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Everything posted by G'th
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^ This is the basics of it. But another thing to consider is changing the settings on your wheels. By default the stock wheels are not really configured for the low gravity on the Mun, nor even on Kerbin for that matter (unless you have a sufficiently heavy rover). Try playing with the traction tweakables to make them less powerful so you don't get too much speed too fast. How you control the rover is also important. Either make wide, gentle turns or slow yourself (by pressing S to go reverse. Brakes even when you're rover is perfect tend to flip you) and then turn. Should also control your speed. At a maximum you should only be going 20 m/s. And thats on flat terrain for a long distance. In general you want to keep it around 10m/s.
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^ Why thank you. With KineticSloth helping me work through the kinks of Unity I've started in earnest working on this. As you can see there, I've placed my first prop. The plan for phase one right now is to populate the CM and LM with MAS props and get them all working in-game. Accuracy in placement will be important, but right now this is more about teaching myself not only about how to populate and organize the IVA, but also in making sure it works properly when I bring it into the game. And of course, this will also restore the functionality of the IVA for gameplay purposes (as currently with RPM its unusable), which is part of what kicked me in the rear to start doing this.
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Issue with Unity and applying textures
G'th replied to G'th's topic in KSP1 Modelling and Texturing Discussion
The model isn't mine, as I agree with you that the way this one was set up is rather...ill advised. However, me and a friend on here did figure otu the issue. Apparently Unity doesn't like .dds. Converted the textures to .png and they work as they should. -
This is the problem i'm facing. I want to ensure that these textures are applied properly (as I'm certain if not, I'm just going to have an untextured IVA if I export it to KSP), and I'm going through the steps but this is what happens. And I'm not entirely sure what step i'm missing or where in this process it would even be. Is it a step in blender? Unity? IDK! Essentially I have these 4 textures that are supposedly UV maps, but when bringing them into unity, they do not behave as such when applied to the objects they're meant to be applied to. My gut tells me its something to do with the export into Unity. Perhaps in order to do this the textures need to be applied in blender first, then exported, then I can apply the materials and get teh result I'm looking for? Sounds like it makes sense but of course Blender is about as user friendly as a gold brick to my crotch so I'm not even sure how to accomplish this. I am going to go ahead and try to do this but I wanted to reach out here because this is frustrating me.
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[KSP 1.6.1] Stock Visual Terrain [v2.2.0] [20 March 2019]
G'th replied to Galileo's topic in KSP1 Mod Releases
@Galileo In what way might i adjust the sheer blackness on the Mun? While it certainly looks great for gameplay purposes it actually makes it rather aggravating to deal with. Particularly when in the area I was in when I took this shot the sun was directly overhead.- 1,019 replies
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Indeed! That is certainly some exciting news. Regarding the IVA, Cobalt tells me the cockpit needs a new model (which was likely to be part of the plan eventually anyway) so coupled with this I have some work to do. I think the initial plan is I'll get my feet wet using the IVA as is and go from there. View issues for the panel can be fixed in the interim with different camera views, would just need a way to mark where to click for them.
