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Everything posted by WinkAllKerb''
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TT NeverUnload - Vessel Unloading Preventer
WinkAllKerb'' replied to TouhouTorpedo's topic in KSP1 Mod Releases
ni hao, nicely done Touhou -
(double post sorry but can't resist to share this one:) cost = ? category = Utility subcategory = 0 title = M.M.B. i-Ware Communication Bay manufacturer = Dyogenn Kerman Shipyard Combobulator Parts Co. description = You feel like in a cave without some pigments to draw a mammoth on the wall. Dyogenn Kerman provide you with the latest communication tools after 20 000 to 50 000 years of Kerbals being consciousness evolution !
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Welded Thrust plates "T8-Mega Lift Systems"2.0
WinkAllKerb'' replied to Kadron's topic in KSP1 Mod Releases
Nice weld concept Kadron love it rated and suscribed -
[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
WinkAllKerb'' replied to UbioZur's topic in KSP1 Mod Releases
Thks for the answer Ubio as for all the very usefull infos you shared in this thread, and scuse my real pidgin english when i try to explain some technical/code things. Spain is a nice place i love the Dali museum there if you have some time don't miss it, wish i could go there once again someday but IRL is real complicated atm too. Best regards finalizing the plugin EDIT: for now i try to improve my KSP physical param cfg knowledge so my part combo to be close to squad design/spirit, and i have to say: "a little painfull it is, from scratch when your're starting"® may the Forke be with us or something like that. -
Hi 1096bimu, apear that there some limitations even if the possibilities are nearly endless: center of mass/{model} coordinate origin, fuel/mass transfer & overheating, lifts & drag things, multiple animation of the the same unity object when the same [model] x n in the new part, IVA camera origin // recombined model origin vs original part origin, multiple hatch & internal & iva (else ?!?) For example actually i need to rebalance a part or two origin and do some more test regarding launching/atmospheric/vaccum comportement of the part wich is something i not went deep in yet, but it's planned my policy it to keep thing close to realism while helping the physics engine, and may be with a little fantasy artistic/design touch. So i m myself investigating/testing a lot around thoose things for now as i m very new to KSP, learning to assemble, launch, fly, dock, transfer orbit, change system, Eeloo world, and now studying advanced realistic config param, the milky way is a long road (I drink way too much café doing so i need a vitel menthe ). I m not planning to take assemble request, Ubiozur will soon provide a plugin to do so, support him as i do (after a quick look to your blog and message history may be the Peggy'12-s command modules *.cfg file could help you with your air intake matter)
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*** Last update 15-22-2015 *** licensing small fix & [1.02] small grappling device *.cfg for fuel transfer [Wip] thread: http://forum.kerbalspaceprogram.com/threads/59951 Spaceport: [0.22] "WaLiKe" parts set Spaceport Download [0.21] "Kerbal Modelite Kit" parts set Spaceport Download( not updated for tech tree) Special thanks: Mu, PolecatEZ, UbioZur, Johnsonwax, Hoojiwanna, TouhouTorpedo, Bac9, Devogen, Alskari, Yogui and many many more for theres posts/blogs/'own mods' about the {model} structure that helped me get started from scratch ;o) Lowering parts count + help physic engine via a medley of welding and multifonctionnal parts, textures sharing etc., to build huge station/spaceship/base/other huge things xD, pure art/weird design work etc. ... - First parts available mainly turn around the idea to reduce my main [stock] crafts set(s) parts