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Justin Kerbice
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Everything posted by Justin Kerbice
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Don't know if it was already reported, when scaling a tank up (a LF only, "mk1" ?, 1.25m to 2.5m or more), surface attached parts stay where they are on scaling down, from 2.5 to 1.25m back, solar panels for example, stay "magically" fixed on a 2.5m diameter invisible cylinder. (0.24.2 with some other mods) And I got this: I don't use MF at all and first post didn't say there is a dependencies on MFT.
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Nice model, quite over complex (especially small details) and 64 or 32b is the same, as poly (triangles in fact) goes as-is to GPU, so it would make more sense to make a high-poly version for people who own a big GPU (which spend most of its time "àse tourner les pouces", = doing nothing ) and the less detailed one for those who play on small GPU and/or low-mem Gfx boards.
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
@hab136: just a few comments of your post: - which is your browser ? You know how HTML gone really bad when browsers companies enforce standard for just fancy useless effects or other "we don't want to do the same as the ugly competitor", and if you look and W3C REFERENCE now, it's just... weird, the "we set the standards" became "we follow others private standards", so this may explain that, - background picture is defined by author, you can choose one as 3rd media item on mod creation final step, - license links may be provided as a predefined list "apache 2.0, CC 4.0, WTPF, other" and only when one choose "other", he/she have to provide a link, or not. Why ? To avoid: 1. unneeded work from SirCmpwn 2. have unnecessary "million" number of link which are almost the same (500000 CC 4.0, 450000 lic1, 49000 lic2, ...) on the DB (instead, lic1, lic2, lic3... can be use internally, replaced by "apache 2.0" "CC 4.0" when generating the page), I know, just a few bytes here or there, but a tiny space spared multiplied by million is a huge space spared at the end. -
Another way could be: starting with a "hangar package" (quite lighter and smaller) then by using a similar building mechanism as EL, actually build it where it should be, ten use it to store and retrieve crafts. This hangar package may be some kind of prefab building like the one military use to set up bases on foreign countries.
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[24.2] Karbonite Ongoing Dev and Discussion
Justin Kerbice replied to RoverDude's topic in KSP1 Mod Development
Looks good so far, may I suggest to add legend in imgur pictures (just to explain a bit what is what) as well as release tags to your github repository (like KAC for examples, it would be more suer-friendly and you could have a dev + stable tags). Added: Karbonite career "campaign": Maybe not new, to add more spice with karbonite and career mode, add one 1st contract to investigate something strange and potentially useful found by chance on Kerbin or Mun/Minmus/farer (not on Kerbin = more planing, longer, ...), found what it is => karbonite small deposit. Eventually take a sample (EVA sample if possible). => new techtree node unlocked: karbonite (root), with just one simple scanning part. new contract following: mining, extract a given amount of karbonite to fully study it (Kerbal's "trial and error" thing so this amount may be big ), a basic mining part added. then: try to use it => convert into useful resource (LF/Ox/others) or use it as-is = converter/engine parts + tanks unlocked and so on... till it use on a daily basis by kerbals. -
things became bad with time here... what's the point ? Displease the most ? "Remove" (by pushing them away) some people no longer welcomed here ? Jeb and his friends really need to put some "lovetrails" devices on their planes and rockets and spread love all around Kerbin .
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
IMHO, when looking back at spaceport, for people who have known it, even some modders are dumb sometimes and don't even have a single clue where they should put their own mod ! That's true ! There would be one "master" category per mod + many tags, so to get back to KW Rocketry, it could be cat="propulsion" tag="command pod, control, structural, aero, sub-assembly" (maybe parts pack is quite obvious). But category should not be limited to main KSP parts type and include such as historical, aircraft, "country"-related (USA, USSR, China, Europe, ...) etc for various kind of set (like ESA launchers pack, replica of old or new USSR space crafts, new rovers from USA/China, ...), aircraft for mod like KAX or Spaceplane Plus (which is better than propulsion/aero/utility), plus some specific to other mod like effects (hot/cool rorckets, smokescreen), contracts/career, science, in-game tool (toolbar, KAC, EE, ...), game tool (KSP mod admin, ...). -
[WIP] MJY Future Space Industries , New Mesh pack
Justin Kerbice replied to mjy's topic in KSP1 Mod Development
I manage to put something to 100 km above Kerbin with Kerbtown, but it's almost useless, as anything goes out have a null orbital velocity, and the very evil launch clamps really don't like to be there ! -
[0.90]NEAR: A Simpler Aerodynamics Model v1.3.1 12/16/14
Justin Kerbice replied to ferram4's topic in KSP1 Mod Releases
I didn't see any change for nose cones in config of the last version 1.1.1.0, any chance to get some ? Thanks for this mod, FAR looks a bit too much to me , this one may be good and I like the "joke" on you mods'names . -
IMHO, the best science/R&D systems I've seen comes from X-COM ennemy unknow (yes, the good old one back in 486 days ) and Startopia, in both, you have some basic items, and do some research on them, and get more technologies/items you can use (by producing it) and sell. The Tech tree could be made such way we start with: -some basic plane parts (or even balloon parts) for a human historical career mode, -some basic rockets parts (a probe core/a small command pod, a tank, an engine + launch clamps) for a space only/oriented career. We can get money by fulfilling contracts (which doesn't give science basically), invest this money in R&D to hire scientists and develop new tech (more comfortable command pod, better probe core with SAS, solar panels, landing gears, more efficient engines, ...). When growing, contracts become more various and difficult/longer. As X-COM, we may have the choice to sell parts, and here to others companies (which can create a "parts market" with some rare part are expensive). By the way, the next building could be a factory (+ a propellants refinery).
