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Everything posted by Starwaster
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QFT And to chime in, the vast majority (and you know that's not an exaggeration) of downloads there (can't call them mods) are worthless junk that someone uploaded upwards of a full page or more worth of uploads (sometimes several pages) with nothing more than a 'selfie' by way of a photo. Spaceport's signal to noise is totally shot to hell and I don't even go there if I can help it. And if there's a mod I like using that's hosted there, as Nathan says, if it's worth a damn they'll re-host elsewhere. I won't miss Spaceport one damned bit.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
Perhaps the inline cockpit wasn't meant to be used this way but I think it looks kinda cool as an observation deck: Sadly however, this has increased the neck of the Starchaser PJ4 even more. Fortunately, judicious application of a pair small drag chutes ahead of the center of mass and the forward landing gear keeps the cockpit from smacking into the ground on touch down. Also, I think this really illustrates the need for an S2 - > Mk2 adapter. As it is, I'm doing something like... S2 - > Mk 1 adapter to Mk 1 -> Mk2 adapter. Or... something. Whatever those parts are. Not bad, I launched and landed three consecutive flights from the airstrip. I'm getting better at handling this plane. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Starwaster replied to ferram4's topic in KSP1 Mod Releases
I concur. FAR somehow caused my plane to crash even on a KSP installation where I didn't install FAR!!! People tell me it's because I stick wings all over the place with no thought as to where they should go or large heavy unbalanced parts and no struts.... but what do they know. .... that's meant to be humorous people.... I'm joking. JOKING!- 14,073 replies
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
I have never even tried that mod with or without the reflective plugin. Given what I know about how it works and how the plugin works, I'm feeling safe in saying that it would work in the sense that it would apply reflection to everything. Everything, whether you want it to or not. If you want to mask off some of the welded part then you would need to ensure that every single texture used by that part made proper use of the alpha channel to mask unwanted reflection OR know the name of every mesh on the welded part that you want reflections applied to. (because the plugin allows you to apply to all or to specify by mesh name) -
You don't actually add insulation to the tank. The cryogenic tank is already assumed to be insulated and that is reflected in its lower boiloff rate. (if you look at the tank types in RealTankTypes.cfg you will see this as loss_rate) There was some talk awhile back about being able to add arbitrary amounts of insulation to tanks which would increase their dry mass and lower boiloff depending on how much insulation you added. Frankly the way it's implemented now isn't quite realistic but doing it in a realistic fashion requires us doing something about Squad's thermodynamics system, and there's been talk of that too but it hasn't happened. Not yet anyway. For now, just know that tanks that say they need insulation actually have it and that your fuel loss to temperature is lower than it would be in non-cryo tanks.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
Yeah, there's a chance, but I can't say for sure when or if. I'll look into it though. -
I can give you one situation that should be reproducible. Put a Real Chute on a craft. something simple that you can launch from the pad Target something so that you can expose the bounding box setting on your test craft once its on the pad toggle bounding box on launch deploy chute. you should see the bounding box expand to include the chute. when the craft lands or chute is cut the box is still at full size. I would say that the chute's transform is still at the last spot the chute existed. invisibly. other mods might have similar behavior I havent tested this with stock chutes nor found other parts that behave that way..
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[0.24.2] Voice Commander 1.3.2 - Control crafts with your voice
Starwaster replied to blizzy78's topic in KSP1 Mod Releases
I just had a sudden flashback to Bridge Commander.... to a vicious battle where a command to fire phasers and photon torpedoes was somehow interpreted as an order to drop shields and cut engines.... -
[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Starwaster replied to PolecatEZ's topic in KSP1 Mod Development
So, will there be an S2 - Mk2 adapter(s)? That would really kickass. You can see how badly I need something like that: (I think I'm using a S2 to Mk1 Adapter to Mk1 to Mk2 Adapter. Or... whatever that piece is) -
Radial engine mount\case(holster\shell\how you call it)
Starwaster replied to zzz's topic in KSP1 Mod Releases
Who or what are Protheans? -
[1.2] Procedural Fairings 3.20 (November 8)
Starwaster replied to e-dog's topic in KSP1 Mod Releases
Sounds like the perfect job for FSTextureSwitcher. (comes with the Firespitter plugin) In fact, I kind of assumed already that's how Blackheart's textures were being used with the fairings....? (I don't actually use them right now so it's just a guess) -
omg.... someone gets it.... after a year, someone GOT it.... I feel dizzy.... someone get me a chair...
