-
Posts
177 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Cheebsta
-
View from inside main tank, fuel line is there, but obscured by the lines built onto the tank coming down. Connecting to main tank: Symmetry added, everything from here is just duping (except the cone and control bits): Ready for launch, whopping total of 12 struts: ~7000m, and I still haven't pushed a button besides spacebar: Finally here it starts to wobble, but again, not a single input from me other than spacebar. It rolls back and forth a little, but doesn't complete a full rotation till in around this mark either. I placed only 1 fuel line myself in this build. I did have to set the staging for the decouplers though.... Somehow I had it doing that itself too at one point... Just not sure now how.
-
Frameshift and FTL Drives– Puffin Technologies
Cheebsta replied to OrbitusII's topic in KSP1 Mod Development
Have to love when shots in the dark actually hit something, lol. Glad to be of assistance ^^ -
If you're pointing at a spot 50m beside the docking port when you line the pink and green markers up, you're just setting yourself up to fly past in a straight line 50m from the docking port. The green thing is showing your relative motion, so if you look at the other vessel and see you need to go right to line up, the green thing needs to be to the right of the pink thing. I was screwing this part up for a while, but once I got it through my thick head docking became a non-issue, except for the occasional massive explosion upon docking here and there. Also, make sure you're targetting the port, and controlling your ship from the port. Makes things less complicated, especially if one or the other isn't right on the end of a rocket. Also, also I also do the trick mentioned above and mount mechjeb, a light, a battery, or some other relatively insignificant object to the "top" of the rocket while it's in the VAB.
-
Frameshift and FTL Drives– Puffin Technologies
Cheebsta replied to OrbitusII's topic in KSP1 Mod Development
Yeah, the torus looks neat, but that new model looks right at home in the KSP world. Not sure what you might be thinking to fix the clipping, but if you're open to suggestion would selecting all the ones facing one way or the other, and applying a teeny tiny z-rotation to them work? If not, good luck, lol. That doesn't look like fun with so many regardless. -
What would be the easiest way to OBLITERATE THE ENTIRE PLANET?
Cheebsta replied to Kerbface's topic in Science & Spaceflight
Upon further thought... I think the idea a singularity has to overcome local gravity was a serious misstep in my logic... Considering "singularity" sort of means pinpoint infinite density, to be a black hole in the first place would already overcome it. Meaning it *can* be just big enough to be massive, and the trick is just to stop it from flying through the core and out the other side at a billion miles an hour. -
What would be the easiest way to OBLITERATE THE ENTIRE PLANET?
Cheebsta replied to Kerbface's topic in Science & Spaceflight
That bit was actually just genuine curiosity on my part. The idea has been mentioned a couple times here, or at least references to LHC and black holes in some way. Kinda wonder what it would actually take, if it's even capable of going massive. -
What would be the easiest way to OBLITERATE THE ENTIRE PLANET?
Cheebsta replied to Kerbface's topic in Science & Spaceflight
Is there any theoretical power demand numbers for a massive LHC? I think that's probably what would put that idea out of our reach for a good while. Iirc, the singularity would also need to be massive enough to overcome local gravity, not just consume matter, so you need a really big massive LHC. -
What would be the easiest way to OBLITERATE THE ENTIRE PLANET?
Cheebsta replied to Kerbface's topic in Science & Spaceflight
I wonder how filling every volcano to the top with MK-41's set off by smaller nukes would do? -
The trick is what I said about lining them up on center using the decoupler as a guide. This makes sure that when the duped line goes looking for an attachment point it looks in the same direction the decoupler is, which sort of has to be the tank you attach to, and if you always attach the next tank to the previous tank they stay in order. The exception is when the fuel line doesn't connect to anything and ends up just a nub on the side of a tank. I am not sure why this happens, but once in a while it does.
-
The exact design in the pic would be a little hairy because of stage 5, I was just whipping up general concept in 30 seconds in Paint without putting much thought into function. You wouldn't want that stage stuck between the next and main like that because you'll likely be in gravity turn when it goes, and it's probably not going to come out of that hole without taking something else with it, likely an engine, which equals disaster pretty quick. It really should be a giant disaster... I built the first one just screwing around... and it flew brilliantly. Been using it ever since for heavy rockets.
-
No, no, they drop 2-3 at a time, depending which symmetry I use to put them on. I just only have to place 1 fuel line, 1 tank, 1 decoupler, and 1 engine (with symmetry of course). Only the first set of radial tanks is actually connected to the main tank via decoupler, and the fuel lines get duplicated with the tanks and attach themselves to the previous tank, so long as they are placed near that center line. Edit: Like this, where blue line is decoupler with fuel line directly under it.
