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KSP2 Release Notes
Everything posted by CaptainKipard
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Part files aren't enough to diagnose this problem. Have you checked the logs for error messages?
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No. but the smoothing shader might look a little off. I don't think 8 faces is enough for such a large component 12 seems more appropriate to me. You don't need to worry about triangle counts. If you make your models just detailed enough where increasing detail makes no visual difference, then it's ok.
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Has anyone else not bothered with career mode?
CaptainKipard replied to J2750's topic in KSP1 Discussion
Say whaaaat? -
No the long vertical thing connected to the box and the exhaust. Quads get triangulated automatically, because 3D graphics work with triangles, but you should be modelling with quads because it makes for nicer edge flow. The only advantage to triangulating faces by yourself is in places where you need to specify how the edges flow. That's not something you need to worry about for now. When you get more practice, you'll probably come across a place where you'll need to do it. For now just work with quads.
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
CaptainKipard replied to Ven's topic in KSP1 Mod Development
I guess Ven is still using the old way of scaling parts? Are "scale" and "rescaleFactor" both 1? -
OK. I can only see some flaws with it: 1. That vertical thing that's off to the side could use more faces radially if you know what I mean. I could be as detailed as those doughnuts on the top of it. 2. The exhast could use two more edge loops to smooth out the curvature of it. 3. You could try to keep the number of faces consistent for round objects like the exhaust and the ring around the bottom of it. For whatever reason it looks twice as detailed when it doesn't need to be.
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Has anyone else not bothered with career mode?
CaptainKipard replied to J2750's topic in KSP1 Discussion
I clocked about 1000 hours before career arrived. After it did I tried getting into it, but I never even once finished the tech tree. Each time I started a new game I ended up abandoning the game quicker and quicker. I want to give 1.0*cough* a fair chance so I started a proper game on moderate and I'm making my way through it. It's still not nearly as fun as I remember KSP being in sandbox. The incoherent implementation of career ruined this game IMO. -
How to search for all threads with a poll?
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Hello. This is getting annoying.
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Revamp scientific progress
CaptainKipard replied to Jappards's topic in KSP1 Suggestions & Development Discussion
I think at this point the only way for Squad to save face would be to release a separate conversion DLC that converts the science system to something approaching what we've been screaming about. No that's just nonsense. Squad know very well that players didn't need an incentive to go out into the solar system before career mode was implemented, so they don't now. That's just flat out incorrect. Please don't resort to strawmen. It makes you look silly and doesn't move the conversation along at all. -
Solar Panel always faces edge-on to sun
CaptainKipard replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
From the name I'd guess raycasttransform is used for sun ray vector calculations used to calculate the proportion of your total potential power generation. -
Solar Panel always faces edge-on to sun
CaptainKipard replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
I'm pretty sure the game rotates this object absolutely, not incrementally from what you set it. You're not setting anything. It's like the lookAt constraint. No amount of rotation is going to make a difference. - - - Updated - - - Show your hierarchy -
Solar Panel always faces edge-on to sun
CaptainKipard replied to Squiggsy's topic in KSP1 Modelling and Texturing Discussion
If raycastTransform is the object that rotates dynamically in the game then obviously rotating it in Unity wont work, right? I've never done panels before but if I had to guess you need to rotate the hierarchy UNDER that parent not the parent itself. -
Add sound to a part
CaptainKipard replied to touzenesmy's topic in KSP1 Modelling and Texturing Discussion
That's a good question that I'd like answered as well. There's not a lot of info on this except this post. -
Revamp scientific progress
CaptainKipard replied to Jappards's topic in KSP1 Suggestions & Development Discussion
This sounds really good to me. Actually I should have added that Reputation should also be a modifier or factor into how much funds you get. Will you mod strategies to convert 100% into funds then? Post a link here when you start a development thread. It's not an abstraction though. It's largely contrived. -
There's only one way to find out...And that's to make every possible mod under the sun with all the available information contained herein, and I'm not about to do that. Let's try this again.
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Revamp scientific progress
CaptainKipard replied to Jappards's topic in KSP1 Suggestions & Development Discussion
Science shouldn't be a currency at all IMO, and if it must be it should be a temporary currency that you turn into funds. It's FUNDS that drive research IRL. The whole science system is just incredibly silly. Anyway don't hold you breath on this. Squad locked themselves into a dumb decision early on, and no amount of argumentation has yielded any change so far. We were promised a better tree.... What we got was the same nonsense++. -
New Part: Interstage Ring
CaptainKipard replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Unlike current interstage thing It should have colliders, don't you think?