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Porkjet

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Everything posted by Porkjet

  1. I've put up a compatiblity update for 1.0. This has been the last update as I am working on a new and better mod to entirely replace this. Sorry for keeping you waiting, I was hoping to get around ever touching these old things again and just release the new mod, but I got a lot of PM's and demand for an update is apparently bigger than I thought it was, so here you go. Looking at these old models gave me some shivers here and there, heh... afterall it's now been almost 2 years since I made the first part, and I learned so much since then. These models are clumsy and super inefficient compared to what I do now, and I'm really looking forward to present you a completely overhauled version.
  2. I replaced the entire config with Veryinky's clever code. It creates even amounts of fuel for the LF/OX-only versions, which seems to be what the majority of you want so I'm fine with that. As of this version this mod is entirely a compilation of other peoples work, which feels kinda cheaty, heh.
  3. You can gimbal the thrustTransform directly, it'll move all instances of that name. You can even parent them in a chain, and make a gimbal snake... for whatever reason you might wanna do that
  4. *makes one tiny change* *releases new version immediately* ... *slacks off*
  5. It will eventually cool down, it gets several 1000k hot, takes some time to cool down, or just time accellerate
  6. wow that lets my approach look like a caveman indeed. Damn Nertea and his science
  7. not sure what you mean, It's the 0.9/1.1 LFO mixture used by stock engines. Yes, oversight, thx for the reminder I'll add it now
  8. Adds a tweakable to all fuel tanks that lets you switch between LiquidFuel or Oxidizer [Download link to defunct hosting site removed by moderator] It works by applying the Firespitter FSfuelSwitch module via ModuleManager to all stock tanks. This is a non-destructive method of modifying stock configs that is completely revertible by simply uninstalling the files provided by this mod. Config code is written by veryinky, Badsector and Nertea. This package redistributes the following mods and plugins, their license information can be found in the provided links: ModuleManager - made by Sarbian & Ialdabaoth - http://forum.kerbalspaceprogram.com/threads/55219-Module-Manager-1-5-6-%28Jan-6%29 Firespitter by Snjo - http://forum.kerbalspaceprogram.com/threads/24551-Firespitter-propeller-plane-and-helicopter-parts-v7-1-%28May-5th%29-for-KSP-1-0
  9. Before you export dds, flip the texture vertically.
  10. new Version out! meet the KANDL This was suggested by SkyRex94 I've also been reading you guys comments about the emissives, thanks for those hints. I have mainly used photos as references, and many of those often did show the hottest glowing part of the nozzle somewhere in the middle of the bell. As Starbuckminsterfullerton and futrtrubl have pointed out, this is caused if the nozzle is throat regeneratively cooled, which is the case for the LANTERN. However, I did change it and the Lightbulb emissive a slight bit and gave the throats more glow, it does look better I think:
  11. calculating lift and mass for wings and control surfaces: deflectionLiftCoeff = Surface area in m^2 * 1/3.52 (3.52 is the magical jebediah coefficient) mass = deflectionLiftCoeff * (1 + ctrlSurfaceArea) * 0.1t (ctrlSurfaceArea increases weight, e.g. all-moving ctrSrf are 2x as heavy) ctrlSurfaceArea = proportion of the wing area that is control surface - - - Updated - - - Attach nodes will only attach in one specified direction, the last three parameters are XYZ vector: example: node_stack_top = 0.0, 0.9375, 0.0, 0.0, 1.0, 0.0 (= Y up) node_stack_bottom = 0.0, -0.9375, 0.0, 0.0, -1.0, 0.0 (= Y down)
  12. Hey all! I'm updating this right now, adding a new engine aswell while I'm at it, expect it tomorrow-ish!
  13. Dive in in a shallow trajectory, maintain an angle of attack of 30-40° in the upper atmosphere to lose that speed, use an airbrake on the top of the rear to assist in pitch up and drag. if you're good at it you can reenter with barely any visible flames. Happy flying! Edit: Also, if you keep some fuel in the strakes, it increases their thermal mass and makes them heat up more slowly
  14. That's possible, see: http://forum.kerbalspaceprogram.com/threads/63871-Multiple-docking-nodes-on-the-same-part
  15. Looks like the normals of one of those petals are reversed. You can check for that in blender by enabling backface culling. Find the parts that are rversed and flip the normals.
  16. There's no set definition for a budget Usually it's no more than 2k for most parts, but it depends on the part type and size. For example, a small radial attach part like a battery that is likely to be attached several times to a vessel shouldnt have more than 300-500 poly, while for a large part that's more likely to be used in small amounts like a cockpit it's ok to have up to 5k. But for the average you should aim for something between 1k-2k. The game should be able to handle your 130k model, but it's WAY above the usual polycount for parts. Also note that the mesh collider shouldnt have more than 256 polys, stay as low as possible with those, they are expensive. Unity collider primitives on the other hand are cheap, use them when possible.
  17. That's the most it got here in germany, perfectly clear sky today: got a nice view through welding goggles the twilight was quite fascinating, felt like wearing sunglasses...
  18. Multiple animations dont work very well on stock anim controllers, for instance, you also can't have a direct throttle anim (ion engine) and an emissive together. You're controlling the vtol anim with moduleAnimateGeneric, yes? I'm surprised that even works, i tried something like that too some time ago and it didnt. Might be due to the changes of the module that came with 0.25. Anyway, maybe you can make it work with a plugin animation module, such as FSanimateGeneric from Firespitter mod.
  19. Sry Winn75, but what you're saying about normal maps and UV island orientation is wrong. Their orientation in the UV space is completely independend of how normal map shading ends up in 3D. This means you can normal map that basketball just fine. Everything else you said is of course correct, overlaying UV islands is very practical, and they can indeed use normal maps correctly so that makes it even better.
  20. I dont think a mod nessesarily needs to adapt to gameplay and balancing, it makes sense for part packs and vanilla-expansion kind of things of course, but you can also make something comepletely different that throws anything else completely overboard. if it grants you a couple of hours of fun, anything goes. Doesn't matter if its cheaty or uncomparable to other parts of the game. That's where I see this idea going, use KSP as a platform for some new/fun/crazy idea. let it have its very own gameplay, E.G. you start with a small ball of goo on Eeloo and have to find rare resources to replicate, grow, transform, and this way travel across the kerbol system to fullfil some goal, could be as simple as visiting/collecting resources from all planet and moons in the game. That wouldn't take very long due to the probably 'cheaty' nature compared to stock stuff. It'd be a fun little chellange. But to come back to the quote, I agree in that it probably wouldnt be extremely popular, more of an obscure niche thing. But it sounds fun, I'd like to play that!
  21. Would be interresting to let the goo transform into rocket engines and stuff like that. It transforms itself into a lander and lands on a moon, then nanoparticles harvest whatever matter they can find there and transform it into fuel or more Nano particles. Would have to come up with a lot more interresting things like that to make it interresting in KSP.
  22. Some programms have an option to automatically untriangulate based on poly angle, is there no such thing in Blender?
  23. Try to scale it up by 1.25x and see if it fits. That damn 1.25x rescaling can be unintuitive sometimes.
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