Mein_Gott
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Everything posted by Mein_Gott
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[0.90]Kerbal Isp Difficulty Scaler v1.4.2; 12/16/14
Mein_Gott replied to ferram4's topic in KSP1 Mod Releases
@peadar1987 thank you for making this MM patch; im having troubles understanding MM syntax - how do i change your CFGs to increase VacISP by 30% but leave AtmISP unchanged? -
Hello KSP: 1.3.0 Windows 64bit (32bit also tried) Problem: Crash to desktop after MM loading Mods installed: Module Manager 2.8.0 Raster Prop Monitor 0.28.0 FAR 0.15.8.1 KJR 3.3.2 Kopernicus 1.3.0.4 Modular Flight Integrator 1.2.4.0 Sigma Dimensions 0.8.0.0 Reproduction steps: No reproduction. I established that the simultaneous presence of these mods (excluding MM) crashes game at load screen, just after MM patching phase - that is why I suppose it might have sth to do with MM, but this can be wrong assumption, MM only changes cfg files afterall. Tested on two PCs, Logs and specs: https://we.tl/l94XRVOcal please, thank you
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...so it shall be
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quite the contrary: what i mean is not plugin performing the manouver, but merely adjusting pro/retrograde at manouver node set by player, so that apo=peri
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add "Circularize" button and I name my first child after you.
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
Mein_Gott replied to ferram4's topic in KSP1 Mod Releases
Hello I have a question - can I utilize only certain parts of FAR? meaning: control surfaces tweakables. Id love to have access to tweaking parameters of control surfaces and their responsiveness (usually we dont need as much rudder/ailerons displacement as there is by default), but current stock aerodynamics will perfectly do for me. Maybe there are certain files that need to be kept in order for this to be achived? thanks- 14,073 replies
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- aerodynamics
- ferram aerospace research
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oh i see. so i also need to adjust kerbin's orbit in cfg, so that it is stockalike, thank you
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Hello If i wish only for Kerbin to be 6.4 times bigger (and maybe mun orbit to be a little futher), will it work if i edit your cfgs so that there are only code lines respectively for kerbin and mun? I just thought it would be cool to have 7km/s launch deltav, but not neccesarily every other period of the voyage extended in the same manner
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my thought is that even if you would by accident stumble upon such teapot in your travel, it would probably be while being smashed by it to pieces and you wouldnt even know what hit you (you know, diffrences between orbital velocities)
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Idea - Engine exhaust with geometry - february update
Mein_Gott replied to Mein_Gott's topic in KSP1 Mods Discussions
So certain time ago I posted the idea. Sorry for the long pause (as the bear said), now Id like to show you how it looks stripped of some transparency effects (angle of viewing direction based, becaused that seemed a little too elaborate for the start). It is made of 180 squares (360 tris), static color gradient and moving opacity noise, and geometry scaling of course. http://a.pomf.se/bbmbic.webm maybe it will inspire someone with modding and coding skills yes, it can be bigger/faster/expanding, this is just an example (PS it was meant to vaguely ressemble hydrogen rocket - does it?) (PPS id love to know how to embed webms, if possible ) -
theese tiny planets are just too cute
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Idea - Engine exhaust with geometry - february update
Mein_Gott replied to Mein_Gott's topic in KSP1 Mods Discussions
Its just a matter of scaling, but that is the effect Im aiming at But that case made me think: cluster engines are going to be ugly with this approach, with overlapping semi-transparent plumes -
Idea - Engine exhaust with geometry - february update
Mein_Gott replied to Mein_Gott's topic in KSP1 Mods Discussions
Thank you all for kind advices and for words of approval. Kerbtrek, I was sceptical myself about that angle-of-view shader, I understand there are things meant to be used in a single rendered frame, and things for real-time use in games. So as you said, I will test with other methods. Afterall, my point is to avoid particles completly (few of them look bad, plenty - impact system performance) Sarbian, naturally animation is crucial, I couldnt imagine this to be just static, pretty coloured shape John FX, thats exactly what I was thinking, and so there are two plumes in the pictures - for low and high atmo pressure I will try to reduce shaders complexity, maybe perform animation attempts, and present results to you, if anyone is interested. Thank you for your concern -
