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CaptainKipard

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Everything posted by CaptainKipard

  1. I'm having a lot of fun with this plugin but I've got a little problem. I wrote a little script that allows me to keep a constant vertical speed in the atmosphere (also useful for hovering) by keeping my TWR at 1. I've taken into account the mass, maxthrust, and even compensated for gravity changes at different altitudes, but my test rocket is still accelerating ever so slightly (about 0.15m/s^2). Here's the script set radius to 600000. sas off. lock steering to up+r(0,0,180). until stage:liquidfuel = 0 { lock throttle to (mass*9.81*((radius/(radius+altitude))^2)/maxthrust). }. unlock steering. print "ABANDON SHIP!". I'm able to compensate for the acceleration by using RCS but still, it would be nice to keep my ship still.
  2. You are trying to load data from a www stream which had the following error when downloading. Couldn't open file /SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../Plugins/PluginData/kOS/gfx/font_sml.png You are trying to load data from a www stream which had the following error when downloading. Couldn't open file /SteamLibrary/steamapps/common/Kerbal Space Program/KSP_Data/../Plugins/PluginData/kOS/gfx/monitor_minimal.png
  3. I see you can get mass. Is that wet mass, dry mass or current mass?
  4. How's your research going asarium? Any luck in figuring out how to add the model in? It's all ready and waiting. I've added the base, retextured it, and made a simple emission map. Let me know what format you want the model and textures in and I'll upload it somewhere.
  5. I already do that, but what do you do when your ship has four fronts depending on the circumstances. What I mean is the ship I made changes it's forward direction based on 4 action groups. I have a semi-elaborate system where my vtol engines change direction (or not) depending on what I press. I'm also forced to use the only similar light from b9 to show me which direction the ship will move when throttled up and I can do that because each action group turns ON one light and turns OFF the other three. I still have to look at my cockpits to figure out what's port and what's starboard, which is a little difficult in the dark. I'm pretty sure it's easy to do, so why not? Other mods do it, and doing what other mods do will make your mod cool in the eyes of other mods. And you don't want your mod to be a loser.... I hope I've belabored the point
  6. Let me just reiterate my love for this mod; I use it on EVERYTHING, and also to make a request. Please can we have more modes like on off flash on flash off int on int off I've just made a multidirectional ship and having these would be useful for quickly judging what's left and what's right etc.
  7. I don't know how you go about doing it, but your models already reference the same texture files, it's just that they've been copied across multiple directories. Furthermore your .mu and .cfg files don't need to be called "model" and "part" respectively; they can have unique names. You just need to reference the right .mu file in the cfg I think. Have a look at some of the B9 Aerospace parts for example. Quite a few of the parts use the same texture and even the same model, but you've got unique configs with differing properties all in one folder.
  8. Ok, from that it looks like it's 64 pixels per meter for the buildings inside.
  9. Ok I'm not a coder, but if that's indeed not possible right now then it'll probably be possible in the future. Squad have said they want KSP to be able to load parts from the spaceport from within the game and that would necessarily require a way to load and reload files, including cfgs. WRT the model, I'll get going with the base. As for the emissive parts I think the best bet is to have two additional models which consist of only the light parts. One would be textured white with the emission set to white, and the other would be same but with red. You can then put all the models in the same place (I'll make sure they fit) and swap the visiblity of the models and sprites. How does that sound? I'm still new to this so if anyone can think of a better way (like having more than one emissive colour, which I just thought of but I'm not sure it's even possible) then let me know.
  10. So any good artist will know that texture consistency leads to immersion. With that in mind, since I've just joined the modding community I should probably try to keep my texel density similar to that of stock parts and the environment. Soooo what is it? As in how many pixels per square meter?
  11. Hey Nothke. Just wanted to give my approval, but also to ask how come you've got your parts in separate folders. If you kept them together you could save a few megabytes of memory by referencing just one texture.
  12. If you don't mean my model then disregard the following. If you do, then your expectations really have nothing to do with anything. I didn't pull that design out of my arse. Even a cursory google image search should put your mind at ease.
  13. I don't know how to code either, well not nearly well enough to make plugins anyway. This is Asariums plugin I just offered to make the PAPI and ALS models. WRT the lights, yes the sprites should replace eachother, but I was just wandering if I needed to do something specific in blender to allow Asarium to use different textures for the emissive light textures, since they would need to be both red and white too. I don't actually know how emissive textures work. I'll make an effort to do some reading.
  14. This is funny I was going to suggest sprites . As for emissives that also sounds nice. It would probably be always on right?, but you'd need to change it between between red and white. If something needs to be done on my end with respect to that then I'll need some help with it too.
  15. The irony is that is that it used to be less than it is now, but I increased it because I was worried that people wouldn't like it. Maybe you're right though C7 said that his parts are somewhere around 1000.
  16. Well, I don't see a dev thread for this mod so I'll just post this here. Here's the model I promised. It's 506 triangles with a 5122 texture. I'll try to make a bump map and a specular map for it too. I haven't textured the "lights" because You'll need to decide how you want to do them. Actually I'm not entirely sure spheres are the way to go. I'd suggest some static circles (that don't follow you) that fit inside the model where the white circles are right now. Now I'm going to need some help with converting it to the Unity format. I've only ever modded Half Life and Half Life 2. I've never used Unity before.
  17. This is a small thing but the config files aren't formatted like before.
  18. Thanks for updating. But your original post and your readme are confusing. They talk about Plugindata and nonexistent config files. Also in the cam window what is the red dot for?
  19. Ion-whatever doesn't simulate air pressure. Do you think you'll want to try something like that so we can build properly functioning airlocks instead of allowing Kerbals to simply exit through hatches that "expose" the inside to vacuum?
  20. Not releasing objects has nothing to do with DR.
  21. Do you just add the two relevant modules or do you also need to remove the magical force torque somehow as well. How do you do that?
  22. Hey Asarium. Thanks for this mod. If you would like me to make some models for this I'd be happy to. PM me if you like. Edit. I can do the ALS models too.
  23. I don't think we need to worry about eccentric orbits of stars since those probably wouldn't allow for very stable heliocentric planetary orbits (barycentric orbits would still be fine though if high enough). I mean planets are less likely to develop around stars like that. The devs wouldn't even need to create stellar systems with elliptical star orbits. More interesting is planetary and moon eccentricity since those aren't of the question. I think the barycenter should remain exactly the same but the VOIs inside should scale dynamically. This seems the most realistic to me. It wont be much of a problem since: a) Regular SOIs should be used for planets and maybe someday things like highly eccentric comets. Currently the most eccentric orbit is that of Gilly at 0.55, the next is Eeloo at 0.26. Both of those orbit bodies far more massive then they are so regular SOIs should still be used right? This is just off the top of my head. I'm in a bit of a hurry right now. I'll think about it later.
  24. Good summary. You should explain what VOI means under "terminology" Also (in the title) Infulence is spelled Influence.
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