Justin Kerbice
Members-
Posts
1,476 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Justin Kerbice
-
Thanks for this plug-in snjo, very useful with FASA asteroids. I found an issue: -add a probe core (root) -"extend" the VAB (use Numpad *) -move outside the VAB -remove probe core => you can't get back inside the VAB ! (kicked out by an angry engineer ?)
-
[WIP] SurfaceNodes: Make part placement make sense. v0.2
Justin Kerbice replied to cantab's topic in KSP1 Mod Development
I have a hard time finding this mod (I remember just the feature, and unable to find it with "search" engine ), but as Runescope wrote, EE have a similar feature which apply to ALL parts (I just discover command pods/probes are not surface attachable !) despite its issue, maybe EE author may add some translation feature to its attachment (move part n steps left/right up/down forward/backward, with a step yet to define = 1 cm, 10 cm, 50 cm, 1m, ... ?) -
Tried this today, incredibly fun, especially to make small base on asteroids, thanks a lot Frizzank, I like the texture, you did a good job on them ! A good addition, but not easy I guess, would be to allow shape customization, even a lot more simple than Kittopia terraforming plug-in for example, just length, width, height, mass, bumpiness (with or without some randomness) + resources included.
-
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
Thanks for all your work on your website SirCmpwn, appreciated . -
Contract Modding Information for Mod Authors
Justin Kerbice replied to MrHappyFace's topic in KSP1 Mod Development
Any plug-in coder would like to make a user-friendly interface ? Basically, provide the same things but a in config file like: what do you think ? -
Too bad, how a vessel can be effectively built, put on the launch pad, and can't be launch because funds are not available ? Did Jeb use many loans to pay one another in such a messy way than before launch, bankers comes and want their money back right now ? This particular check is a non sense in KSP (we should be able to build only what we can afford to build, not dream, fantasy, delusion or whatever). EDIT: no doc on modding, again... the new toolbar is "mod friendly", and so what ?
-
Regarding how things are going along each update transition time, I disagree wit the OP and go farer than that by dreaming Squad wouldn't make too much announcements and progress reports (after all, they're indie, they do what they want, they "don't have" to care about people, even it's in their interest to don't follow that tricky path ). Just surprise everyone by releasing new updates one day when no one expect it without notice days/weeks before. After use the spare time to add documentations, like how to update a plug-in to make it work to the new release, instead of the "google style" (no doc, kind of "you want do a mod ? ok but you'll be alone without any little help from us") more or less they are used to. There is too much user communication, but too few modder communication .
-
congratulations ! This may help a bit if your rover need more rooms than KAS boxes offer . I've made a while ago those two big containers (600 & 1200 spaces available) which help to reduce parts count too.
-
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
For SRB effects (by nothke, didn't find the exact post): And ICE engines: http://forum.kerbalspaceprogram.com/threads/61717-InfiniteDice-ICE-An-alternative-Engine-Module-for-Atmospheric-Vehicles Both seems to use smoke (or something which look like it at the end). See you edition, ICE engine works in both way, so the question remains, is this the same smoke effect or something else ? In fact in this case, it looks like to be hardcoded inside the plug-in itself (no effect in parts' config). Boring and annoying . -
Don't forget KSP is not either a simulator nor real life, so talking about damage to some structure, sensible parts, ... is quite irrelevant here. The main issue is the 2.5km limit which is annoying and ridiculous for such purpose, and it delete everything like an hungry kraken (even sub-vessels with crewed pod !). Thing can be not too hard and to too CPU intensive by simplifying calculation: booster mass ok for chutes => do simple math for speed at ground contact, if speed >= crash tolerance = boom, else: it's drop gently, then according to result, put booster near the estimated landing zone or add a log entry like "booster crash on the ground" at the estimated landing time.
-
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
ok thanks. The worth thing with unity if every time you move not along the right boring path (ie making just parts like Squad and nothing different like non convex shape, smoking engine, ...) you meet bugs, bugs and more bugs ! I called it crapity, I can also use bugity ! Some people in unity forums even talk about the theory that unity dev team make willingly buggy and buggier features they don't want anymore to let people think it was a good thing to just dump them. To get back to smoke what about the crazy SRB smokes displayed on this thread a while ago ? And InfiniteICE engines ? This is smoke AFAIK. So there's might be a way after all. -
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
Thanks for the info, but the OP wrote: Not what you wrote. It it doesn't work at all, it would be really too bad ! -
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
Ok thanks, does the tutorial on 1st post is still up to date ? There is nothing about the MODEL_MULTI_PARTICLE_PERSIST for example and many parameters are not really explained (looks like many of them, claimed to be "unity only" on this tutorial have been finally and successfully added in SmokeScreen). -
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
I think NoMrBond ninja'ed you , I just mean stock FX use a way (which I don't really understand yet, with all those fx_exhaustLight_blue, fx_smokeTrail_light, fx_exhaustSparks_flameout, which looks like to be hardcoded somewhere) whereas you choose a completely different way with a lot more control and tuning. -
it looks fun good job RoverDude. Does the fenders use convex collider(s) ?
-
HotRockets! Particle FX Replacement + Tutorial
Justin Kerbice replied to Nazari1382's topic in KSP1 Mod Development
@Nazari1382: do you know why your FX description are different from stock FX ? Could it be possible to use what Squad does to create our own FX or tweak the existing ones ? I have compared both and stock FX looks... to be kind of witchcraft (even the basic jet engine with the simple smoke trail) I know this way works but I just wonder why they are different. -
At least similar/identical parts could be merged into a bigger one (3 z-1k batteries banks => 1 part, multiple wing connector, 10 for example, become a single one). I think it would not spoiled too much explosion/collision effect but could seriously help. And to avoid "cheating", there could be a maximum amount of similar parts welded together: ex: for wing connector, max = 5 so 12 connectors = 1 (5) + 1 (5) + 1 (2) groups, 4 times less parts.
-
Hi, the size of "potatoids" are only displayed in tracking station but when we are on intercept mission for example, and there is many of them on the map, in addition to their code names, it would be great to have also the size (XZFT-500 is what ? A or E don't remember ). It wouldn't be quite an issue if switching facilities was faster and better. As it is now: go back to tracking station (or worth Space center -> tracking station -> vessel -> map)... 5-10s...go back to ship 5-10s... just for a size ! Thanks.