Hello Since always Ive been looking for mods that improve 'feel' of realism in KSP, but in terms of visual effects. HotRockets by Nazari based on Sarbian's SmokeScreen is a must have for me, especially with FPSLacker's expanding plume configs - I just want things to look - and sound - just like in videos and photos. And Ive been thinking, what is there that needs to be done, so that KSP liquid engine effects look even more realistic. So here is my idea, as in topic - engine exhaust fire made of geometry, rather than particles (fire only, smoke of course still particles ) I imagine this requires major effort. And so end my capacities. Im unfamilliar with Unity, thats pretty crucial. Im unskilled with C#, not to mention programming skills to write geometry animation plugin - and that is obvious because exhaust is bell-shape expanding with magnitude depending on distance from the top (engine nozzle). The idea is trivial - bell mesh mapped with distorted colour gradient, transparency gradient becoming invisible toward bell's "skirt" (you would say alpha, probbably?) and lastly falloff: bell becoming transparent at certain angles of view (90 degrees, for edge, and 0, for nifftyness). Not to mention full emisive. Geometry shown below is approx 500 faces per engine, but im sure it can be cut to 200 without any visual losses. Are those things even possible to implement in the game? Im layman here. But jet engines would surely benefit from this as well. I cant possibly demand or expect anyone to undertake the thing as it would be some work to do, but I would be deeply pleased if someone discussed the idea with me. Thank you for your time Animation preview: http://a.pomf.se/bbmbic.webm
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Mein_Gott replied to PolecatEZ's topic in KSP1 Mod Development
That is great, especially sound for propellers, I continiously use D12 along with B9. Does any of mentioned fixes contain FAR code for a few D12 wings that lacked it? I scrapped something for my own, but it was only copypasta form Squad wings of similar size. -
[0.21+] Kosmos Spacecraft Design Bureau: Updated (9/27/13)
Mein_Gott replied to Normak's topic in KSP1 Mod Releases
No one cares what you do with your downloaded copy, as long as you dont share it altered without permision. Raven was obviously talking about patch that can be released public-wide. -
What is "1 repairParts" objective in repair satelite mission? This is the last one that I dont know how to complete. I arrived at the satelite with ship equiped with spare parts, kerbal went EVA, docked via KAS, transfered parts, clicked "check status" on repair panel, performed repairs, undocked, deorbited. Satelite changed name, removing "(repair)" suffix. Now what? Thanks
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When I tried removing cockpit IVAs, there were no stages on the left of the screen on launch (couldnt start engine with spacebar, so it wasnt just GUI), and when I clicked EVA from hatch, game crashed. But if you say it should be fine, maybe those symptoms came from something else than IVA removal?
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I havent seen this issue adressed in the topic, so it is my understanding, that its not a popular concern, but here is the thing: I am not an IVA player. I can still tell if an IVA is astonnishingly well made, and such are K3's internals (they are!), but I probbably wont use them, or even admire them more than once per part. Yet they still will be there, on my HDD and my RAM, and I suspect they will make about fourth/third part of the B9's size. Dont think bad of me, for being picky ( soooorry ), but when I dont need some parts in mod, I remove them myself from my download. Im pretty sure I cant do this with IVAs, tried it once - things got broken. Perhaps you could advice me some ways of solving this? Thank you for your consideration.
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HotRockets! Particle FX Replacement + Tutorial
Mein_Gott replied to Nazari1382's topic in KSP1 Mod Development
Is it only me waiting for FPSlacker's return? His expanding exhaust cfgs are so awesomely right and appropriate, that all other engines look just weird without this I dont understand they keys used there, but then again, I never paid more than 10 minutes of attention to syntax of multi particle and smokescreen. I might have to, though, if such state of affairs will last longer