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Everything posted by Jahulath
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Bond Aerotech and Sundries [v0.4.3.1 31st March 2014]
Jahulath replied to NoMrBond's topic in KSP1 Mod Development
Sweet, these will look awesome filled with bleepy SCIENCE things as drop pod outposts and staging points -
[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Jahulath replied to AncientGammoner's topic in KSP1 Mod Releases
So I was thinking today about the possibility of procedural SRBs, I started making an engine based on the old X-15s engine a while back but it looked nothing like it and I wasn't up for doing the whole plane so I moved on (I do that a lot). Well I got to thinking how nice that would look called onto the bottom node of a fuel tank labelled "solid fuel". It's low poly, very simple with UV but no textures at the mo but with a little work... -
MechJeb 2 - Patch test bed release (October 10)
Jahulath replied to sarbian's topic in KSP1 Mod Releases
Just wanted to put my 2pennies in. Thanks for the hard work, I use 'Jeb a lot and have noticed some substantial improvements in my staff! Also very gratified that I am not the only nutter who roleplays. I always attribute "unexpected behaviour" to the crew to the extent that I have a ship landed at KSP titled "naughty bus [GROUNDED]" that normally has fleshJeb in it along with some other folk who got caught messing about or alternatively (looking at you here Bill - never getting out of the naughty bus EVER - Kerman) they did a full retrograde burn and crash landed an 8 launch, built in orbit, interplanetary, 8k delta-V behemoth of a ship INSTEAD OF GOING TO JOOL. If I could have fired him I would - Poor performance and getting scared are not capitol offenses sadly so the naughty bus is the best I have. I could start a penitentiary on the moon of course but the gits would probably still crash en route... -
Well the sound thing is annoying - I don't even know what an .ogg file is but hey I'll get there. I've been messing about with a few designs and think I may have a good one to work with. The idea will be to make the one model and use it for several things via different skins, I have in mind an offworld variant that uses oxidizer and fuel but still requires the presence of intake air, just not oxygenated (because this is logical even if it wouldn't hold up for very long on Titan) and also looking at solid fuel variants, again for offworld use. I know the texture is rough but it's just a first draft.
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[0.21.1] StretchyTanks v0.2.2 (updated 8-26-13)
Jahulath replied to AncientGammoner's topic in KSP1 Mod Releases
just wanted to say thanks for this mod, i had too many parts so my game was flaky - i removed all mod fuel tanks and implemented these instead, oh so much better! For srbs would it not be simlpler to make stretchy tanks hold solid fuel and then have someone else make some engine cones to stick on them (or you, just thought this way you are being asked for something less time consuming)... For some reason I have it in my head that solid fuel will still "flow" if you have them stacked but that could have been plugin related. Thanks again for your work! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jahulath replied to sirkut's topic in KSP1 Mod Releases
So, not quite up to Jeb and his Carnies and I think I broke the Rototron but still, it looks the part when it's not wobbling -
So today I had to de-orbit my primary meet and greet station :'( it was a good run but my ambition outran my frame rate.
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Mainly just agreeing with Khaos but wanted to chip in that there have been designs for an atomic powered RamJet! I had considered utilizing LFO and fuel air from "Check for Oxygen= FALSE" but haven't gotten round to it yet, I got distracted by ComSat EDIT: Sorry I had to go away and have a little read; Like this apparently it was called Project Pluto but I could have sworn it was a WW2 thing first, scrapped of course but still...
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Rat, what have you done to me... I hadn't even considered looking at jets on youtube there's hundreds! I agree 100% about the pulsejet sound, they are awesome but I haven't had a look at making custom sounds yet. Now I have the perfect resource I suppose I had better! For heat, I don't find them too bad but then I have no issue running my engines at near overheat anyways (haven't noticed a reason not to). Looking at the guy in your first link would suggest it's not far off though hehe. I take a look. I have done a little more research on the subject, I made both engines on a whim with no reference and just the "idea" of a German V1 and the knowledge that RamJets are used on missiles and in the old Blackbird. They look ok but aren't realistic, as both RamJets and PulseJets clearly live up to their nicknames of "flying stovepipes" not just in engineering terms but also in physical appearance! It is fiercely tempting to make actual replicas (all 200 polys of a straight or slightly humped cylinder) and then have a play with the mirror finish dll that is kicking about this site (I saw one I know I did) using up the rest of the graphics overhead for an engine (they have like 2-3k polys along with all the trimmings). The thing would connect via a truss like frame rather than a hard point kind of effect for a touch more authenticity, to keep that nice industrial look and to add a little detail to an otherwise VERY boring (but oh so shiny!) model, what are your thoughts?
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That looks awesome! I had some trouble with early prototypes with the wings ripping off too hehe, I did some reading and the Blackbird was meant to cruise at like mach4 at 24000 meters so if you scale that to "Kerbal Engineering standards" (moar BOOSTERS!) then there's a solid real world example of performance. Apparently they tried one on the X-15 (holds a record of 107Km altitude) too but it never came to anything because the lfo engine they made was so good, the lfo engine looks cool too, actually designed to go on the back of a plane...
