[QUOTE=Pelf;35956722]Ok, thanks. Do you know what the upper limit should be?[/QUOTE]
9000 seems to take a looonnnnggg time to generate the mesh. But after that IDK. like i said i never had a problem.
The only problem you will have from higher ploy's is novaS saying he dislikes the high polies. only complaint about polies i have ever had.
Welp. today I slapped this thing together. just using RD-191 parts it endded up being like 14000 polies. so I redid some tubes and the chambers in a lower res. and upped the res to the end of the chamber and got it to 8000. Tomorrow I will paint it.
[IMG]http://dl.dropbox.com/u/1417259/Fraps/RD-180-2.png[/IMG]
Sexy.
Speaking of parts, how to you bake AO maps? Mine always come out with no transparency.
I seriously need to buy this game, in late 2011 I was working on a set of DIY-themed parts that were made to resemble bottle rockets and such.
[IMG]http://i.imgur.com/5LYrS.png[/IMG]
[IMG]http://i.imgur.com/L7lre.png[/IMG]
I've got much better at modelling since then.
Anybody here part of the Experimental Test Subjects thingy or is it just me?
I was rejected, and now they no longer take applicants. :<
New update for my station parts is out. This update has the most number of changes yet and makes up the official foundation for the space station parts pack. This doesn't mean that no new parts will be added. As I was typing this, I realized I forgot to add detail to the storage module but that isn't really critical at this point. I also left the airlock out of this update on purpose because I want to remodel it and it not having it won't drastically impact the completeness or usability of this pack.
[IMG]http://dl.dropbox.com/u/13781308/KSP/ExPI/screenshot2.png[/IMG]
Changelog:
+Added 2x2 meter module
+Added capsule versions of all core modules
+Added Common Berthing Mechanism (CBM)
- Removed expansion cap (replaced by CBM)
- Removed Airlock Module temporarily while it gets remodeled
*Detailed all core modules
*Remodeled Service Module
*Remodeled Service Module Engine
*Remodeled End Cap
*Remodeled 6-way Hub
[URL="http://kerbalspaceprogram.com/forum/index.php?topic=6729.0"]Download links in OP.[/URL]
[editline]edit[/editline]
Version 0.1.1 is up. Just fixed some smoothing errors.
[QUOTE=Nutt007;35966248]Speaking of parts, how to you bake AO maps? Mine always come out with no transparency.[/QUOTE]
What do you mean they have no transparency? As in the image comes out as just black and white? If so, that's how it's supposed to come out. You need to apply it as an additional layer in image editing software.
And we have an RD-180 looking engine :) I hope to get this baby flying tomorrow.
[IMG]http://dl.dropbox.com/u/1417259/Fraps/RD-180-painted.png[/IMG]
another lovely engine.
[IMG]http://dl.dropbox.com/u/1417259/Fraps/GangsAllhere.png[/IMG]
Yes.. I am well aware Vlad has one madcat....
Oh gosh....
Russian Shuttle Engine was even 'better' than SSME :/ [URL]http://en.wikipedia.org/wiki/RD-0120[/URL]
Thread is too slow:
[QUOTE=HarvesteR][QUOTE]I'd be fine with something like ORBIT_RENDER_MODE = 1, 2, 3 (one being local, two the relative mode and three the lerped mode), in the SETTINGS.CFG.[/QUOTE]
That's what I did just now. I was going to add the UI button, but there's just not enough time now.
You can set the PATCHED_CONIC_DRAW_MODE parameter from 0 to 4, and each mode is as follows:
0 - Local to Body: Patches are drawn in relation to the current position of each orbiting body.
1 - Local at SOI Entry UT: Patches are drawn in relation to the body, but at the time of SOI entry (default)
2 - Local at SOI Exit UT: Same as above but at the time of leaving the SOI.
3 - Relative: Patches are drawn in relation to the current body being orbited (continuous line mode).
4 - Dynamic: That experimental Lerped mode I mentioned earlier.
Cheers[/QUOTE]
[QUOTE=HarvesteR][QUOTE]One quick question. If I choose that mode that I like, will I see a 'dotted' line connecting pairs of relevant nodes? Or is it not in yet? (I know you mentioned it a while ago).[/QUOTE]
Not yet. Line drawing is a tricky business here, and there wasn't enough time to get it working right. I was just about able to get the patch splines working in the time we had. The dotted lines will most likely have to wait for the next update.
[QUOTE]Would it be possible/easy to also add a setting for how many patches ahead are drawn?[/QUOTE]
I don't see why not. Just another int on game settings. I'll add it.
EDIT: Added.
Cheers[/QUOTE]
Well today I made the shrouds :D Comes in full and half. (just because they are cool like that)
[img]http://dl.dropbox.com/u/1417259/Fraps/RD-180%20shrouds.png[/img]
Hey... guys...
