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Everything posted by Starwaster
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[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
No, your main texture, (or diffuse as it's sometimes referred to) -
I can access the github site just fine. I couldn't do it for a few hours; have to go do some chores, but if you want, I could fork your fork and then do a pull request?
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I don't get wobbling... Is it a big station? maybe some other parts are responsible? Also have you tried turning the RCS/SAS off?
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
Mass is not persistent data so it's not recorded in the save file nor in the craft files. Neither are engine stats like thrust or Isp. Changes made to those stats just carry over to existing craft in save files and craft files. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Which is why I mentioned the timers. I'm just saying they would go well with a ground contact trigger. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
Four is all there is and four is all you need. You can configure them, remember? Even resize them. -
[1.0.5] Reflection Plugin Continued 2.0
Starwaster replied to Starwaster's topic in KSP1 Mod Releases
It's in the alpha channel. Alpha controls strength: -
I've just been using stretchies. I'm considering making a separate part though which would double as the aft tank's radiator for those using RF.
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All I've been doing for propulsion so far is modifying the LVN to be surface mountable and rescaling it up a bit. That just takes a config file and I'll be including that. I'd like to model my own later down the line though.
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
Starwaster replied to stupid_chris's topic in KSP1 Mod Releases
That would be a nice touch. I have a space plane I'm rather fond of, but it's got an awfully long neck and the cockpit has a nasty tendency to smack into the ground on touchdown. I should shorten it, that would be the smart thing to do, but I figure four drag chutes, with the two forward deploying immediately and the rear ones on a 2 second timer should keep the nose up. -
Didn't think of it. Uh... BA-550? I think it's more than 3.75.... but maybe less than 5m. Can't remember for sure though. (had it mounted briefly on my 5m hab adapter but I can't remember if it extended all the way to the edges)
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Just speaking for myself, the only time I landed one it was on Duna and the air is frightfully thin. Needed some retros. I used the B9 Atlas (?) which is really FLAT so it goes nicely with the F.L.A.T. hab but it still needed a fuel tank. I guess I could have put that on the roof but I didnt like the way that looked.
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Ok, little update. Had a lot to deal with including some other KSP mods I'm involved with but I'm back to working on parts. I am aiming to have these out by the time the 23.5 update comes out. (seeing as how one of Copernicus missions involved asteroid interception). Can't give a good ETA right now; I have to rework the scaling (see below) and go through and adjust masses for the rescaled parts. It's no fun trying to raise a 2.5m tank that has a dry mass of 22 tons. To recap, these are the parts I'm currently working with. hab adapter, meant to allow attachment of things like inflatable habs or whatever you want to the trusses. saddle truss: meant to have a drop tank mounted in it but could have other things mounted on the outside or inside. half saddle truss. Half sized version of the above, but no mounting point for tanks. (could add one later if there's desire for it but it's meant as a storage area of garage for smaller craft. drop tank. Mounts directly to the full sized saddle truss. Both of them connect in the form of docking nodes. decoupling requires action groups. Will not stage unless you use a radial decoupler. Technically, it could be refilled and reconnected but that's up to individual imagination. (KAS grappling would be a good fit here) Docking rings to be mounted either at the ends of the trusses or in the truss adapter ring. Truss Adapter ring allows connecting a docking ring to a fuel tank but also contains batteries and avionics so parts with this. If you've seen the Copernicus or Constellation videos then you may have seen fuel tanks with nuclear engines and solar panels launched for later rendezvous with trusses or other parts. The adapter ring is meant to help facilitate that. Latest on these parts is I now have everything rescaled (from the default 10m) to 5m, 3.75m and 2.5m. Some use MODEL{} nodes and because of the rescale bug involved with that had to do some rescaleFactor trickery. This is the first time I've done this on such a scale so was unaware of the rescale bug that happens IFF the part is root and you revert to launch pad. (scales back up to its original sizeI guess). So I have to go back through them and rescale everything the old fashioned way, but that means rescaling all attachment nodes by hand, which is sucky tedium. What else.... multiple textures will be available for the drop tank but it will have foil normal map#4 by default. It is also configured to make use of the reflective shader plugin if you have it installed, and I recommend the build I released, which has the option of non-realtime reflections, or procedural environment mapping: That's the term I prefer for it. Finally, screenshot of the hab adapter with some texture reworking: (actually it's four half trusses, 10m, 5m, 3.75m and 2.5m with matching hab adapters)
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That's actually incredibly easy to do yourself from within the game. Most windows have an E on the title bar. Click that and you will get an editing window. IIRC, Biome's are under Miscellaneous. It shouldn't take you but a minute or two, unless you get caught up editing the hell out of everything, which you probably will once you see how easy the editor is.
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
You click it in the main MJ2 menu and then click on the toggle box. When it's on, the RCS Balancer menu item will be green. Do you really need a screenshot for that? Next time I'm running KSP (not until later this evening) I'll get a shot of it and PM you with it, but it seems kinda superfluous... -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
Well, to be fair it sounded like there was some uncertainty in his mind as to what maneuver node bug I was talking about. I guess we'll just have to see. *Fingers crossed* And I guess this is getting a little off-topic and not KSO specific so ima sign off on this conversation. just.... *fingers crossed* -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
Bleah, I asked Shimmy if they fixed them (dancing nodes) and he said he doesn't think so.... But then, if it's just a parts pack and no code update that's to be expected. Oh well. MJ2 + RCS Balancing = happiness -
[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
I must have missed that bit of news.... there's going to be an intermediate release before 0.24??? -
DREC does not know that FAR thinks the parts are shielded. Nathan mentioned a DREC branch that (IIRC) needs to be merged that would fix that? I think?
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[0.90] Kerbin Shuttle Orbiter System v4.13
Starwaster replied to helldiver's topic in KSP1 Mod Releases
It's stock KSP's fault because MJ2 just points where KSP tells it the maneuver node is. -
That sounds good enough; a ladder will be fan-freaking-tastic!!!!!!
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Which does not meet my criteria for 'targeting is possible'. The problem is that the model requires a set of three transforms (in addition to the ones it currently has), one for each of the docking ports that says which way each actually points. Each port actually requires two transforms for proper operation. For a docking port whose front is aligned with the model's forward vector, it is possible to get by with a single transform and the game just uses the part's forward vector. To further elaborate, each port requires a dockingNode and a controlNode. The dockingNode uses its Z axis to define the port's forward vector and the controlNode uses its Y axis to define the port's forward vector. (which is really lame because if you're not aware of it or if you forget for an instance then you can mess up your docking port model. But... that's what we have to work with so C'est la vie) When the above issues are resolved, it works fantastically. A hack job is possible, which is what I did for myself locally but I'm hesitant about releasing it because well... hack job. It would be better if it were integrated into the FLAT model itself, IMO. Oops didn't see PJ's post! That'll be great! The following was docked with MJ2 alone. Point, click and dock.
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Look at the top of the hab. Starting at the airlock going clockwise: 1st button, 2nd, 3rd. Except.... I'm not sure that targeting is actually possible in the current FLAT hab release. Control from definitely doesn't work. (though I sent PJ information on how to get it working, hint hint )