-
Posts
234 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Winston
-
"- Power response added to engines relative to their role or size. eg. GriffonXX has a relatively slow throttle up time due to it being a large stage 1 lifting engine." Installing what you mentioned simply means the responses will be instant like stock engines (and my Griffon Century ignition sound effect won't match very well at all) damnit you
-
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Winston replied to pingopete's topic in KSP1 Mod Development
Those cameras are pretty poor when it comes to white balance and exposure and tend to show far too much magenta in the blues. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
Winston replied to pingopete's topic in KSP1 Mod Development
Another thing to think about is what sort of "exposure" you want to shoot for, I myself would much prefer the sort of white levels you'd expect to see as your eyes adjust to the black surrounding the planet therefore slightly overexposing the planet itself. I think the Earthrise image represents that rather well: While this strikes me as far too dark: I'd go more for something like this, both colour and exposure wise: -
These sorts of things can be finicky sometimes but usually can be "tricked" into working with some fiddling. Try, for example, constructing the fairings first and then putting the transceiver inside, or failing that, try taking the fairings off by grabbing one of the nose pieces and putting it to one side, attaching the transceiver to the base and then re-applying the fairing.
-
When making, say, a non-modular spacecraft for a mod, it is preferable to make it in as few parts as possible since they have only one use. For example a service module part which creates two stages when attached, one for the engine and one for the decoupler, or a parachute with four stages, backshell jettison, drogue chute deploy, drogue chute decouple, main chute deploy, and so on. This could be specified in the cfg by writing a line like "IsOwnStage = 1" in the modules that you want to have their own stages. The default order of the stages should also be specifiable in the cfg, either by the order in which the modules are placed, top to bottom, or by another line in each module. Additionally I think it would be quite useful to be able to create a stage for an action within the action group menu by selecting a function of a part and clicking a "Create Stage" button or something similar.
-
All of the available effects are far from realistic looking, and I'm personally sick of the sight of that big inverted blue cone. Using the RCS effect was, in my opinion, the best of a bad situation. Seeing as the SPS based on the AJ10-137 used in Apollo, a hypergolic motor (essentially a big RCS thruster), the RCS effect is the closest to realistic that there is, at least in a vacuum. If it really bothers you, just change it in the cfg, it's not exactly difficult. Also frankly nobody could give the first crap what you think is "acceptable", we have to make do with what's available.
-
Pod is 3 meters in diameter and will carry four to six Kerbals, I've not yet decided. Service module will be a single part with "circular" type folding solar panels. I'm texturing it all myself so the style might be somewhat different to KW. I might show some screenshots at some point, only thing that's stopping me is that I don't want to get anyone's hopes up because it's going to be quite a while before it's released as I mentioned. As for KW pods, we might do a couple soon. Pods are a little daunting what with the interiors to think about and all. We'll see. Sorry for being horrendously vague.
-
This is really great to hear. I've not yet been fortunate enough to see a launch of any kind myself, but from what I've heard, people's overriding memory is one of big noise. I hoped to encapsulate that with the sounds I collected. There are sounds in there from various rocket launches, movies, IMAX documentaries, tank cannons, howitzers, even car turbochargers and transmissions, mixed and matched to try and create sounds of what are basically slow but powerful explosions combined with savagely violent movement of vast quantities of air, steam, smoke and fire.