-
Posts
874 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Bug Reports
Posts posted by AndreyATGB
-
-
Since you're using EVE's plugin and textures, how will this differ from it? Are the clouds affected by wind already or will it be basically 2-in-1?
-
Is there some key combination I'm missing? It used to display 2 windows one for selecting frame of reference and I can't really remember what the other did TBH. Now there's one which can start/stop plugin and 2 boxes next to all bodies. None of them seem to draw paths on the map anymore though, it does draw my past so to speak.
Damn building release is so much faster than debug, really impressive how little (almost none) performance impact this has.
-
It's been a few months since I've tried it, at least a couple hundred commits (nice progress BTW) and even then it was displaying trajectories a lot better in the future but still not enough to be usable. Are you closer now to being able to show these relatively accurately for 1-2 years in the future, maybe more if used with RSS? Maybe you can use Kepler simulations for interplanetary sections since they shoulnt differ much from Newtonian ones.
-
How would these clouds behave compared to EVE? I would've imagined the two mods cooperating as they're into pretty similar stuff. Are you going to start off right away with volumetric clouds? Would be awesome if they'd behave like real clouds when they're blown over by winds.
-
I've got a mission to test the launch stability enhancer while landed...on the Mun What do?
Sounds like a stock thing, you can also get test jet engine on mun/minmus for example.
-
While everyone waits for next version, can I ask something?
IN other topic in general (mod) discussion we talked about things KSP is still missing to display proper SCALE and distance... and needless to say we concluded somewhat that aside from the distance tint being way too subtle (and always blue???...), the game is also missing HAZE / FOG and horizon boundary blur due to atmospheric scattering.
In the topic someone linked this screenshot -> http://i.imgur.com/CvemXUB.jpg from somewhere way earlier in the development of EVE. And obviously this screenshot looks tons and miles better than EVE in the release version in 0.24 looked. So the question is, is further work planned on Haze/Fog/Horizon related rendering?
Is there any chance EVE will be able to reproduce that screenshot?
That is EVE. I'm pretty sure the newest overhauls have haze. Last time I tried it, it was pretty rough especially from orbit.
-
I suppose the new range simulation works with AJE? That was annoying when using it, previously MJ would give accurate burn time estimates but with AJE it was basically eye balling the fuel required.
-
...So you're telling me it's not rocket fuel?
I think mercury is usable as fuel, but it's pretty dangerous as you might imagine.
-
Its not really Enhanced Navball, they do have the extra vectors, but instead of the "Ghosting" Enhanced Navball has, .25 has a blue arrow telling you were to go for maneuver node. Which I kind of don't really like, I think the arrow will bother a lot of people too. I would of like to had "Ghosting" over a arrow, but the arrow only does one thing. Enhanced Navball still does a lot more then their new navball. They should of ported over Enhanced Navball a long time ago, like they were suppose to do.
I don't see any glaring issues with the stock one honestly. Arrow is weird yeah, but other than that it has all other vectors, which is one of the main reasons to use ENB for me. It doesn't have scaling and prograde/retrograde ghosting though. Pretty good but yeah just copying ENB would've been ideal.
-
Around
for official implementation.2:15 in case link doesn't work for some reason.
-
How can you get the SS texture so good looking with EVE? Isn't the 8K limit a Unity thing?
-
I wonder if we're getting less or no fire/smoke in a vacuum too, I'd like that and the scaling with fuel would l be great too.
-
Not to nitpick but wouldn't yyyy-mm-dd be more universally understandable? It seems the (semi) norm on the forum too.
-
Can you change the GUI to something that doesn't activate trim? CTRL+E is fine for example but ALT sets a slight roll trim.
-
If you somehow manage to get cities that detailed in RSS I'm going to be very, very impressed. I can't even imagine the resolution you'd need for that.
-
Bunch o' engines 'n patience.
-
Jason_25, Wave has already said 0.12 will break saves because from what I saw from his stream, he's using Tweakscale now to reduce clutter (thank you!) and part names have changed as well.
-
Wave, you can alt-click on the part under others to copy the whole stack (for the octagonal struts you were placing just now) and in the group editor you can also hold alt to select multiple parts and they'll get added to the list on the right for easier assignment to groups.
-
Hi, could this mod be causing the stock turbojets to overheat at above 14,000m-1,000 m/s? I'm not using FAR or NEAR. And if so, how can it be fixed? I've tried putting the small radial and inline radiators - first the radial on the fuselaje then the inline between the turbojet and the fuselage, and they do nothing.
You need a precooler to stop overheating.
-
Still lower than stock, but not much. You should be able to get to a low orbit with 1500. Duna's atmosphere is thin so you don't need to worry much about aerodynamics. It's gonna be harder for Laythe or Eve though, it's tough to make something go down and up and be stable both ways.
-
hey all,
I dont know if this is an established problem, but when downloading the latest interstellar with the latest ksp none of my parts work correctly, they dont have mass and my other parts fall through them, and they shoot fuel down and at right angles at all times. Any fix or info on what to do? I have followed the instructions and tinkered with it as much as possible.
Thanks
Did you download Wave's version? https://github.com/WaveFunctionP/KSPInterstellar/releases
-
I think this thread should be locked until Fractal requests for it to be unlocked again when he's back and Wave should start his own thread for the fork he's made that's now the only version working in 0.24.x. Using this one is confusing for new users as they need to search a bit before finding out what's going on around here.
-
But when you switch to relay mode, are the joules just passed through the sat/array and therefore you get a reading of zero joules being stored? If so, how do you know that the relay sat is working properly? Or do you just check the LOS in map view and just assume all is well?
No way of knowing other than pointing a receiver at it, it would be cool if KSPI drew lines in map view like RT2 so we can see how the networks work but right now all you can do is point at it and power should go up.
-
shrx: Bodies without an existing atmosphere won't have an AtmosphereFromGround created for them. Kopernicus will do that, I think, if not now, soon.
Regarding the temperatureCurve: not sure why it's not loading. I'll check.
Might it be because it didn't have an atmosphere? Or are they mutually exclusive?
0.90 Kerbal Weather Systems! Alpha 0.5.3 WIP! (Jan 2)
in KSP1 Mod Development
Posted
No worries, if anything I'd like to see some progress with EVE (or any derivative work) since rbray seems rather busy for the time being.