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SynX

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Everything posted by SynX

  1. When I tried to load a large vessel into the ground assembly line, it say "no suitable container found", and when loading with a smaller one, it worked... that large vessel is about a kiloton fully fueled, or 120 tons empty. More questions regarding this, if I want to make a large spaceplane that works as a mobile construction base (which needs to upscale MK3 cargo bays to 7.5m to fit), should I go with orbital assembly line, or ground assembly line?
  2. Since I already installed another KFC mods, I decides just to put the contents under sub-folders, which includes the FX folder. The thing seems to be working normally, however the laser effects were absent, a white line hundreds of meters across, much like the default line effect in Unity... I wonder what is happening here... Btw this is the coolest weaponary I've seen in KSP so far... just conflicting with other KFC mods. can you give a different name to this mod, where it is located under GameData/ATW instead of GameData/KFC ?
  3. This awesome mod is great for me which play with KSPIE, which can allow me to construct massive interstellar ships that can never be launched from KSC (Fusion engines and warp drives don't like atmospheres). Still, I have certain questions after watching these videos: 1. Do I have to carry all the resources (parts, kits) with me at launch? is it possible to produce these part via ISRU on Mun or Minmus? 2. Is there more engineers in the base/spaceport, the better productivity? 3. Are these empty containers like a single-use VAB? and is there a size limit?
  4. After checking back a few pages, I am able to find your amazing work. however I'm still thinking which exact version to download.
  5. Is this mod discontinued? I have not made it work in any version above 1.7.3, even then require the older version of ModuleManager
  6. I installed Kop for 1.8.1, and the planet packs, putting them under the GameData directory like any other mods. However, neither of these planet packs I expect shows up. Is there any dependencies for Kopernicus?
  7. What do you mean by "next update"? This project hasn't been released yet... good things require a bit of patience
  8. KSP is based on Unity Engine. N-body gravity simulation shouldn't be too hard, as you could just add gravity as a function of mass and distance between all objects or Rigid Bodies. I believe that the sphere of influence single body gravity actually needs more coding work... you need to first judge which sphere of influence are the craft is in, and then calculate the amount of gravity acted upon you. However, that's not the case. Last time I downloaded Principia, and found out that the 600MB mod was mostly composed of codes... I don't understand that why is this such a large project, I've seen Principia videos several years ago and it's still WIP.
  9. https://ibb.co/MZtNYvS (sorry the "Insert image from URL" don't work) Is this what supposed to happen? the light effect did not fade away with distance, and only shows up when viewed downwards towards the surface. Additionally, as I look down from orbit, the entire screen turns white with the exception of the craft and UI, and the frame rate reduces significantly, even with crafts of 1 or 2 parts
  10. Where did you get those spherical habitats? they don't seem to be a part of KSPIE You could export the model as .FBX, then import that to Unity with your image textures. Then you compile them with KSP part tools... Also don't forget to add thrustTransform to the part you're making ( I made the antimatter radiant drive a while ago). I appreciate your amazing work.
  11. Yes. Thank you for that information. That cockpit view is amazing, I think it would be great for cinematic purposes. And even better if the screens in front of the Kerbals displays information of the craft. I think there's a mod called Raster Prop Monitor, which does this stuff.
  12. Currently, I'm working on a few engines for KSPIE, one of them is a request for model of antimatter engine. If you had checked out the newly updated KSPIE 1.25.13, you'll found something like "FusionBeam", "CentralBeam", "AMBeam" and "AMRadiation", don't try them out, they DO NOT WORK! I'm a beginner modder, I knew about modeling and texturing (although learned recently), but I don't know how engine plumes work. I added an empty object in Unity, titled it "plume" and then added KSP Part tools and a "position" empty object as it's child, then applied a particle system, with KSP particle emitter, and a lens flare as texture. the material was using KSP particle shaders too. For better effects, I used particle size of 0.1-0.25, and applied the "trail" effect. After I compiled and wrote cfg, I find only tiny particles are showing up, horizontal to the direction of thrust, and the trial of each particle is completely gone. how to fix this?
  13. Well, I'm sure that TweakScale don't work for stock engines, they only work for those whose part config has "module tweakscale" in them
  14. Actually for a massive mod like this, it’s certain to take a long time (already a year and half since first announcement). Since I found out that command and structural parts , as well as various FTL propulsion and energy shields have already been made for quite a while... Releasing after everything is done, it will be quite overwhelming both for the developer (Kerwis) and players... So I suggest it might be a good idea to release the structural components and conventional engines first, then add these fancy FTL methods and exciting weaponry later... I got this idea from the development of KSPIE, which is another massive mod, composed of many components. I believe many things are gradually added after initial realease, in fact there are still people actively contributing, like me. Furthermore for players, introducing some parts most important to ship design (such as structural components) first, then gradually adding other fancy stuff, like cool sci fi weaponry that other mods lacks (for example KTech, only introduced kinetic and energy weapons, and many of these energy weapons deals virtually no damage) that might give both players a motivation to make it better, thus “making this project great”
  15. When your RAM is full. Check out your TaskManager, make sure you close up other softwares that use much RAM, also you might need to get rid of some mods to make space.
  16. While everything looks very awesome, I did not heard any progress updates for several months... Is this project halted?
  17. KSPIE, procedural wings, B9 HX and KTech for weaponary.
  18. For Kerbals their food staple will likely be SolidFuel, with LiquidFuel as drinks and MonoPropellant as desserts.
  19. not stock, but this is the capital ship I'm been working on. KSPIE, Procedural parts, B9 HX are used, with KTech weapons https://ibb.co/xhTkwGc
  20. Any progress updates? Will it be compatible with the latest version of KSP upon release?
  21. I don't think one will download this before KSPIE though. As all of us know, chemical rockets are impractical for interstellar travel, also to have a better understanding the vast scale of the universe. what version of dependencies shall I install? Community terrain texture pack is only updated to 1.5.x, and does this work?
  22. Yep. But this is KSP, not EVE. We need to think and construct the kerbal way, which will slightly differs from EVE. I don’t think a EVE ship will work properly without significant changes in kerbal though
  23. The scale is just what I had expected and logical...however There isn’t really a need for specified carriers in space, any large ship with a hanger can become an aircraft carrier . All of my warships have hangers, which they could act as carriers straightaway. Since unlike naval ships, which is basically 2 dimensional design, and under the significant influence of gravity which even the largest ships needs entire of its deck for the runway. Although spaceships are similar to naval vessels (large tonnage, longevity), there are still differences. There is no need for runway in an environment without gravity and not much limit to a ship’s size besides radiating heat... Of course there will be ships are specialized for something, like artilleries, missiles or fighters. Also, I think the best classification of spaceships is based on tonnage instead of length... Amongst the ships I’m planning, there are 1 battleship (the largest one), 4 cruisers and a special ship. All of them will be modular. thank you for the link though
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