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Where you want Mods hosted?
Justin Kerbice replied to TheAlmightyOS's topic in KSP1 Mods Discussions
I vote for Kerbal Stuff, the site is very good and SirCmpwn did a good job on it and it's even a beta, is fast and easy, free from ads. I also use mediafire but websites like these tend to become less and less useful and more painful as the javascript and cie takes as long as KSP scene change itself to load, and their policy is to catch people with free (very) limited storage and bandwith for some, create some kind of "addiction" then charge for more space/bandwith. -
I didn't wrote anything on this because for now I have no idea on it, but keks mention "forcing people" thing, which lead to more or less a failure. The carrot could be anything from more support from players, more "reputation", better compatibilities over KSP version and dependencies, easier to find mods (=more use from community) if at some point, such system would be integrated to the official KSP launcher. Standardization can also lead to less work, looks at tools like dh-make-perl (a debian helper which almost "convert" a perl module package into a debian package source), it's help a lot by doing a big part of the chore, following the idea, if we have a "modgen" tool which: when invoked like (example of a CLI tool) modgen --name="myawesomemod" --version=+0.24.2 --type=parts --archive=zip --dep=modulemanager -create base directory structure -add a version control file (for use with KSP-AVC for example) -add a dummy readme -create a script to create an archive automatically -compile the plug-in automatically + create an update script for KSP update (this script recompile against the specified KSP version, create the archive, add a dummy changelog entry, ...) myawesomemod-files/ GameData/ myawesomemod/ Parts/ ... readme.txt myawesomemod.version modzip.sh (or bat or anything) ... There is plenty of room to make modders life easier, just need to know what was the most boring tasks done I guess, and strike there.
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Here it is: KSC2 a dummy spawnpoint for the KSC2 launchpad, or this one for the Kerbin City Intl. Airport. They are just a small mere untextured plane with a spawnpoint a few unis above (ie: the plane have to be under the ground to make the spawnpoint near ground level), both can be moved using Kerbtown UI. Maybe I should make a better one with a kind of target texture + an arrow to point to the +z.
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@keks: what you propose is very close to Debian system in which some people (debian "developpers", one or more people in a team) create packages from software made by some other people (typical example: the Linux kernel). Their duty is to care about source software, make a proper package (with all files needed for the system to work), check dependencies, compile the source if relevant, ... Even is this system, there is big flaws as some wants to rush their package(s) into a release and mess up with potentially a lot's of packages, worth example: wrong dependency on libc6 version. Anyway, it could be achieve for KSP modding except one huge item: licence. Squad team made them mandatory for add-ons, but most people seems to don't know exactly what's exactly it is and just pick a random one then they sometimes add their own terms outside the chosen license (like no redistribution allowed for a CC licensed contents) all of this just to say that you'll face a big wall of repulsing/opposing forces, some won't let you touch their mods in any way, some won't allow redistribution, some this some that, ... I'm not stubborn and I'm open to any system which could really make things easier for everyone, but I'm not confident on getting any standard tool/system any time soon. Perhaps you can make people change their mind not by forcing them (the stick), but by showing them how much benefits they can get with it (the carrot).
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Kerbal grab - drop other than KAS ?
Justin Kerbice replied to ndiver's topic in KSP1 Mods Discussions
There is chopit mod, to just remove part on EVA. -
@Felbourn: please update it, your tool is great and just needs some little fixes and the update (the issue when last selected mod is lost when coming back to VAB/SPH).
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Look interesting but need to be carefully design and take care of all aspect of the game, ie: what about long term mission and timewarp use ? (like a 200days or more waiting delay before an orbit shift) You may add the ability to put kerbonauts career "on hold" (not pay them every day) or something to prevent too much profits/losses.
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Airlock/ladder obstruction
Justin Kerbice replied to raidernick's topic in KSP1 Modelling and Texturing Discussion
Perhaps we, modders, should be more "visible", make more "noise", to Squad team, as the same people who ask for new release a few days/weeks after the last one. "Documentation" seems to be a censored word at Squad office. By the way, I think Ohfive30 gives all the needed answers regarding this matter, the thread is just not very "easy" to reach. -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
rynak is right for the last item IMHO, a cute box which doesn't work is not as good as a crappy box which works . Regarding your TODO list, error checking should be 1st, as the web is probably the least reliable thing ever made on Earth and a good thing to keep in mind when creating CGIs is "everyting could fail" ! -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
the needed data: KerbiceGroup Rover'N'Others set 1 (mod 78 according to its URL) I don't think it was off-screen but don't look for it too. Why don't adding it ? Picking a pic from already uploaded set save some bandwidth, storage and time. -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
One issue, I guess: header: when upload is completed, no pic displayed but upload link appears again. And the related feature: could we have a choice to pick one previously uploaded pictures as header ? Just to avoid duplicate uploads when using one of the pics. Also, more feedback from website would be welcome (on error: nothing is displayed, we don't know what's going on in fact, kind of "faith leap" ) EDIT: mod is published without clicking on "publish mod" button by editing changelog (not sure of this, I have check media, text, add a changelog, and... mod was published without my agreement )