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Tyren

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Everything posted by Tyren

  1. Hmm i dont think Unity would fail with those effects. But its really ahella work to do for that, so maybe better let it run as is. Probably with a descent implemention of x64 / U5 it could be reconsidered...
  2. Ok i gave mysef some headache and thought it through... I cant deliver real code solutions cuz i am far away from programming, shikashi: mentioned effect does not apply to free mounted tracks effect is altered if: top of the track is shrouded beyond the center of the last wheel, so it will need a check if there are parts whom can deflect thrown up dust and if it will be carried to the front top of the track is shrouded beyond the center of the first wheel, effect at the front will be deflected downwards side of the track is shrouded, the fall out of the dust from the top will be deflected and 'compressed' additional mud guarding around the wheels, deflection values for the dust effect are to implement... Well, better ignore it, thats a humongous hell of work.^^ Nevertheless, closer to reality regarding dust effects from tracks wont be that easy to accomplish imho, nor do i have an idea if it is possible to code that.
  3. Another 'special effect' would be dust thrown out at the upper front in moving direction of the tracks. Just like sticky mud and dust pieces hauley all the way around the upper side of the track until finally falling off at the front. Usually this effect kicks in at medium speed. - - - Updated - - - Technically a particle emmission with the same width of the front wheel at the upper sector of it with a shallow diagonal angle towards the ground. My english fails here for further explanation... - - - Updated - - - Found a pic, look at those 'plumes' at the front
  4. Caught my breathe finally but we are kept bombarded with awesomeness. Way to go, Mike j)
  5. Well, in space it could get funny, yeah. Think about a 30mm barrel gun firing 10 times heavier rounds in space
  6. Thats weird...and i dont get the reason for KSP to read out that values, either. I didnt try myself, though. I am solely using it in sandbox mode for bug and break missions atm.
  7. Droolstencharsonhiskeyboard* This is getting more awesome in a flash
  8. Is it a readout of the stock measurement thingy? - - - Updated - - - More precisely, does it happen with a clean only KF install?
  9. Yeah, but be careful messing around with these values. They also determine the recoil of your weapons, if you alter them you will have unpleasant things happen to your craft maybe.^^
  10. Eeehm. Huh? If i get that correctly, you want to have a general file with the most common ground color per planet to be applied for the not so concerning users right? Furthermore the implementation of a GUI toggle to switch from general to camera handled dustFX management. Awesome. - - - Updated - - - I guess with the first part only Kerbin is somewhat more complex concerning biome colors, the rest is somewhat indifferent. more or less.
  11. i dont even know if that is determined by the cfg, afaik the plugin applies heat damage to the hit part according its mass and velocity...or somewhat along these lines.
  12. Hmm i didnt figure out how that plugin works, so maybe it is the best to ask Bahamuto if he can model a free rotating turret base with attachment options. - - - Updated - - - Or even take it further, a missile turret borrowed from eve.^^
  13. I guess its possible to make a BDA part with attachment points and mouse tracking. Guess thats easier than try to implement a BDA feature in IR.
  14. I second that. WWII airplane weaponry is pretty funny, 7.7mm, 7.92mm, 37mm and even 45mm anti tank guns.
  15. The Boeing 747 is bigger than the B-52. - - - Updated - - - IIRC about 4m wing span difference or 13.something feet.
  16. Yeah, they rely almost entirely on stock textures to keep the memory footprint at minimum. I didnt test it myself, yet...maybe the config nodes are broken.
  17. Dont think this will happen next time, after CSS still lures the dream chaser for Mikes irritation gauge.
  18. Well but its still self astonishing if you still manage your task
  19. Frankly put. I dont have issues with kopernikus assets, either. Except i exaggerate my mod volume, but thats a mentioned RAM problem...not everything works fine with x64 D
  20. The stability isnt necessarily caused or influenced by the code. - - - Updated - - - I dont know how to put it, but if you meddle with kind of hard coded stuff its likely to break RAM uaage or whatever. Nevertheless, give it a try
  21. Well, i am simply heavy...our chairs are not meant for jumping around on them (and i ran into it earlier while playing tag with my son , could have something to do with it )...^^ BTT: Is it possible to get a somewhat test ready version of this?
  22. Tell us something new.^^ Cant wait for it, i crushed one of my chairs while bouncing up and down in excitement.
  23. Yeah, imho it should be possible to define the mentioned particle parameters too. Just like HotRockets with exhaust per engine does, you should be able to set the dispersion, height, growth and fade of the particle blobs per biome. I am 100% sure i dont know how, though.
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