pretty much either have to use a mesh collider or 12-14 box colliders if you don't need to do anything on the inside.
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How many module manager patches does ksp load for you?
Van Disaster replied to peachoftree's topic in KSP1 Mods Discussions
http://forum.kerbalspaceprogram.com/threads/95398-How-many-modulemanager-patches-does-your-install-have -
Thinking about making the switch to FAR.
Van Disaster replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Concentrate on wing area first, you'll naturally arrive at a suitable shape given the rest of the design. But I said all this already -
Well what you're actually doing is making an efficient rocket, so... make an efficient rocket I did this for RetroFuture intakes to drive props on Eve & Duna. Uses vasts amounts of oxidizer this is a cfg for one of a couple, I guess you could use a stock engine nacelle instead. The converters have to be started up individually at the moment - I put a feature request in when this was still using Karbonite for a flag to put them permanently on so that may happen at some point - although given Regolith went into stock I'm not so sure. +PART[wingMountB]:NEEDS[Regolith]:Final { @name = DLTLoXMixwingMountB @title = Disaster Ltd LoX mixer wingmount intake @MODULE[ModuleResourceIntake] { @resourceName = IntakeAtm @checkForOxygen = false } @RESOURCE[IntakeAir] { @name = IntakeAtm @maxAmount = 1 } MODULE { name = REGO_ModuleResourceConverter Label = LoX mixer conversionRate = 0.35 inputResources = IntakeAtm, 0.7, Oxidizer, 0.3 outputResources = IntakeAir,1,False } } %RESOURCE_DEFINITION[IntakeAtm] { // name = IntakeAtm %density = 0.005 %unitCost = 0 %flowMode = ALL_VESSEL %transfer = PUMP %isTweakable = false } Deliberately only produces enough IntakeAir to drive either a piston engine or a really tiny jet, you'd have to up the rates considerably to drive a big jet ( and somehow feed it ). This is something that's been done IRL for quite some time, not least trialled in submarines.
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Thinking about making the switch to FAR.
Van Disaster replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Congrats on up & back. Don't descend to 20km at 150m/s down, for starters on my trip down I just held the nose up slightly ( that 2 deg pitch in the pics ) until my descent rate got to around 50m/s, and then changed to actively piloting. TWR of 0.75 is excessive for a spaceplane, there's a reason you have wings try more like 0.5. As for landing, there's a reason I turn to finals over the island runway, gives all that time to get lined up properly... and if you're not lined up properly, well, you're in a plane: go around & do it again. FAR removes drag from air intakes completely, doesn't matter if they're open or not so don't worry about that. Stock's idea of air intakes is a bit odd... -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Van Disaster replied to nli2work's topic in KSP1 Mod Releases
Works fine with just an updated Firespitter dll, iirc ( I have updated everything else anyway ). You might want to use B9 pWings though. taken in 0.90. Got issues with the FS versions of the VTOL engines, in that they won't save their configuration,but they work if you config them in flight. -
Basic part making workflow
Van Disaster replied to Camacha's topic in KSP1 Modelling and Texturing Discussion
I build a low poly concept first just to make sure the shape is coming out right, and give it some basic textures. If it came out *really* well then either it can do for the final - maybe with some extra detail cut in - or I'll throw a mesh smoothing mod on it and see if that is enough. Otherwise I like working with splines, so I'll use it as a template to make a spline cage and at that point the end result can be whatever mesh resolution I give it. You can do normals by hand too, or just add extra mesh detail instead. If it's just a few grooves & rivets it might be cheaper rendering-wise to model them instead of using an extra map. I last did any real amount of modelling over a decade ago, I'm still getting used to modern engines... -
Thinking about making the switch to FAR.
