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Everything posted by ThermalShark
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I don't know how asteroids were implemented, but probably it's just a regular part with a procedural model (which is also the collider). If that's the case, the hard part would be replacing the asteroid part with a custom "hollowed asteroid" part. It's hard not because you need to keep the same model as before, but because there will be stuff attached to it (the player's ship). Still, i think it is very likely that someone with decent modding skills will do this after the ARM update, as it's not as complex as mods like KAS, Kethane, FAR, etc.
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Space has no temperature, as it is a vacuum. The temperature of an asteroid depends on the solar heat is receives (among other things). But you are right about the asteroid types.
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A lot of pages back in this thread i saw people talking about with Unity 5 and it's "64-bit support". I'm not going to read all the pages from there to find out if someone already said this, so i apologize if it has already been said: Unity's upcoming 64-bit support is for the editor only! "Editor" is the program the developers use to make the game, not the program the players use to play. So, for us end users this only means Squad may take slightly less time to make stuff. Besides, Unity 5 will take a long time to be released, probably after 0.24, and possibly after 0.25.
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Is there any way to get the source code for the stock PartModules? It would really help me in making a mod i am planning to do, which would add (internal combustion) engines to drive rover wheels, but i'm sure the code would help many others, not only being used as base for a mod, but as example code for learning how stuff is done with the KSP API.
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as far as you can drive oxygen-breathing car
ThermalShark replied to JtPB's topic in KSP1 Challenges & Mission ideas
It's possible to make the rover wheels consume LiquidFuel, in an adjustable rate, with no coding required. -
It makes no sense for the small science (what we had before 0.22) to have transmit values of 40%-50%. They are just numbers after all... We already have the Mobile Materials Bay, surface sample, atmosphere analysis and Mystery Goo with values of 20%-35%, but for them it makes more sense because they are physical samples, except for the atmosphere analysis, which should have a pretty high value after processing.
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I have just realized all of the files i mentioned earlier are from my BUILT unity projects, from inside the app bundle. It's a mac thing, actually just a folder with stuff inside, stuff that are not meant to be used by end users (but thats not really the case for KSP), and because of that, mac's file searching tool (Spotlight) does not show anything inside app bundles unless you search directly inside them, which is a "feature" i hate. Because those dll files are in my app bundles, they should be in KSP's app bundle too, so i (manually) searched, and they are. So i found out the "KSP_Data" you said is the equivalent to the app bundle in mac. Thanks for the help! Edit: i started writing this post before you posted your answer. i was looking in the main KSP directory, it was Spotlight behavior that made me not find anything...
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I didn't made the projects (see the link), and who made them didn't say anything about that, so i assumed everything would be done already. And it was, but they were made in Windows, with Visual Studio (i had to manually open the solution file in a text editor and change version from 12 to 11, as MonoDevelop would open the file as if it was a text file otherwise. Details here.) By "KSPRoot" you mean the folder that has gamedata inside? If yes, its not here. I did a search for .dll files inside the folder, and the only results are mod plugins. However, i did the same search on my whole computer, and i got several "UnityEngine.dll" and "Assembly-CSharp.dll" files from my Unity projects. I am going to try that...
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I am experienced with Unity and C#, and decided to make mods for KSP. I started with copying stock parts and modifying functionality and/or size, and now i decided to make my own plugins. I downloaded this, and when i tried building one of the projects included (in MonoDevelop), there was an error saying UnityEngine could not be found. I went to the references tab of the project, and there were error icons in the references: Assembly-CSharp, Assembly-CSharp-firstpass, and UnityEngine. The error in all three were: "Assembly not available for Mono / NET 3.5 (in Mono 2.10.2)". I googled about this and it seems nobody had this problem before (not with KSP, and the non-KSP result i found was solved by changing from .NET 3.5 to .NET 4.0, which does not work with Unity. I have a mac, with MonoDevelop 2.8.2. Any help is appreciated.
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The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
I suggest you ban moving control surfaces completely, at least for people that dont use FAR. Here is the Firelaser II, that had a top speed of 26.2 m/s, now at 72.7 m/s, only because i activated pitch controls on the rear surfaces: The surfaces boost it so much that it accelerates even without using the wheels, and when stopped, it starts going forwards. The same happens with only the small surface being active, and with only 50% pitch input (using trim, alt+S). EDIT: I have the rover keys set to IJKL, thats why i can have the rear surfaces pitch up while still accelerating the wheels. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
I made it again in 8:58, no moving surfaces: I pressed F1 and "mark" buttton in Mechjeb at the same time, but the screenshot came out first so the stopwatch still shows "1:00" Finish: The car name is Firelaser II, top speed is 26.2 m/s. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
Control surfaces need to be locked? On stock KSP it's possible to make a car complete the circuit at a constant 50-55 m/s, and thats beccause the wheels break at 60 m/s, otherwise it's possible to make a car go 150 m/s even on the slowest turns. Pds314 demonstrated this well with his hypersonic car. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
Car is FireLaser, made by TSLV I will try to make a much faster car, and if successful, i will call it FireLaser II. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
Here is my 9:27 entry: Start Finish Crashing Surviving -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
I made it in 9:27, but I will only be able to post it tomorrow! -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
It doesn't involve flapping control sufaces. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
With control surfaces i can make a car reach 60 m/s, but going above 45 m/s (not in a straight line) usually means flipping, and during the flip the control surfaces get in a angle where they generate lift (upwards), then the car flies 30 meters above the ground doing crazy rolls, then explodes, killing the driver. And its possible to use other means of turning other than wheels, like SAS yaw, or a rudder. -
The KSC World Supercar Championships!
ThermalShark replied to Kingtj44's topic in KSP1 Challenges & Mission ideas
If the car had static panels or RTGs it wouldn't need pit stops. Is that allowed? Also, can i use aerodynamic surfaces as i want, as long as the car doesnt fly? EDIT: Is SAS and more than 4 wheels allowed? EDIT 2: And external seats, as long as the driver is safe in crashes? -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
ThermalShark replied to Taverius's topic in KSP1 Mod Releases
Finally got it working, because in mac, when copying a folder to where there is already a folder of the same name (the squad folder), the "merge" option is hidden. i had to search online for it, and then waste 15 minutes messing with all the options because the translation of the merge button is wrong. -
[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
ThermalShark replied to Taverius's topic in KSP1 Mod Releases
It doesnt work for me in 0.23. I have a clean install with only TV, Mechjeb and Kerbal Alarm Clock, and the game gets stuck loading "DA Bonus Jet". I tried deleting this part, and now it gets stuck loading the ramjet, but i dont want to delete it too. -
Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
ThermalShark replied to Brotoro's topic in KSP1 Mission Reports
I have just realized i have read this whole thread in just 2 days. Thanks for the amazing work.