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DYJ

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Everything posted by DYJ

  1. Was the source of the fork made available anywhere? If so I can just link it from the OP to help people find it.
  2. "And DYJ hasn't posted since September 2012." Eh, what? Spreading misinformation is not appreciated. "What I really need is an unpowered versionof the rotatron." That has always been doable with a simple .cfg tweak and a version of the rotatron that does just that is distrubuted with TT's multiwheels mod. "The models didn't have any clear licensing" Reading the OP is a good way to find out the licensing, if it still feels murky just don't touch the models. The models themselves were some of the first things I ever did and are therefor not very pretty and there is no reason to build on them, people have previously made sets with different models for DR without having to use the original assets. I don't maintain the code for this since it was written by r4m0n, I guess I technically could have a go at it but I'd rather wait for r4m0n to come back from his period of IRL busyness and finish up DR 2.0 TLDR: This is not abandoned, we are just busy, if you abide by the license rules you are free to make a fork for the latest version.
  3. Reactionpicture posts are not allowed by the forum rules, and please stop quoting pictures. also: Tank
  4. Fairings was actually one of the first thing I looked at when I first started messing with SMR based procedural manipulation many months ago : http://imgur.com/a/J5mog It's something I will add to this pack as soon as I can.
  5. Indeed: http://forum.kerbalspaceprogram.com/showthread.php/32670-Check-this-out!-Kickstarter-has-a-Publicly-Operated-Space-Telescope-Project! Locking this.
  6. General Addon Rules: - All addons released on the KSP network require a license, the license is to make it clear what other people are allowed to do with your mod. And as such a proper juridically valid license works just as well as just writing "No distribution" or something along those lines , as long as it leaves no room for personal interpretation. - A addon is not allowed to violate the license terms of any other addon, so make sure to check before you include someone else's work. - Addons follow the general forum rules, so keep it classy. Plugins: Plugins follow the general rules but with the additions outlined in this thread. http://forum.kerbalspaceprogram.com/showthread.php/7529-Plugin-Posting-Rules-And-Official-Documentation
  7. The Eagle/Faceglider light airplane.
  8. Looking at my pics from yesterday I can see that crossfeed was clearly working as intended then, want to post a pic of what isn't working?
  9. Camacha - We currently calculate the attach strength of the part based on the size, but they are definitely on the strong side. We might want to tone it down a little. I could look into a aeroelastic variant too, sort of like the helicopter rotorblades I made a while ago..... White Owl - I'll add crossfeed to the .cfg . Though I thought they already had that . Also:
  10. FAR isn't perfect so it's quite possible to make weird stuff with pWings that breaks the FAR math, your second example is probably a good example of this. Maybe I should add "Warranty void on impossibly shaped wings"
  11. http://i.imgur.com/Lp56WDV.jpg Not sure what to tell you, planes are crazy pWings or not.
  12. Update to 0.3 released, should fix the rightclick issues and add working FAR support.
  13. Worth mentioning is that it's called Greenchannel in some software, here are some threads on the subject: http://forum.kerbalspaceprogram.com/showthread.php/15746-bug-0-15-1-0-16-Normal-Maps-Screwed-Up?highlight=normal+invert http://forum.kerbalspaceprogram.com/showthread.php/20457-Normal-Map-Problem?highlight=normal+invert
  14. The Y channel is in the normal itself and doesn't have any effect on anything outside the normalmap. It's hard to judge if it's wrong on both tracks, but if you didn't invert it my bet is on that.
  15. While I do agree that the high activity in the Addon releases board is a bit of an issue, splitting it in two based on a arbitrary rule originally set in place to divide demo compatible from non demo compatible mods isn't a good idea. Having to look through multiple subforums to find the modpack you are looking for instead of clicking the next page button certainly does not make the navigation easier. The same issue we now have with people not using the right tag applied to the subforums too, I was just moving things around to the right section. The stickies are mostly outdated and I'm aware of this, the best you can do to fix this is to write up new documentation and PM the links to me. I need help to get the subforum back to its former glory.
  16. Did you invert the Y channel on your normal map? For whatever reason Unity/KSPshaders have it backwards. Also: Neat halftrack!
  17. That entirely depends on how much of the detail you want. If it's just the cylinder you can do it in SW, but it's still going to be faster to do it in blender.
  18. Problem with solidworks and .STL export is that SW has no clue what good topology looks like, if you dial in export precision to get your cylinders 24faces (which is sort of standard for ksp) you'll end up with insane polycount the second you add a sweep to a cylinder. As someone who routinely work in both softwares, trust me learn blender. SW is brilliant for what it's made for and the same applies to blender but neither of the softwares does the others job in any acceptable manner.
  19. Yeah you are right, I updated the post.
  20. Hey it wasn't all broken! It definitely needs more work though, but it's coming.
  21. Plugindata gets generated in the folder the plugin is in, you shouldn't have one from the start. Like this: dllFolder/Plugindata/dllName/
  22. You should just need to add the PART{} wrapper and that should be it.
  23. Due to overzealous optimization debugging only works in flight, will fix that.
  24. Thanks for the help getting this set up, FAR support will be in the next version.
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