Van Disaster replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
For that craft, chord - and why, because eyeballing it would suggest to me from experience that it would work better with more wing area. I randomly eyeballed something resembling the craft - only with two engines and more wing - and it worked ok. I'd probably make my version a delta if I was going to do it properly. Here's an annotated trip up & back. Mods used, ignoring the payload: * KER * FAR * B9 core * B9 pWings * Aviation Lights * Bahamut0's adjustable landing gear * RealChute * TAC fuel balancer ( Goodspeed pump is installed, but that craft has no priorities set ). * NavUtilities * Pilot Assistant * Mechjeb, briefly * Kerbal Flight Data * Popup RCS thrusters from somewhere ( I think that's another Bahamut0 mod ) * KerbalKonstructs gave the icons on Kerbin's surface telling us where KSC is, but that's just sauce. -
Posting in the hope that someone else has experienced this, or knows enough about how assets are loaded to help finding what's causing it. Problem: approaching existing craft, whether in orbit or on a surface, the game will pause for a significant time when the craft is 200m away. Possible causes * Nereid's S.A.V.E mod backing up the save folder, and 200m is a trigger. * TextureReplacer having unloaded textures, and the game being forced to reload them. * ??? I'm out of ideas at this point. What's so special about being 200m away from a craft?
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Thinking about making the switch to FAR.
Van Disaster replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
If you have enough control authority, deorbiting is just a case of gliding down to land without drama; the problems come when you don't have enough horizontal control surface area and your CoM is shifted way off CoL, then you'll just lawndart. I deorbit about 1/3d an orbit before the runway, using the Trajectories mod modified for FAR I'll put the target on the runway which gives an orbit track for the default orbit view over the runway of about 15km I think. Sink rate will get up to about 150m/s or so but if I hold the craft pitched up a couple of degrees, or just 0 pitch then usually it'll reduce to something useful of say 30m/s well before dangerous levels of dynamic pressure build up, provided my CoM is roughly around CoL. If I'm starting to nosedive & Q is building I'll pop spoilers out, they're mostly there on craft that need them to pitch up again, I've found spoilers don't do an awfully good job of actually slowing down no matter what I do . I'll also pump fuel around if necessary - TAC fuel balancer is a really great mod for FAR spaceplanes, although I've found using Goodspeed fuel pump & setting the tank priorities carefully in the SPH is enough. If I'm landing at KSC I'll always do a circuit entry a little south of it, pass over generally around 8-10km alt & turn onto final approach somewhere around the island with the airfield on it, to land on 27. Given I'm descending at 20-30m/s still that'll give me a nice glide to the runway to land at a reasonable speed without having to use engines at all. If it's a heavy craft I'll just delay the final turn until a bit further out so I can approach flatter. I'll do a little hop up to orbit & back in that craft I linked at some point and take a bunch of pics. I'd at least double the main wing area of that craft if not more, if that was me. -
[1.10.0] S.A.V.E - automatic backup system - 1.10.0-3173
Van Disaster replied to Nereid's topic in KSP1 Mod Releases
I run another mod to do incremental backups of craft, which bloats the SPH/VAB folders enormously so I really don't want to back those up, it makes the hangs you described ridiculous - might want to try turning "Recurse subfolders" off & see if that helps. It doesn't help that it backs up copies of KAC's backups as well though - can we get an option to just backup persistent.sfs? maybe configurable backup types so it does persistent.sfs often and a full recursive backup very occasionally. Incidentally that mod ( CraftHistory ) runs in it's own thread, it appears - that'd solve any hanging issue if S.A.V.E did it. -
If you don't want to talk about mods, perhaps tag the thread as [stock] like people do elsewhere. I couldn't see anything in the OP that mentioned "TAKE YOUR MODS AND EFF OFF, PURISTS ONLY"...
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Hm, what is "diverging significantly"? I remember driving to the old KSC overground & having to dodge some quite significant mountains, the path had noticeable legs in it. If I'd wanted to keep going around the equator I'd still have had to divert a fair way to avoid being more vertical than horizontal. Meanwhile I did that in under two hours, so going right around Kerbin wouldn't take *that* long. I wonder if that vehicle still works...