-
Not sure you actually meant me, but I did this, and I think my way is actually simpler... Though maybe not "asparagus"? I am not sure what defines that. I only set up 1 tank, with engine, decoupler, and fuel line the way I said above. 2-3x symmetry. Dupe the tank assembly, and stick it to the side of the tank I just duped. You can add a ton of tanks this way if you want... doesn't really do anything, but is fun to set off 25 mainsails at once.... And for some reason it doesn't take half the struts sticking them to the main tank, or in rings, does. Fuel lines add themselves (apart from occasionally sticking to the end of themselves for some reason), and you just have to move engines to the bottom stage, or wait to add them till the tanks are on.
-
Difficulty with Unity/KSP and textures
Cheebsta replied to BryceSchroeder's topic in KSP1 Mod Development
You certainly do NOT want to make a mesh collider from your main mesh... Unless your main mesh is just a cube, or something extremely simple and already convex... .dae should also import fine into Unity, and that part.cfg isn't what you're trying to use if you're getting that error. I think you have a compound issue. You're trying to do a replace with a MODEL {} node and keep all the textures in one folder, correct? Try keeping the part.cfg, model.mu, and any associated .mbm files all in the same folder, just temporarily till you get the rest sorted out. You won't need a texture reference at all then in part.cfg, so comment them out. What program made this mesh? It could be that it's exporting something screwing into the .dae file, but no idea what may fix that without knowing the program. But try to export the model with no materials, only UV mapped, and see below how to make and apply material in Unity. Also, in Unity, try getting rid of the material currently on your model completely. Does the model itself show up okay then? If so, make an all new material in Unity, by right clicking assets area and picking it out of the menu. Set your tex to it again, and the KSP shader, then drag and drop it onto the model. Does that help? -
Isn't that just infinitely improbable?
-
This doesn't work 100% of the time, but it is a useful trick: Place your first radial tank. Flip your view around until you can see through the main tank to the side of the radial tank facing it. Use the decoupler to estimate where the tank center is, and place the fuel line as close as you can to that, about a decoupler length below the decoupler. Spin your view around the other way, and do the same for the other end of the line into the main tank. Now just hold Alt and pick up the radial tank *at the decoupler*. When you place the next tank the fuel line should already be there. The decouplers should stage properly without you having to fool with them too. Also works with struts, but be careful, I am fairly certain using it on them has caused spontaneously dis-assembly on a couple of my rockets.
-
I think he means potential Delta V left in the tanks, to compare against maneuver node amounts. I use the crap out of this window from MechJeb because I have no idea how to actually figure it out otherwise, lol.
-
This. Unless maybe said orbiting object also has a very effective way to rotate itself 180 degrees in place and use repulsion, and probably some acceleration, to travel to the other side of the field? Also, interesting how people think that matters at all, international forum or not. If a post is understood by 95% of the people who read it, and you complain about it, you're making yourself look dumb, not the other way around.
-
On the modifier is an apply button, you have to click that before it takes effect on an "exported" model. Do not click it though until modelling is complete. To make edges sharp it has to duplicate vertices, which complicate editing. If you apply the modifier and decide you want to change things after the fact. Mesh -> Vertex -> Remove Duplicates. This will weld everything Edge Split ripped apart back together. The whole mesh will revert to smooth shading though, and you will have to apply the modifier again. Basically all Blender modifiers work this way. When you click "Apply" they are removed from the modifier list and the changes are put to the actual model rather than being simulated. Some of them can be quite demolishing, so make sure you're sure you're really sure you want to apply them. You can also split ornery edges yourself by deleting one face attached to it, duplicating the edge, and then replacing the face you deleted, but attaching it to the newly made edge rather than the one it's sitting right on top of. This is exactly what the Edge Split modifier does. Having the vertices duplicated like that will stop smooth shading across the edge. Also, also, it looks like you've already done this, but keeping certain parts separate rather than making the model from a single mesh is sometimes needed. Your tank farm for example, a lot of times it can be difficult to find an edge split angle that renders the rather square base nicely without also making the caps on the tanks blocky. I may whip up a nice big static model or two now that I've seen its possible to drop them in without having to rig up some weird delivery system to place them. EDIT: PS; make sure Auto-Merge editing is off when doing all this edge sharpening.
-
Does this perfect 2 body system where Lagrange points work so perfectly actually exist in the universe?