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Quite some time ago, @MOARdV inspired me with his FASA Gemini IVA to create a set of IVA's for the Apollo Command Module and Lunar Module that had the same kind of features. IE, realistic instruments in a realistic recreation of the actual interior layout of the real modules. Between the functionality provided by RPM and now MAS, and the lovely collection of props that @alexustas has developed, this has been more than possible for quite some time. And yet we're still stuck with super simplistic IVA's. Not that this is the modder's fault. To my understanding IVA's aren't the funnest thing to put together compared to parts, and this is worsened when we want more than just MFD's or stock style toddler buttons. Due to procrastination and many life issues, I never really got started short of thinking up all the features I'd want to include by the end of it. But, for various reasons, I've found the kick in the pants to start working on it in earnest. While I've yet to actually start working on it, i wanted to create this thread here to gather my thoughts about what I want to do so I don't get distracted by them. I'm an idea person and all this crap is distracting. So I'm going to vomit it all up here. And I do humbly request that I be spared the usual "You're planning too much stuff when you haven't even installed Unity yet Gth" type stuff. I don't expect much of this to be within reach anytime soon, but they are things I want to shoot for eventually. --- Phase 0: Convert/Create a series of MAS props to cover the entire range of NASA IVA's from Mercury to Apollo. This will be relatively simple, just a time consuming process. I'm doing this as in order to properly replicate the real interiors, a set of props will need to be created specifically for this purpose, and as MAS is set to replace RPM, there's no reason to try and create a bunch of props for RPM. (originally some of the initial ivas would have been half and half or even full RPM) I have set up an excel file documenting each and every single switch in all four vessels (those being Mercury, Gemini, Apollo CM, and Apollo LM) to track my progress. Phase 1: Creation of IVA's. This is going to follow a simple pattern. Once I complete a set of props for the IVA, I will put the IVA together and release. So this means Mercury will come first, then gemini, and so on. Plan is for Lunar Module to come stock with emergency 3 seat option. Whether it will just be an open 3rd seat (and the module only configured for 2 kerbals obviously) or some kind of IVA switch mechanism is unclear at this time. Phase 2: Re-model of Apollo Command Module IVA. The Initial one will be set up to work and have something for it, but a re-model is something I"ll have to tackle and that will take time. So instead of leaving the set incomplete I will put out a basic one using hte model we have, then release a revamped version once the new model is finished and set up. This may also be accompanied by a Hammock mode for the LM to roleplay those rest periods on the Mun. Phase 3: ETS specific IVA's for Apollo. With new model, it will be worthwhile to create these properly. Phase 4: Features. This will likely be a split from this specific mod, but this is where things like simulation mode will be researched and developed. ___ Space where I thank all the people that helped me through the nonsense: Kinetic Sloth - for helping me work through the kinks of working with unity. MoarDV - for being the holy grandfather of IVA stuff.
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It was actually something i asked him on discord my last go around.
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Now we just need a method of delivering DSSHU cans from the top of the descent stage to the surface. @Drakenex You ever find a method of doing this that wasn't stupid? According to e of pi its apparently supposed to be something like this: And while I'm inclined to give it another go (i tried it once, I can't remember how well it went), I'm curious if you've given it any thought.
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[1.10.1] Making Alternate History - Lander Pack
G'th replied to bcink's topic in KSP1 Mod Development
Hi, I'm afraid of change could I PLEASE get a .22 compatible release and also an uberengine with 50000gn of thrust kthx.- 160 replies
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B9 procedural wings fork for KSP 1.4.x?
G'th replied to memeconnoiseur's topic in KSP1 Mod Development
https://github.com/jrodrigv/B9-PWings-Fork/releases/tag/v0.50 -
I don't see how someone can be so attached to Facebook it affects their stress levels.
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Boo hiss sounds like stock logic xD But okeedoke. Personally wouldn't be an issue proc wings was a bit more flexible, what with me not liking pre-fab wings anyway.
