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About MrFancyPL

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  1. I've followed exacts steps from parttools 1.10 installation instruction and I also have the exact error like @theonegalen. This ( Shader error in 'KSP/Alpha/CutoffBackground': failed to open source file: '../CustomUnityShadowLibrary.cginc' at Assets/PartTools/Shaders/AutoLight.cginc(6) (on d3d11) ) error is even on the unity ksp part import tutorial. @JPLRepo Can you save help us ? (1.9 parttools work normally)
  2. The first thing i will do in KSP2 is making vehicle with landing legs and/ or wheels to test if they will drift on surface ( not like Tokyo drift, i mean while they are parked). If they not, I will proceed to have fun.
  3. It's big. @Nertea is reducing scope to minimum, because of that all Antimatter branch fell out for now. So I don't think at the moment it's a possibility.
  4. Are AM engines completely ereased from conception this mod without chance of going back, or they are removed only from the scope of nearest release(s) of FFT ?
  5. I think that's their way to express "We are not ready". I'm kinda sad because of this, but that is understandable.
  6. Hello, If creating windows on my model generates bunch of shading artifacts, it is acceptable to not attach them to the mesh? For example, i have made a 'can' designed for kerbals. when i try to make windows on it (via bevel, insets etc) it creates bunch of shading artifacts that are unremovable (model is autosmoothed via corner angle normal averaging). Can I make windows seperated from the mesh (somewhat like 'stickers' sticked to the main body of this 'can'
  7. Sorry, next time I will do it right. Theese parts look pretty awesome, I see theese babies are inspired by the appearance of Russian ISS segments (or Mir, they are pretty similar). Which is nice. I can't propose any changes on these parts, but have you considered to make crewed adapter module inspired by the MIRs Spektr module ? Also, do you considier at some point making some inflatable ground habitats/hydroponics modules for SSPEx?
  8. Maybe instead of completly deleting it, there should be some sort of option in the difficulty or options menu "Enable wacky landings"
  9. I have encountered this bug in K-2X "Jackdaw" engine. Is there possible any quick fix for this (I'm not planning changing version of the game) ?
  10. Hello, I suggest to make way for players to gently land their kerbals. I tried many many times land a kerbal, and I couldn't land without making kerbal "unconscious". I don't mean "auto landing", I think about manual smooth landing without kerbal hitting ground with his head. They should have some sort of "landing roll".
  11. Saddest thing I've ever read on this forum. But still, thank you form completely not abandoning it. This is my favourite project on this forum. I'm learning modelling and texturing, maybe some day I will be able to make my own cool futuristic engines mod. I also found some minor bugs: - Rhino Engine surface attachment bug (attaches from botom node) [Restock] - resource converters are fautly displaying "start converting ore to methalox" (instead of "Start ISRU: LCH4+Ox" is "#LOC_Cryotanks_ISRU.." [Cryotanks] - In PLTO Bus and PLTO Compact bus endcaps are faulty aligned to the bus itself [NFT Exp] [all newest versions to this date (20.02.20)] Sorry for posting it here, but I forgot my password to github.
  12. I wish KSP2 would contain building, in which we could nicely showcase our creations (something like a museum) where we would have aircrafts with opened canopies, plaques where we would write a description of our plane, or rockets suspended horizontally on metal frames. Considering this game will have multiplayer, it would be very nice way of showcasing our creations to other players. Also, I hope devs will focus more on performance than graphics. Graphics could be improved over time, performance improvements after release would be much much harder to achieve.
  13. While spacehooks are much harder to implement to the code of the game and usage of them would be unimaginably hard ( large diffrences of speed, randezevous on such high velocities with manual only steering is unimaginable for me. Some living gods of this game like Marcus House or Stratenblitz would do it, but for the generic KSP player it would be unpassable border. Generally without some auto guidances it would be unusable. It would be hard to stick to the spacehook, and even harder to detatch when required direction of movement is achieved), Lofstrom loops would be better option- easier, much more predictable, easier for the coder (its bassicaly a large mid air suspended em sled).