skykooler
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[WIP] Radioactivity - test release 0.1.1 (Sept 7, 2016)
skykooler replied to Nertea's topic in KSP1 Mod Development
So, this would create a reason to make long spindly ships - move the radiation source far enough away, and the inverse square law is the best shielding! -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
Keep in mind that the high-res pictures of Uranus were taken at the solstice, and may not be representative of it most of the time: viewed from Hubble 20 years later, it has cloud bands and looks more blue: -
The physics engine should handle it just fine. However, kerbals probably won't be able to walk on it.
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Great work as always! ...Wait. The LV-1 was a turbopump-driven engine? Who is making these miniature turbopumps??
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I don't know about 1.1 - I didn't buy the game through Steam, so I can't update it until the full release is out.
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[1.1] VesselMover v1.5 (+Vessel spawning, toolbar ui) - Apr 25
skykooler replied to BahamutoD's topic in KSP1 Mod Releases
@BahamutoD Perhaps the code from Extraplanetary Launchpads might be able to help with the launch clamp issue? -
[1.12.x] Docking Sounds!! v2.1.13 (1/30/2023)
skykooler replied to tg626's topic in KSP1 Mod Releases
I also am really hoping for this to be brought back, it just adds so much to make docking really sound solid.- 137 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
skykooler replied to pingopete's topic in KSP1 Mod Development
and, failing that, for 1.1 to come out and bring 64-bit to everyone. -
An issue I encountered with the seaplane contracts: I completed one, and apparently the dock, tiki huts etc. weren't removed. However, on my next seaplane contract, new ones were put in the same place, which resulted in some startling fireworks: By the way, would it be possible to have an option for those contracts to not have the models? They have so many parts that my physics runs at like 1/3rd speed when swapping passengers.
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Here it is: http://s000.tinyupload.com/index.php?file_id=00000241515944626488 I fly it to the base of the mountain, land, undock the helicopter bit, and fly only that up to the top.
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No, it isn't. I couldn't trigger it, and then while flying really close to the mountain trying to reach it exactly I crashed and failed the contract. What I did the first time was land on top of K2 and walk the Kerbals up there. Is that more than 500m from the waypoint?
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I couldn't land at the waypoint, because it was on a near-vertical slope, but I hovered within a few meters of it and it didn't complete - do I need some sort of wall-climber that can land on the side of K2?
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Aha, I downloaded 1.1.1, but it was still the same contract. Thanks! New issue: the medivac rescue isn't marking anyone as there. The kerbal in the other seat is Rondous, and Ensign Joe is in the front. I flew to the search area, and that wasn't checked either. Might it have anything to do with the presence of a probe core? I put it in there before I remembered that Ens.Joe was a pilot.
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What if, instead of creating a plane of vertices that you project, you create a half-sphere (in the direction between the player and the sun)? And then deform the vertices the same way you were doing. Edit: on further consideration, you'd need the other side of the sphere too if you were facing away from the sun, but not if facing toward it. So, I guess, project a section of a sphere that is the union of a half-sphere in the direction of the sun and a half-sphere in the direction the camera is facing. (You could project a whole sphere, but that would have a lot of unnecessary vertices that are behind you and don't deform to somewhere you can see.)
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Another problem with the tourbus contract: it doesn't seem to work with the helicopter cockpit from KAX (which behaves like command seats):
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