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Starwaster replied to Porkjet's topic in KSP1 Mod Development
That is bizarre. I'd also have to wonder if something in the stock code might be doing something weird like mis-parsing the value when it reads it in the config. Edit: Oh, wait.... can you tell from the F3 report if it was FAR that broke the part or stock breakage? Because the very latest FAR does do part breakage if it feels that the part was subjected to too much stress. -
Ooooooh, you'll know. You'll know when you try to switch to a craft and it apparently explodes for no reason at all. (but probably didn't really explode because if you switch away and then back it's still intact) You'll know if time freezes. The planet no longer passes by beneath the ship. You'll know when you're not able to get a context menu from any part of the ship. When dogs and cats are living together. Mass hysteria! (although we say the save is corrupted, the damage is generally confined to specific affected craft. Destruct them from the Space Center)
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Didn't anyone teach those krazy Kerbals that you can't extend your city blocks into the water?
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Get your ass to Duna!
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You removed a file? You need to remove the actual RealSolarSystem folder. I have no idea what you actually deleted but it's not just a file, if you're trying to uninstall. Remove the whole folder RealSolarSystem in GameData and that's it, it's dead.
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Urgh, sounds like an old bug that crept back in. I've got some stuff I wanted to submit for the heat pump; I'll take a look at the context menu issue. It's probably something simple that got reverted.
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I think that's a problem with animation states in the stock generic animation module where an animation can only be detected in one state at a time. Literally the deployableHabRestrictor thinks that you deflated the hab when it started spinning. Not sure what the solution is; there's other animation modules created by other modders that might help.... Or maybe the restrictor needs to be modified such that it keeps track of state through other means.
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
It's not terribly difficult. Not nearly as difficult as I feared it would be. Did you see my post here? http://forum.kerbalspaceprogram.com/threads/70089-Reflection-Plugin-Continued-0-23-5?p=1142035&viewfull=1#post1142035 It might appear to fail at points in the VAB but will work once you get the craft out in the 'real world'. That is, when you launch. In the VAB (or SPH) it might not work or it might seem to work but then fail when you Switch to a new texture OR Mouse over then move mouse away. (because stretchy/PF will update textures) This is the code I stuck in the stretchies: (it's MM code; not sure if it will catch Procedural Parts; not sure if the Module is named the same.... assuming it's changed. have to see) @PART[*]:HAS[@MODULE[StretchyTanks]]:FINAL { MODULE { name = ReflectiveShaderModule CubeMapSize = 128 FarClipPlane = 500000000 //NearClipPlane = 10 OneFacePerFrame = True ShaderName = Reflective/Bumped Specular realTimeReflection = False updateRate = 300.0f // The height of the parallax map. Values are accepted between 0.005 and 0.08. ParallaxHeight = 0.005 // How reflective the reflection will be (Weakest 0.0 - 1.0 Strongest). // -1.0 means use ReflectionColor instead ReflectionStrength = -1.0 ReflectionColor = 1.0, 1.0, 1.0, 1.0 _Color = 1.0, 1.0, 1.0, 1.0 //MeshesToChange = polymsh_detached,polymsh_detached1,polymsh // How shiny the specularity will be (if specular). // This value will be automatically set if it already exists on the previous shader and is not defined here. Shininess = 1.0 //SpecColorR = 1.0 //SpecColorG = 0.8 //SpecColorB = 0.0 //SpecColorA = 1.0 //rimFalloff = 5.0 //rimColor = 0.8242, 0.6445, 0.1914, 1.0 } } And, it bears repeating, end results can be greatly improved by careful application of an alpha channel, which controls reflection strength. So you could have something like really polished aluminum but then a glossy painted on surface that is only mildly reflective. Unfortunately you share specularity strength with the same alpha channel, which is unavoidable until we get a shader that accepts an additional texture to control that separately. BTW, near future I'm going to update with improved performance when timewarping. I'm sure someone must have noticed when timewarping that it lags a good deal more than otherwise. Maybe people just thought it was unavoidable but there doesn't seem to have been a whole lot said on the subject. Oops didn't see that. Not really planning on additional visual effects but that's not to say that I won't. I'm not really planning on getting into doing custom shaders for KSP right now. (though, I did for Crysis years back and was recently surprised to find Google auto-completing search requests for Starwaster with 'Starwaster Water Shaders' as I thought I'd been forgotten. Sadly, the chia tanks and pink furry nanosuits didn't get the same treatment) On making reflection toggleable in-game; not planning on it. I'd rather try to improve overall framerate. The main place I notice that is during warp and that can definitely be corrected. If I hit a dead end and it's still a problem then I'll see about putting in a toggle to allow it to be shut off.