count/physics engine calculation once assembled as i love assembling/docking lot of things together. (the "Münlowe Modular Mobile Base" see my rocket company thread for more detail around the concept) but some of the piece could fit to some other thing without problem. I also plane to do nearly the same for my SX3 and SX3.cube [sTOCKs] series (once again: rocket company thread link in my sig. for details) Planing to use the MODEL{} syntax to share lot of contents within parts, both mesh and textures , most of the parts use the same img tricking as much as possible with uv mapping. (also planning later some alternative textures set wich is failrly easy as i don't use a lot of img at all for the whole set) [0.22] "WaLiKe" Parts set A set of parts that intend to replace my welded parts set and more. Include 21 parts (Habitat, some structurals with empty slot, & some slotable Planned things: - Command pods - More structural, Slotable, utilities, sciences, (new ressources) etc. - Some Wheels - Various Docking ports - Alternative textures sets - Various mesh, textures, anims, colliders etc. improvement/variations/simplifications&welding - (procedural may be interesting for intermodule insteed of multiple part and may be later an hybrid life-support, collect/refine ressources plugin) [0.21]"Kerbal Modelite Kit " 41 various welded parts: Commands Pods, Habitat, Inter-modules Chassis for the “Modular Mobile Baseâ€Â, docking facilities, extra hatch, station & spaceship hub, & various structurals and utilities. I m not planning to support/update this set anymore as most (not to say all) of the parts will slowly find an equivalent in "WaLiKe" set licenses: "WaLiKe" parts set: This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. "Kerbal Modelite Kit" parts set: This work is licensed under a Creative Commons Attribution 4.0 International License. None of thoose restrictions apply to squad. Update History 14.12.2013b - "fixed missing attach rules of "M.M.B.-Rtg+" 14.12.2013a - "Walike" Parts set initial Release 18.09.2013 - A new 'End Hatch' & "exit obstructed" matter fixed - Replaced the M.M.B main chassis per some Inter Modules Chassis + an Habitat - Modified/adjusted Most of the Command Pods - Introduced some early welded IVA prototype that will be improved later - Minor Descriptions and Parts parameters tweaks 15.09.2013 - *** HotFix *** - Removed the Dck-Habitat from parts and *.craft examples - Added 4 ready to launch *.craft examples for a 8 Ways Spaceship/cargo 14.09.2013 - Changed some parts *.cfg name incrementation to help with future update (So you'll have to delete previous install before re-install & some old *.craft may be lost) - fixed Extra Hatch light ( +notice that actually you can enter but exit obstructed) - Some pos/rot/scale/parts description" adjustements here and there - Price/Weight/CrashTolerance/breakingforce&torque adjustements for all parts - some drag "blind" feeling adjustemnts as i don't get it 100% yet - Some *.craft examples NEW PARTS: - communication bay for the M.M.B. - 5 SX3 CrewCabin (for Station and/or SpaceShip use) - 8 SX3 Hub (for Station and/or SpaceShip use) - 1 SX3 welded Cupola Command Pod - 1 Reinforced Normal Dock - 1 Radial Shielded Docking Port - 1 Asas XL (Prototype) - 1 2.5m Nuclear Engine (Prototype) - A few others new welded/rescaled/Reinforced structurals 02.09.2013 -b- - Readme Update, some parts minor fix adjustements - fixed some attach nodes location of the Peggy'12-S Command module - Changed the IVA of the Extra Hatch - a new Flag 02.09.2013 – initial release Author: WinkAllKerb’ N.A.: Far more a player than a modder . EDIT: Processing road book & not yet updated - Wrestling with blender and unity ( http://forum.kerbalspaceprogram.com/threads/59951 [Wip] thread ) -New Parts: Actual existing parts blender/unity adaptation Some new parts with slotable boxes - Known Issues: - landing legs attach node wobble too much, looking for a workaround to rigidify them - Solar panels retract anim don't play properly (orientation wrap @ anim start) - Goo and Material lab can't be opened without launching experiments - Actually the habitat require a module command part to work without crew, you can either add one or add this line in the cfg: MODULE{name = ModuleCommand minimumCrew = 0} Temp. stand by: - Busy IRL sooner or later may be may be not ; )
