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Vorg

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Everything posted by Vorg

  1. I do wish chutes stayed a few seconds to insure the craft was really stopped and not going to fall over or something. Just because you hit 0 m/s for a milisec doesn't mean you are really stopped.
  2. The problem with putting life spans on parts or anything really in this game is that decades can go by in minutes, while time warping to a launch window. And with it taking game years to get to some places, you easily end up not being able to get needed resupplies in time. And trying to do so puts a lot of craft flying around that can then miss windows.
  3. Ok, so the newest smallest stock fins have rivets along the base and when you look edge wise, they are raise. I figured they were bumped in given how small they are. Are they modeled in with poly's?
  4. I thought bump maps where displacement maps. The whiter the pixel at a point, the more it is pushed out and the darker, the more it is recessed, like a terrain elevation mapped to the model.
  5. I have been hearing and reading that you can keep running data through labs for more points. You need a fresh lab each run and it seems you need a fresh sample, but you can keep generating science data from the same spot.
  6. Kerbals use nitroglycerin in most of their manufacturing. Gives more bang per buck, but leaves the stuff they make a bit unstable....
  7. Thanks. I have another question about bump/normal maps. Time was, bump maps where used to add detail to a model at render time that wasn't in the poly's. Now everyone is using these normals maps. When I see one with an image viewer, I wonder how it can hold depth info when it looks more like just a render at a fixed angle/lighting. Now reading more about them, it sounds like they are in fact just fakes adding edge preshading without really adding the depth texture. Is that true? Are true bump maps no longer used now that video cards have so much more power to make use of them?
  8. I'm playing around with Gimp and when exporting a texture using BC1/DXT1, there is an option for Mimmaps to ether have none or generate one. I've been going with none which seems to work. Should I have it generate it?
  9. You collect the data from the probes or what ever. Put it in the lab and have it process it. After it has been tagged for processing, you can take it out and turn it in if you haven't already turned that science in. Assuming you have, instead of taking it out of the lab to turn in, take it out and put in another lab and tag it there for processing. Basicly re-process it in another lab. Does this work? or do you have to take the probes back out and collect fresh data for the next lab?
  10. As to what to do with any planets/moons current or new, right now the game kind of dead ends with sending rockets out. There are several colony mods, one of which even adds colonist. This is one thing that could be added to extend the game. What do you do once you have been to the planets and set up mining bases for Ore/fuel? set up colonies both orbital and on the ground and run them.
  11. But do you have to recollect it? or can you just move it to another lab after the first lab as run it?
  12. Don't forget to put a lab in Kerban orbit asap. Science collected from Kerban and KSC give only 1/10 the data when used in a lab on Kerban. But from what I understand, just put the lab in orbit for the best place to run that data.
  13. Well, after a bit more testing, I found that one of the red blobs at the bottoms is used. It is the inside of the mouth, top and bottom. The other must be for tongue, but even in stock, I don't see a tongue on them, so maybe no used. The Female textures also have a red blob and I'm guessing that is their mouth inside. Haven't tested yet. Was hoping to add teeth pattern texture/NRM, but guess not. "but the default texture is kept (the one from Default/ if present, stock otherwise)" Ohh, if I put a custom texture in /Default it will do the teeth? Guessing the file name would need to be kerbalHead.dds? or would it be kerbalHead.tex.dds? The stock heads I found where: kbGeneKerman_head.tex.dds kerbal_old.tex.dds kerbalGirl_06_BaseColor.tex.dds kerbalHead.tex.dds kerbalHeadBeard.tex.dds stubble.tex.dds wernerVonKerman_head.tex.dds Ok, this does work. A modded kerbalHead.dds file changed the teeth for both male and female kerbans. Also found that the tongue is only used for IVA's (the portrat and when in IVA looking at other kerbans).
  14. After putting a grid on a kerbal head texture, I found the white area on the male heads does not seem to be used for the teeth. I don't know what the white area is. The female texture doesn't even have it. Teeth must be another texture some place.
  15. http://forum.kerbalspaceprogram.com/threads/132010-Select-which-science-to-move
  16. My understanding is, once an experment has been added to the study pool in a lab, you can take it out and ether turn it in OR put it in another lab to have it restudy it. Soooo, when collecting science, get 2 copies. One copy to turn in for the one time raw science, and the other copy to move from lab to lab.
  17. Have the game, on starting a new game, procedurally (generate/select from a list/both) outer planets and moons. It could pick outer planets (beyond the current stock) from a list of pre-made planets and moons both included with the game and mod packs and/or generate them. This would make each game slightly different.
  18. They certainly could use a safety line at least until Squad fixes the bug of then floating away when they should be holding on
  19. CKAN seems to cause more problems then is solves. Better to learn how to install yourself and then add AVC to check for updates. It's not that hard.
  20. KIS/KAS and moving/robotic parts are really needed just as much as a mineable resource system was. Gives reason to do things and then makes it possible to do those things.
  21. I played around with this a little bit last night and while I like the idea of requiring an engine for low tech which would be good for tech level 0 parts, the motor in wheel that other mods do is better for rovers. This mod does need some work, looks like some models don't show up, the cfg's need updating for v1.x, engines should be in the engine tab, etc. But with major changes to wheels around the corner, it would be a waste of time for him to work on the mod now.
  22. You have "0.0, 0.44", but the original is "0.0, 0.4125". Why is that second number changed?
  23. It would go with the review data option and show as an extra icon for each data viewed and gives you the option to "Transfer". If you select that, you then get all the places in reach or on the craft that it can be transfered to just like when transfering kerbals around a craft, only the data window would not close. This would allow you to transfer it again if you clicked the wrong place as well as keep on looking through the data without loosing your place and having to cycle through a bunch again to get where you where
  24. I want to try making my own head/suit textures using the stock textures as base. I dug out the head textures. The Red blobs ether side of the white (assuming that is for the teeth), are they both tongue textures, top and bottom?
  25. Should collect these ideas now and put them in for 1.05/1.1 because that will likely be a save smasher anyway. Sounds like 64bit is in the bag and a number of mods will have to be updated, if nothing else, to remove the 64bit check to allow them on 64bit windows versions. I expect it to be 1.0 again with a rash of mod updates needed. May as well plan for it and get as many of the save breaker changes in as you can at that time.
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