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Everything posted by NoMrBond
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HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
You can tweak the HotRockets! parameters to give a smoother effect gradient As I'd found that I was basically seeing nothing until ~70% throttle and all the gradient was from there to 100% -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
NoMrBond replied to rbray89's topic in KSP1 Mod Releases
If you can manipulate the VE rendering to create a plane perpendicular to the surface parallel rendering layers, could that also be used to make similar effects at the poles for auroras rather than making them as flat higher layers? -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NoMrBond replied to Porkjet's topic in KSP1 Mod Development
Instead of the end-caps being separate, why not have the end caps, side beams and bay doors as one part, have the bottom as a separate part which clips onto the bay structure That way you can build inside the bay (with the doors open), then clip the tiled bottom on (or even another set of doors if that tickled your fancy) after your payload is inside -
How do I modify a cfg file to make a mod career mode ready?
NoMrBond replied to THobson's topic in KSP1 Mods Discussions
The latest version of MSI/IR has career mode integration If you check the .cfg files you can see they have "TechRequired =" and "entryCost =" arguements No idea about TAC-FB though, is it one of the mods where you need a part (i.e. a pump) on the ship (kind of like Engineer Redux has the build/flight parts)? -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Beastly Science has those -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Thanks, and, uhh I honestly don't know Maybe not since the drag is just a argument in the .cfg, and/or partially based of the NODE/NODE (size) to what it's attached to for FAR? The petals don't actually have colliders if that figures into it, I have no idea what moving colliders would do to KSP and or the drag model, at full extension the petals fit exactly inside the 0.625m profile though I'm trying to get a framework set up to handle a 1.25m engine without going triangle-crazy (or myself crazy setting up the animation) -
Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
If breaking compatibility is required for the long term health and functionality of RT, then doing it with the 0.24 release when a lot of save restarting is likely anyway, sounds like a good idea Anyone against save breaking still has the option of retaining their current 0.23 install to continue their save, or finding a way to update their persistence file -
There could certainly be better ways of handling it in Blender that I'm simply not aware of, my knowledge of Blender could charitably be described, at best, as poor, although I enjoy experimenting with it as time permits Blender is also free, so comparing its feature-set to something like Maya, which starts at ~$800 USD, well I'm sure you're getting a lot of features for your $800, but it's tough to beat the features-per-dollar ratio when the dollars are zero. There are plenty of custom scripts and help for Blender through its community, I should really find one for adjusting origin orientation to help with animations. I don't know why you would run Blenders ES-Modify before unwrapping, that'd be torture (UV unwrapping is already torturous at the best of times to start with). It should be the last thing you do before loading it up in Unity (according to what I've read/seen so far anyway).
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Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
What is the current state of kOS support in RT2? I don't have kOS but I see that 0.11 was just released a few days ago, does the kOS program/op stay active when RT connection is lost or is that a planned feature? -
HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
Wasn't someone was having this earlier in the thread, where they were getting two engines so thrust and heat was crazy? What was the solution there -
KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
No apologies necessary, certainly not a complaint, just a nice forum feature you can take advantage of -
You can set smooth/flat shading per vertex (or is it per face?) in Blender if you like, I found that level of manual minutiae just excruciating The Edge Split modifier isn't too bad though, it doesn't split everything, you can set custom tolerances for when an edge gets split before applying Unity also does mesh optimisation on import which I haven't run into any troubles with yet (that where not of my own making)
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Some enabling parts for this would be nice, as currently you'd need to bring along a command pod to 'store' reports, results and samples Some kind of mountable sample 'pod' which you can store your collected Science! in allowing you to drive and sample and drive and sample and drive and sample without needing to go back to the lander command pod after every sample. Maybe even some 'rolling science' which requires activation and then a certain amount of traverse Making some terrain scatter solid and sampleable could also be interesting, you don't want to land near it in case you land on it and tip over, but you still want to be near it so you can drive over with your rock drill for a sample
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KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
Hey Avindair, the forum natively supports IMGUR albums, so you can just And your album won't end up in a scrolling frame -
KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
What if you had an animated hatch that led to an airlock space and the entry (isTrigger box collider that airlocks are) was inside the animated bay? That sounds pretty fiddly though -
HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
I accidentally made an engine upside down (exhaust pointing down/Y-), and the exhaust ended up shooting backwards towards the engine even though the thrust transform was correctly pointing away from the engine So the effects are not only tied to the location of the transform, but they ignore the direction of the transform and orient Y+ (Y+ being 'up' in KSP for some reason, typically Z+ in anything else) Be careful when you have your X = 90 exporting orientation (so Unity/KSP know which way is up) set up, that the nozzles are pointing 'up' I guess -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
NoMrBond replied to Porkjet's topic in KSP1 Mod Development
The hatch may be too far from the part origin, that's an annoying limitation Needing to move the origin so the exit works leaves you needing to do a CoM offset in the cfg to get the weight back where it should be -
Try going to object mode Select all set [shade Smooth] add Modifier>Edge Spilt>Apply Modifier is the small blue spanner, usually on the right panel
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I think it might be Unity in this case, is the shader set to Diffuse instead of KSP\Diffuse?
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Now-defunct-thread-that-should-not-appear-in-google-search.
NoMrBond replied to Cilph's topic in KSP1 Mod Releases
Don't worry about creating a perfectly circular 2968.75km altitude orbit (for Kerbin anyway), it is not essential With a roughly circular orbit ~2970, set your geosync satellites up via their orbital periods (Kerbin is 6 hours). It is much easier to get a satellite's orbital period to exactly 6.00.00.0 than it is to finesse the altitudes to exactly 2868.75/2868.75. Same for anything else, match the satellites orbital periods and your network will be stable -
Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Fixed UV, almost fixed texture (maybe should have waited for daytime as these are a bit dark). Fiddling with alpha-specular even Really need to figure out how to generate normal maps [Edit] Basically happy with it Now to take stock and get other hanging stuff up to snuff and roll up a new release -
The parts thing seem to come up a lot, it's generally gone down that vague/general 'give us more parts' stuff gets frowned down and locked up, whereas if people put forth specific and thought out part requests that seems fine (YMMV). I've been trying to make some rover frames for a while but they never turn out right, cannot ever get the tubular structure joining up in a satisfactory way, or suitable level
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
NoMrBond replied to NoMrBond's topic in KSP1 Mod Development
Managed to break the UV map (failure to release vertices before moving to next group) on the engine while trying to get some work done on the MACEv2 over lunch, and didn't realise until I checked the textured object mode at the end of the session /headdesk Oh well, only the petal unwraps are destroyed, hopefully that shouldn't take too long to fix Going to leave this as 0.625 rather than resize it upwards to 1.25, I don't think the 24 face cylinder base would look decent that large and the bigger format should allow for better details, starting from scratch will also let me plan in better part articulation -
KOrion Capsule -- First Mesh Developed for Mod Work
NoMrBond replied to Avindair's topic in KSP1 Mod Development
I find UV unwrapping is always the absolute worst part of a modelling project Thanks for sticking with it -
HotRockets! Particle FX Replacement + Tutorial
NoMrBond replied to Nazari1382's topic in KSP1 Mod Development
HotRockets! plus animated engine Please excuse potato placeholder texture