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KSP2 Release Notes
Posts posted by DYJ
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Built a STOL tactical transport plane and took it for a short trip to the nearby islands.
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Finally.
I'm not entirely gone so PM me if you run across something that makes even less sense than usual or just want some help.
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Laythe maps are done! Could a MOD please remove my poll from the thread.
Poll gone.
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Just letting you guys know I'm less busy IRL and coming back to update this!
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Rope and cloth are pretty expensive if you can't do it on the GPU, you can however do pretty good approximations using multiple rigidbodies driving a skinned mesh renderer.
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That should be the best place to find up to date Firespitter.dlls at.
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Those opportunities for inventiveness would be lost if we only had one wing section you can bend and twist to make any wing
Let's just say that I fundamentally disagree with that. There is nothing stopping people from making weird contraptions with multiple dynamic parts the same way they make weird contraptions with multiple static parts. What currently limits opportunities for inventiveness is more so a lack of detail by the simulation than too much freedom, right now there is no thinking involved with making a wing in the game, practically any configuration will give the same results. And as such the base game has no real need for the detail dynamic parts allow in this case.
When it comes to customizing pods, engines and so on the game is however more susceptible to allowing the users more freedom to make the smaller detail choices dynamic parts allow.
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In my opinion: none.
As you play the game you get more and more familiar with it, and at the same time you'll find things you feel lacking. That's when you ought to start looking for mods to fix these perceived issues/gaps in gameplay.
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I'm not sure what we are doing....
Sal, bail me out!
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Nathans patch is out.
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Curse isn't run or maintained by anyone from Squad or the games community team, if you have trouble with it you'll have to contact Kaelten.
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pWings supports FAR, NEAR or Vanilla flightmodels. FAR is recommended though.
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Updated for .25 support, added NEAR and a bunch of other stuff.
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Please take the bickering to PMs and leave this thread open for discussion on how to improve/supplement the current stock wings.
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In all seriousness though, if a smaller control surface is something a lot of people feel is missing (or anything else that's easy to fix) I'm sure we can get it included if not in the next update but the one after that. So make a sketch of what you want and stick that on the bugtracker as a feature request.
The first implementation of a larger overhaul like this is never perfect so I'm sure Squad has planned for the possibility of adding some extra stuff in later. Just like when .18 added the size 2 parts and we got ASAS and whatnot that was missing in the update after.
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Haha nondynamic wingparts, get on my level.
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Moving the tipchord actually still works, it's just 50 times slower. Something changed in how mousespeed works in .25. The indev version works fine but I hoped we would be able to finish the SP+ style assets in time for the release, but even if we don't get that done I'll push out an update later today.
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With the effort they've recently put in to making new spaceplane parts this is something that hopefully will happen soon, in the meantime KAX and B9 has some nice longer legged landinggear.
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On my screen (2560x1440) this looks completely normal, what's the issue?
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the disappearing wings has to do with the way Unity culls geometry when it is out of the camera view. Checking the "Update When Offscreen" setting in mesh renderer component will prevent the wing from disappearing when it is close to edge of screen in some situations. Larger wings are more prone to this than smaller wings. maybe the setting can be forced on by pWing.
Yepp, that seems to work. Should be in the next update.
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I have an issue with the control surfaces. if I make a wing and setup control surfaces on it then I mirror the wing to the other side the control surface does not mirror correctly. it will have the tip and root swapped. thus if I have a control surface where I tweak the tip and root thikness to different values the other wing will have them reversed.
Secondly on the P4 wing there is an option to have the "flaps" enabled or disabled. removing them for a spot to put control surfaces is nice, but why not just make this "flap" be a control surface? thus the control surface will automatically be placed correctly and have all the proper scaling etc. to make it match up with the wing.
That was my original intention, but Unity doesn't appear to understand that moving parts of a skinnedmeshrenderer independent of it's parent armature is technically possible, I could work around it by making a more complex armature however...
I don't think changing the characteristics would really matter too much as long as you limit the amount which you can manipulate it into a parallelogram, it's more about making aesthetically pleasing sweeped wings, it would be very very handy for making early jet-fighter style planes and such.Adding this feature should be very simple, so that's something we might do even if FAR doesn't support it yet. Just like we added wing thickness even though it currently does nothing.
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If you launch the game via the launcher, you can simply tick the borderless window option under advanced settings. Last time I talked to Harvester about this it was concluded that this was the only way of doing it until Unity changes.
The Name Change Thread (WARNING! ONE TIME ONLY!)
in Kerbal Network
Posted
Done and done.