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Yop yop, nouveau dans les parages depuis un petit mois, plutot gros joueur que moddeur ici, mais je m'y interesse vite fait avec mes connaissances rouillées par une vingtaine de longues année sans réelle pratique du coding àoutrance, ahhhhhhhhhhhhhhhhh il est bien loin le temps de la hp48gx et du lycée ou je connaissais la bibliothèque external presque par coeur xD. Tiens a ce propos Ubio, autant dire que l'architecture autour des {model} m'interesse au plus point par sa simplicité de mise en oeuvre et le fait de pas surchargé en load de texture/(model) et réutilisant des pièces existante squad/autres mais surtout sur le fait que ça allège les calculs du moteur physique pour des assemblages de station/base/spaceship démesuré/conséquent (oué j'adore le docking surtout farfelu avec plein de nodes en simultanés cf ma gallery de craft entre autres xD) qui semble une des principal limitation du jeu a l'heure actuel. Donc a l'occas plus qu'interessé pour papote du sujet (A-phone-éthique pat-aux-logiques ma typo est souvent déplorable faites pas gaffe mêmeuuuuu si paré ke ça pik l'aise yeu par foix, le conservatisme grammatical et orthographique sans fondement m'interesse pas des masse par contre la généalogie iconographique, l'histoire des idéogrammes et alphabet un peu plus déja, coucou Touhou bravo pour tes mods )
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[0.22] UbioZur Welding Ltd. 2.0 Dev STOPPED
WinkAllKerb'' replied to UbioZur's topic in KSP1 Mod Releases
Great job, also investigating/trying some thing around [model] now, as said (here.) having trouble with multiple internal/hatch/animated object/(some of thoose kind of modules). "Parsing" the *.craft files to make them*. cfg seem to work in the main lines (atm i m using a very basic open office/excel like sheet with some very basic macro to minimize some of the calcul "pos" & "rot" conversion but still have to adjust a few things manually). In // recently read that the use of some direct call to "generic animation module" + "manual add of action groups" could help with multiple call of a single named unity object in a [model] like *.cfg file but i m stills stuck with that for now. I noticed that in a *craft files this kind of object got an {part=name_increment} + their own modules in the {part} structure but appear that [model] structure don't allow this kind of increment/rename for mutliple {module ...} call of the same [model] object or some kind of direct attach of a {module} to a [model] (wich would be perfect ) so i wondered if there is a way to rename/increment 'multiple/same' [model] in some way for later 'multiple/same' {module} call (Scuse the poor english froggy too here + totally new to ksp i don't even talk about modding ). Et une fois plus bon boulot Ubio !!! j'adore vraiment la simplicité de l'idée comme beaucoup. -
Thanks for the answer PolecatEZ, while investigating around the [model] structure i found this: http://forum.kerbalspaceprogram.com/showthread.php/25013-Compilation-of-modding-information-links-for-0-19-20-21-Last-updated-24th-August where 3 links explain a few things + http://forum.kerbalspaceprogram.com/showthread.php/34013-0-20-PartTools-GameDatabase-and-new-features/page6#55 but i not really understand what Supernovy said by skipping the unity object call via the use of generic animations + actions group.