[URL="http://kerbalspaceprogram.com/forum/index.php?topic=12319.msg192403#msg192403"]KSP 0.15 Released![/URL]
[quote]
Hi,
[b]The 0.15 update of KSP is now officially released, and [url=http://kerbalspaceprogram.com/kspstore/index.php?c=18&p=22]available for download at the KSP Store[/url].[/b]
Here is the complete changelog of everything that was added, fixed or tweaked on this version:
[b]New:
* The Spaceplane Hangar Facility, allows you to build vehicles horizontally, and launch them from a Runway
* The Runway Facility, to launch from and land your spaceplanes at.
* A new Part Creation Toolset, allowing for animated models, with normal and emmissive maps.
* A deployable Landing Gear part
* A new AtmosphericEngine part type, and two new air-breathing engines.
* A Patched Conics trajectory projection system, shows your map trajectory as it enters and leaves the SOI of planets and moons.
* Parts now can have a context menu where you can view data and perform actions. (Atmo engines already implement this)
* Parts now visually display their temperatures through a dynamic emmissive heat map.
* It is now possible to manually rotate parts on the VAB and Spaceplane Hangar prior to placement (using the WSADQE keys, Shift, Space to Reset)
* It is now possible to trim the roll, pitch and yaw inputs by holding Alt and pressing the roll, pitch and yaw keys (Alt+X to reset).
* Added a small, far-flung second moon around Kerbin, called Minmus.[/b]
[b]Bug Fixes and Tweaks:[/b]
[b]
* Fixed a security flaw with the updater tool.
* The flight log will no longer show the terrain tile IDs when crashing things into them. It will show the correct "crashed into terrain" message.
* Corrected the level of the ocean quadtree, so that it matches visually with the simulated water level.
* (Possibly) increased performance on the flight scenes (from the terrain tweak also)
* Found and fixed the true cause of the orbit NaN bug. ([url=http://en.wikipedia.org/wiki/Talk:True_anomaly]see last note on this page[/url])
* Corrected the aileron action on ControlSurface parts. Now aileron input is determined based on part orientation instead of symmetry counterparts.
* Fixed an issue with joystick throttle when focusing/unfocusing the game.
* Fixed a problem with fuel lines and struts becoming attached to non-existent parts when reloaded.
* Fixed the behaviour of the Alt key when Alt-Tabbing out of the game.
* It is no longer possible to enter time warp or save the game if the ship is landed or splashed, but still moving.
* Several improvements to the scene lighting in the Spaceplane Hangar and Vehicle Assembly Building.
* Fixed Fuel Lines and Struts not reconnecting once reattached to the ship at the VAB and SPH
* Improved the part dragging on the editor scenes
* After a crash, the end flight dialog will only come up by clicking the left mouse button, hitting Esc or the Space Bar.
[/b]
Cheers
[/quote]
[QUOTE=Tommyx50;35996849]Hey... guys...
[URL="http://kerbalspaceprogram.com/forum/index.php?topic=12319.msg192403#msg192403"]KSP 0.15 Released![/URL][/QUOTE]
Server down in 3...2...1...
Gotta be fast!!
[editline]17th May 2012[/editline]
And I'm downloading!
[editline]17th May 2012[/editline]
Added a small, far-flung second moon around Kerbin, called Minmus.
ANOTHER PLANET!
[QUOTE=pip12345;35997051]Gotta be fast!!
[editline]17th May 2012[/editline]
And I'm downloading!
[editline]17th May 2012[/editline]
Added a small, far-flung second moon around Kerbin, called Minmus.
ANOTHER PLANET![/QUOTE]
Moon != Planet
[img]http://i.imgur.com/Ov8rT.png[/img]
OH MY GOOOOOOOOOOOOOOOOOOOOOOD!
[IMG]http://oi48.tinypic.com/wb5buu.jpg[/IMG]
Minmus looks a lot more hilly and bumpy, I like it.
[QUOTE=pip12345;35997321]KERBAL PLANE PROGRAM........
[IMG]http://oi46.tinypic.com/34ypabn.jpg[/MG][/QUOTE]
Wings should be heavier if that thing can take off.
Not sure I really like the whistle the new air breathing engine makes :I
Just explored an island with my ram-jet. Landed it there, and leaving it as a momentum.
Normal maps look like balls.
i don't like how all there's all this c7 stuff now and it's just dumped in with the rest.
the current menu was fine with just the stock parts, but it was always a mess with mod parts and now that the stuff is in vanilla it seems kind of rushed/bad.
there needs to be some better way to organize all the parts, also maybe some filter or small icons that make it clear what each part does.
I deleted that junk :D
There should be a "Space plane" category, and a "Rocket" category.
so.. we updated the patcher but you have to full download anyway.. :/