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Indeed, I think the consensus is going to be a restart and go full nerd. Plus I can also confirm that I will be able to record reasonably well, so now onto planning
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So, as some of you guys who followed this may no doubt be aware, if not through this very post, I'm back, and presumably for good lol. Life's swung back my way and this has afforded me a way to play kerbal again since my laptop dying put me back on hiatus and stopped this series. And I'm considering coming back into it. Between new releases through @CobaltWolf's BDB as well as the new pack from @bcink, an Eyes Turned Skyward series is even easier to do, and do accurately. While I'm still working out my mod list and whether I want to bother trying to record on my slightly out of date computer, I can say with confidence if I wanted to do this it'd be rather simple. But what I want to ask you guys that follow me is about the format, and how I should approach picking this back up. First, re: format. Would you guys be interested in what I was doing (though slightly more refined), where I generally cover a mission (or a series of smaller missions) and fill what dead air I can with lots of informative info about ETS, Kerbal, real life space stuff, opinions and what not; Or, would you be more interested if I changed it up? My thinking was each episode could cover different aspects of the program I'm covering. So for instance, first episode could explore for instance the design process of one of the stations and its history in the timeline and then test flights and what not. Second episode could cover first launch and then aspects of initial station building, and so on. Essentially it'd be similar to what I was doing, but they'd be somewhat smaller episodes more focused on the actual lore of ETS as well as technical and scientific aspects more so than just the pure flying. Long story short, ultimately I'd be covering all of this anyway in one form or another, but the question is, bigger episodes that give a flying focus above anything else, or smaller episodes that'd focus on nerdy stuff? Second, re: restart. Now that Cobalt has finally released Spacelab parts in BDB, Spacelab is something feasible for me to actually cover properly. And of course Artemis/Orion/Armstrong were always possible, but now made easier as I do not have to spend an inordinate amount of time cobbling together Frankensteins lunar landers to do so. Freedom I could knock out in a day, as far as designing and then sub-assembling the different components. So, would you guys mind a general restart or just continue on from Freedom? I'm inclined to do a restart anyway, but I figure I may as well get some input on that. With pretty much the entire timeline covered part wise, the idea would be with a restart to pretty much follow the timeline chapter to chapter. From Apollo 18 right on up to the lunar bases designation as Armstrong Base. And, as much as it may pain me to do so, I may even touch on icky Russian stuff. Kinda have to if I really want to do Spacelab properly. As far as the Russian side of ETS as a whole.....I give a hearty meh. While I do like Beales parts, something about Russian style just makes me not even want to play lmao. But anyway, those are the questions I have for those of you who care to provide some input. All in all I'm excited to be back as I was cut off from KSP right in the middle of the "high" so to speak, and the games only gotten better sense. Case in point, take a look at these two screenshots here. I'm currently working to reestablish the world to build up an ETS playthrough on (which really is just a matter of making sure I at least get up to Surveyor 3/Apollo 12) and thus far it is really promising in terms of visuals how well a new series would play out.
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https://imgur.com/gallery/SqFLa Are we ever going to have the CERV wings with heat shielding on the underside? Doesn't really make sense the way it is now.
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[1.10.1] Making Alternate History - Lander Pack
G'th replied to bcink's topic in KSP1 Mod Development
And indeed I have. Whether or not I start putting up more content is still up in the air. But we'll see.- 160 replies
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He's got the right of it, though we could probably have a lively debate on the merit of using the docking rings from NFConstruction instead of the MOL docking ports for better if not slightly more accurate looks.
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[1.10.1] Making Alternate History - Lander Pack
G'th replied to bcink's topic in KSP1 Mod Development
Once I get KSP working properly quite possibly. I only recently got computer access back (my old one having turned into a paperweight) so I'm still trying to pick up where I left off.- 160 replies
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EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEKKKKKKKKKKKKKKKKKKKK IDK if our friend here has modeled it but the Pegasus (transfer stage's name) attaches to the lander by way of a detachable docking port system. Essentially just a octagonal set of struts supporting a docking ring that attaches to the docking mechanism on the transfer stage. This assembly is then ditched with the Pegasus.
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[1.10.1] Making Alternate History - Lander Pack
G'th replied to bcink's topic in KSP1 Mod Development
Hell if I could just get those landing legs I'd be set. The legs were always the most frustrating part about building the Altair/Artemis style landers. Nothing looked right and half the good looking legs weren't functional in KSP anymore >.< But yes, get it done right instead of having to rush out a patch day 1- 160 replies
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[1.10.1] Making Alternate History - Lander Pack
G'th replied to bcink's topic in KSP1 Mod Development
As someone who is big on replicas, this mod will be a boon and immediate download once it drops. Now I don't have to cobble together that Frankenstein looking thing again- 160 replies
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Should also be noted that it is much more satisfying and fun to build your own using Cormorant and B9 wings, like me: It will also look better.