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First test are pretty good and should help with physics engine/parts count, but i have some difficulty with multiple internal/hatch/light/ladder/(etc. module) actually i m only able to make one work not the other for example here i have two light and two ladder but i not find yet how to make both work, actually i m stuck with only one ladder and one light that work, any clue ? PART { name = MMB-center1 module = Part author = Squad, WinkAllKerb MODEL { model = Squad/Parts/Command/crewCabin/model position = 0, 0 ,0 scale = 1, 1, 1 rotation = 0, 0 , 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Command/crewCabin/model000 // texture = model001 , Squad/Parts/Command/crewcabin/model001 } MODEL { model = Squad/Parts/Utility/spotLight2/model position = -1.125, 0, 0.46 scale = 1, 1, 1 rotation = 180, 0, -90 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/spotLight2/model000 // texture = model001 , Squad/Parts/Utility/spotLight2/model001 } MODEL { model = Squad/Parts/Utility/spotLight2/model position = 1.125, 0, 0.46 scale = 1, 1, 1 rotation = 180, 0, 90 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/spotLight2/model000 // texture = model001 , Squad/Parts/Utility/spotLight2/model001 } MODEL { model = Squad/Parts/Utility/ladder1/model position = 0.70, 0, -0.92 scale = 1, 1, 1 rotation = 90, -135, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/ladder1/model000 } MODEL { model = Squad/Parts/Utility/ladder1/model position = -0.70, 0, -0.92 scale = 1, 1, 1 rotation = -90, -45, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/ladder1/model000 } MODEL { model = Squad/Parts/Utility/telescopicLadderBay/model position = -1, 0, -0.574 scale = 1, 1, 1 rotation = -90, -30, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/telescopicLadderBay/model000 // texture = model001 , Squad/Parts/Utility/telescopicLadderBay/model001 } MODEL { model = Squad/Parts/Utility/telescopicLadderBay/model position = 1, 0, -0.574 scale = 1, 1, 1 rotation = 90, -150, 0 // parent = anotherModelTransform <---------Not necessary unless Second or subsequent part. // texture = model000 , Squad/Parts/Utility/telescopicLadderBay/model000 // texture = model001 , Squad/Parts/Utility/telescopicLadderBay/model001 } rescaleFactor = 1.0 node_stack_top = 0.0, 0.986899, 0.0, 0.0, 1.0, 0.0 node_stack_bottom = 0.0, -0.986899, 0.0, 0.0, 1.0, 0.0 cost = 7500 category = Utility subcategory = 0 title = M.M.B. Center Module manufacturer = Dyogenn Kerman Shipyard Combobulator Parts Co. description = The "Modular Mobile Base" was an invention of necessity - how do we store 4 Kerbals on a celestial body without any real provisions for return? Who needed this remains a mystery, as do his motivations... May be reduce the parts count for some huge Base. attachRules = 1,0,1,1,0 mass = 2.9 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 200 breakingTorque = 200 maxTemp = 2900 vesselType = Base // --- lights setup --- MODULE { name = ModuleLight lightName = spotlight useAnimationDim = true lightBrightenSpeed = 2.5 lightDimSpeed = 2.5 animationName = LightAnimation resourceAmount = 0.02 useResources = true } // --- ladders setup --- MODULE { name = RetractableLadder ladderAnimationRootName = Telescopic ladder ladderColliderName = ladderCollider ladderRetractAnimationName = Retract } // --- internal setup --- CrewCapacity = 4 INTERNAL { name = crewCabinInternals } }
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I love the idea, i ll give a try to see if i'm able to do the same for my own [stock] craft sets to reduce a little parts count.
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Hello, Amazing work around the modular Station and Base set. Same for your other crafts alll with the finest details and finition. I hope you'll don't mind if i reuse a few concept for my own craft
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Just reached Duna, sent 5 rockets in the same transfer window was kinda fun to manage, working on a few "modular mobile base" + some "cool looking landing pad" and also some "re-usable maned/unmaned rover + skycrane + inside system low orbit taxi to the different station/spaceship" More pict in my rocket company thread as soon as i get a full forum access to edit it.
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Invent a name for the first city on Kerbin.
WinkAllKerb'' replied to Custard Donut (In Space)'s topic in KSP1 Discussion
Kamsterdamn cause we have to put a K in every word -
what version of the game did you download first?
WinkAllKerb'' replied to duncan1297's topic in KSP1 Discussion
.18 demo as first download and quick after bought the .20 -
in ?? years, would probably be the basis of space cargo captain license/agreement , ask ripley she'll tell ya
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
WinkAllKerb'' replied to JDP's topic in KSP1 Mod Releases
Hello, Not tested yet as i m still discovering KSP but definetely in my TOP five most wanted feature. Can wait for a full version ;o) -
Hi, everyone, kinda the same as Space Ace avatar, sig but more being able to edit my fresh new rocket company So omw to the 5 first posts.