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I can just about get that on my test plane that is more intake than not but when I flame out it is with my throttle at like 1%, assuming you did that and your a pretty good pilot then I'd say ok! I don't use FAR so it may have changed the balance/effects I don't know - I would expect to have pulled well of the throttle by 23000m even then. Hope you liked them
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My mistake, sorry that was lazy thinking of me trying to express a concept of the animator with specifics was not right. MSI Animator it is. As penance, if I can be of any help at all to that end then you just PM me - I don't mean making cool things or fun stuff - I mean grunt work like testing in a stock environment or UV mapping, the kind of thing that makes you groan and leave it to tomorrow. You've seen my models so you know I have nothing to bring to your table past sweat, but the offer is there.
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Devo, nice project! I just wanted to add that as far as I can see the DR animator you are working on is the most interesting new project on this forum. IMHO the ability to control animations with IR like functionality would change the way animated mods are made across the board for everyone here at KSP and would move along ship functionality even further than the work you have already done on IR with MSI (Love your models/textures by the way). Sorry this was meant to be Yay to you for the milestone of taking on a "master piece" and then turned into "please sir we want a new animator" hmmm not sure how that happened, I think I'm really clucking to get my hands on that plugin.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jahulath replied to sirkut's topic in KSP1 Mod Releases
Yuhuh, like a boss. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jahulath replied to sirkut's topic in KSP1 Mod Releases
Kerbal Astronaut Ballistic Acceleration Training Apparatus - definitely NOT a circus cannon. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
Jahulath replied to sirkut's topic in KSP1 Mod Releases
I second that thought :-) -
Hi, did you get them 888M/s? They are intended to be balanced so underwhelmed is good... Put 2 on a stock aeris 3 or whatever its called (first on the list, only has a single engine) mount them between wing and body, try that, I can get 2600M/s out of that bird but then I've had practice testing hehe good luck :-D
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Well I had a little look and couldn't get it to work with the emissive layer. This works fine right up until you activate the animation: // --- asset parameters --- mesh = JonzCo_Monitor_Grey.mu texture = monitor_Diff.mbm texture_emissive = monitor_Emm.mbm Not a surprise as "texture_emissive = " is a complete fabrication but that could be anything, I can already think of a dozen different ways to abbreviate "emissive texture". I tried several cogitations and nothing stuck so I'm done and calling fools errand until I know the magic word
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[EDIT] - I learned a thing today about text editors! Apparently they are not all equal... Pics removed as not req. It's not important - the thing works so it's a moot point, I just didn't want you to think I was talking rubbish. I see this:
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Hi, you mentioned that they shouldn't be used radially so if you change: attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 to show 1,0,1,0,0 Then you will fix the issue of tricky part placement Also your .cfg file has no line breaks, that made me sad.
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Sweet, an example is what I needed! I had a feeling that the ladders and stuff in B9 used a funny trick but only knowing what I am looking for let me translate it. In theory I could reference all of this in the same .cfg file. Define 6 items using 1 mesh and different textures all in the same file! I do notice that neither Hex nor B9 actually use more than 1 map, the monitor is reliant on the Emissive map to light up the screen and little frame lights. I'll have to test when I get home but if "texture = " is setting up a variable then it's not going to like having more than one. I guess it depends who holds the information about what textures to use, if that sits in the .mu file then this won't happen but if it's implied by the file structure under "texture = " then all I need to do is add those lines...
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Ok so what we do is to define the full model as Mesh, Diff, Norm, Spec within the config, ie // --- asset parameters --- mesh = JonzCo_Monitor_Grey.mu Changes to // --- asset parameters --- mesh = JonzCo/JonzCo_Monitor/JonzCo_Monitor.mu Texture = JonzCo/JonzCo_Monitor/Grey/Grey texture whatever Texture = JonzCo/JonzCo_Monitor/Grey/Normal texture whatever Texture = JonzCo/JonzCo_Monitor/Grey/emissive texture whatever That is about as far as I have gotten but I'm flying blind. I am working on the theory we are talking about this taken from the Parttools thread: GDb assigns a unique url to every asset and config in its directory structure. No file extensions are stored in the url, this allows you to reference models, textures and audio without needing to know what the file type is. The legacy directories (parts, internals, etc) are all prefixed with the directory name however the new data directory, GameData, is not. Lets look at some examples... File: KSP\GameData\Squad\Parts\Command\landerCabinSmall\ model.mu URL: Squad\Parts\Command\landerCabinSmall\model File: KSP\Parts\cupola\model000.mbm URL: Parts\cupola\model000 Am I even on the right page?
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Hi, YES definitely I would be happy to do so however that thread is for the 0.20 Partools and I have not seen anything in there regarding setting different images for a model. Presumably it has to be done using the config file? Unity throws a paddy when I try to export multiple models and textures into the same folder. Please help and I shall alleviate your gentle annoyance
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I have it in mind - the display is a separate object but they share the UV and texture so it would take a tiny reworking. I have no idea how to acheive this though Happy to take any suggestions on it though as I had just thought adding stock "science" functionality was the best I would get. Sirkut! Not really the way it was meant to be used but I do have a design for a functional kerbal cannonball device keep an eye out!