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Found 2 results

  1. So I've come across a problem that I suspected, but haven't encountered until now. I opened some Tantares files in Blender for some reference for a mod I'm working on and, when examining the mesh, I discovered that it somehow looked smooth without modifiers. The only difference I see in it vs. my own is that mine uses Subdivision Surface and Tantares has no modifiers. This makes sense as these modifiers probably dont work in KSP, right? Here's the comparison, sorry I don't know how to include images in the body of the post. https://imgur.com/a/GYBlXhK So here's my main question: how do I model like this? I don't understand how they get it to look so smooth and yet it doesn't use any special shading or subdivision surface. Also, as a bonus question, how would I add these cutouts without using the Boolean modifier? https://imgur.com/a/2lR1QZz
  2. Guys, please, I'll ask and suggest changes again about the controls, but getting into a bit more details now. As this hasn't even been touched or mentioned with the last fixes, and not even in the youtube video about control presets (where nothing was talked) it made me not sure if devs are so unware of this or if they just don't see this as a problem. But I do hope you call their/your attention with this question/topic, where I'll be trying to clarify the annoying problems that I'm having here (problems which can be very stressing when one is trying to play career mode with a hard preset and the controls seem to want to kill your kerbals every second). Firstly. Can we please, please, toggle an option for fine throttle control without modifiers in the Radial preset? Radial is much more intuitive than Cursor in many aspects, but not being able to properly land a ship, to fly a plane or even to drive/taxi planes (as I don't have the science for building proper rovers yet) around the KSC with precise throttle controls because every time you press LB/L1 to move the throttle the craft also trims automatically if you happen to be moving a control surface is a seriously huge bummer! I wonder why nobody talks about this. Secondly, can we have some proper functional trimming? There are two problems with the current trim system: Unlike in the pc version where you can move each movement axis (yaw, roll, pitch) trims separately if I'm not mistaken, in the console version you can only lazely set all trim tabs at once. So I can't fix my plane which is pitching up by it's own first, and then later try to fix it's slow roll to the right since I'll mess with the first pitch trim by trying to trim it again for the roll..... This is really annoying when you're doing long distance atmospheric flights while trying to use time acceleration because you can never trim the aircraft properly and every small correction you try doing while at 4x accelartion will cause a huge flight path change, overstressing and possible death of kerbals. This then opens up to the 2nd problem: If I try setting half a pitch up trim (the 4th horizontal line in the pitch indicator, right beside the H from pitch) starting from a no trim situation, I can simply push the joystick halfway forwards while using the orange arrow as a reference, and press the trim button once this arrow is over the line. But then let's say I still need a little bit more trim for the craft to stop pitching up on it's own, about a single line up in the indicator, I won't be able to use the orange pitch arrow indicator as a reference for the trim anymore! If I push up enough so my orange pitch arrow indicator is one line over the current trim pink arrow (right where I want my new trim to be) and then I press the trim button, it won't set the trim where the orange arrow was, but way above it, because the game still seems to take in account how much I'm pulling the physical joystick stick instead of the position of the orange arrow. I mostly end up having to reset trim and then watching my Dihedral high wing plane pitching up wildly at over 200m/s. We also have the rather annoying trim button conflicting with multiple other functions. You can't fine tune throttle while turning because you'll end up trimming the craft. You can't time accelerate while turning because you'll end up trimming the craft. You cannot quickly open the map while flying and maintaining a slight pressure on the craft because you'll end up trimming the craft - or then you can try opening the map through the radial and it will end up cancelling your stick pressure because the radial also happens to use the same left stick you use for controlling the craft to select the options, instead of using the right camera controlling stick. Lovely! Thinking about, what I'd suggest was having the LB + View/Select (Xbox/PS4) combination for getting into trim mode. Now in trim mode (with a green message on top of the screen telling you are in this mode) every "camera movement" you do with the right stick would actually create a cumulative effect on trimming. For example, pulling the right stick a tiny bit out of it's deadzone would cause the craft to slowly start trimming up until letting go of the stick. The more you'd pull it, the faster it would trim down, until it gets to -100% of trim or you let go of the stick. This way, I would not have to stop actually flying the craft to trim it, since I'd would have fingers on both sticks at the same time. With proper coordination, one could notice that for the longer he pulls the right stick, the more he'd release the pressure on the left stick, until the craft is slowly and accurately trimmed - not to mention that this would also fix the unintentional trimming, as you'd only get into trimming mode if you really wanted. As for the yaw/roll, both would be done with the right stick X-axis. You could switch between the two by pressing RB + Y, similarly to how you switch Roll <-> Yaw when flying with the cursor preset by pressing LB + Y (L1 + △ on PS4) . If you read it to the end, thanks! I'd really like to know what other people think of this, checking if more people are also being annoyed by the same problems, and I'd also like really to see what Devs think of it. Cheers.
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