Justin Kerbice
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Everything posted by Justin Kerbice
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
data = mod archive. And instead of upload them as the final step when press continue button, we may have a progress bar and an "upload complete" msg. then we'll have to press continue to end the process. This last step could be multiplied by X times (X an hard limit to set, up to you) to add companion files like templates, crafts, alternate configs, ... All things we don't want, for any reason, inside the main archive (rarely use files or very specific configs, to lower mod size for the most common usage, ie providing an alternate super high-res tex pack which increase the total download size by 50 MB but being actually used by 3 people) -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
Tried to upload a mod today and get a a bad request error (400): "The browser (or proxy) sent a request that this server could not understand." Going back made javascript thing works but no upload is possible any more and 'continue' button is grayed. EDIT: know why, accidentaly upload a rar archive. I guess there is room for error management improvement By the way, upload data should be the same as media, to be sure upload was ok (maybe some checksums could be added to be sure there was no transfer error + mod has not be modified in any way). -
Model exceed the block
Justin Kerbice replied to flywlyx's topic in KSP1 Modelling and Texturing Discussion
Is it growing until it become so big or it is already like this ? In the first case, this is due to a KSP bug (3 resources without a consumer I think) look for ModuleFixer plug-in thread for this. -
If you add enough SAS/RW, it may works. You may have to add some batteries & solar panels + increase propeller thurst to compensate the added mass. And to don't kill your design, you can build it on a probe code with 2 RW in top and bottom. @snjo: the FS1Pro propeller doesn't include its own propellant (guess: no "electric" word in title => LF/IA), in fact your new tuning system is quite confusing as we loose some informations (thrust, propellant use)
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Driving them like wheels is a bad idea, if you haven't actually play with repulsors and drive some small "hovercraft" type vehicle like Florida's swamp boat/air boat, you can't have any idea how fun it is ! As you actually "brake" by turning to retrograde way or slowdown by turning +-90°, it's amazing !! Wheels are boring compare to that. Good idea, something like stock jet engines lag on ignition/cooling down, with an emissive anim played forward/backward like heat anim and some sound.
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Why no fuel in wings?
Justin Kerbice replied to Deadweasel's topic in KSP1 Suggestions & Development Discussion
CoffeeSE's modular planes have also big wings which hold fuel. -
Mobius RocketWorks - Engine Mounts and Parts
Justin Kerbice replied to Teirusu's topic in KSP1 Mod Releases
I think IMHO here we are all in a special case not covered by any license at all, the removal of spaceport and providing an alternate download link is not the same case as hosting it/rehosting it/whatever. And as Squad has no plan to bring all the zombified content back to life, it's the grey zone... After that, it's a matter of interpretation as some authors might be against making their content available back (what was the initial release was for, don't forget). Any "official" here to share some thoughts regarding this ? Maybe creating a new rule for this particular case (with the obligation to contact by any available means the authors, if no answer received after some time, it could be considered as a default grant, as it was not a denial). -
@Gaalidas: didn't remember that, thanks for the little story We (with lo-fi) talked about an anchor but something much more heavier than KAS' anchor I guess, funny talks. I don't think lo-fi still add his super-RCS thruster in archives, it helps to moves even on Kerbin, to stop it's quite funny to find the right amount of dV to add in each of 3 (or 6 if you need some practice) directions. @lo-fi: I think WC are also used in landing gears (take a look at unity screenshot for example). I can't imagine what crazy stuff you'll bring to kerbals. Jeb's will made jealous friends, again ! I'm dysfunctional too, I have no problem reading backward upside-down text.
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I have already suggest to replace missing part by a dummy one with the exact same dimension (and shape). For example, if Rockomax Hub is removed and have all nodes populated, tit could be replaced by a kind of 3D cross with all 6 nodes, maybe looking like 6 girders with a distinctive texture to show a part is missing. The worth case scenario: a ship build full of (removed) mod(s) parts . Here you'll have to get your hands "dirty" and remove the craft file in your save folder.
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mmm... not very kind of you, in starwars or other sci-fi movies/animations they can brake AFAIK, don't know how, but they can ! Even McFly have brakes on his hoverboard, I guess. And in KSP is more "no we can't" (to quote Mr. Kerbama) Disclaimer is welcome, it should be also repeated later in the readme (but people don't read such thing, maybe it can also be put on the repulsors themselves: "WARNING: brakes not included")
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[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
Justin Kerbice replied to dtobi's topic in KSP1 Mod Releases
Don't know if it was already reported: fairing of bunker is displayed in part list (icon_hidden might be missing) -
900k tris model test in ksp: results
Justin Kerbice replied to landeTLS's topic in KSP1 Modelling and Texturing Discussion
I've done a similar test before (with less polys but amount didn't really matter) which was a bit more throughout, but giving a similar result. Did you plan to make a kerbals soup with your "cauldron" ? (Kerbals want to be space tourist and they were attracted by the ultra low-price of your offer, they've coming in numbers ! A Green Sun remake ?) -
Hi, nice idea and good job, start watching the 1st episode, you almost do some of the Squad job . Some issues: - wrong location for the thread, it is more likely to be unseen, unnoticed, forgot, lost. May have been better to put it on add-on dev forum, - be careful with the sound volume, ep 1, at resources (2'40) volume is lower than before (encoding issue ? mouth to micro distance issue ?) it become worth at 3'27 when you talk about JB-64 and move a bit quite up and down .
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Justin Kerbice replied to nli2work's topic in KSP1 Mod Releases
Interesting, I'll have to try this too . (alpha = 2, 3, ...50... 100 and engine disappear mysteriously like a Klingon bird of prey ) -
article on KSP in the French mainstream press
Justin Kerbice replied to gosnold's topic in KSP1 Discussion
it's not mixed up, it's either a google-dumbslation or you've misundertood, they talk about general education way in Finland (as the quoted people is Santeri Koivisto). -
[1.3] Proximity audio alarm (landing aid)
Justin Kerbice replied to Biff Space's topic in KSP1 Mod Releases
You're welcome (for feedback ) Tested 1.1: the very annoying this is the window which still be suddenly closed (when distance > quite some safety margin from setting), it's not very user-friendly especially knowing there is currently no way to make it displayed again til reaching the "danger zone". Take your time and I really hope you can complete the toolbar integration . -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Justin Kerbice replied to nli2work's topic in KSP1 Mod Releases
Perhaps because modules don't like to share some thing like anim, it may work or not by making two anim (ex: vents linked to throttle, heat emissive use with the other module). I have myself an engine split into 2 meshes (convex collider limitation) with both the same emissive anim, but unless I made something wrong, it doesn't work at all :/. (I have set animation component to both meshes in unity, that's probably why it doesn't work, I have to dig on this). EDIT: no in fact even KSP/unity pdoesn't really like this and mesh don't load successfully (but it has an exceeding animator component on root GO without anim... this may explain that ) -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Justin Kerbice replied to ferram4's topic in KSP1 Mod Releases
Thanks for the infos. It's weird . I'm not sure of which version I currently use (on a 0.23 install, it's version is 1.0.0.0 modified on 01/03/2014 22h50).- 2,647 replies
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[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
Justin Kerbice replied to nli2work's topic in KSP1 Mod Releases
I see you use: FXModuleAnimateThrottle, which may be not the best for emissive anim. Stock engines use mostly ModuleAnimateHeat module instead, which shows this nice cooling down effect. By balancing I mean: from a 0.625m engine to a double sized, mass go from a small value to a bigger one more like a giant leap than just one size bigger (almost 8 times more, 1.25 to 2.5: only ~ x2, 48-7S to LV909 is more progressive, only Poodle make the leap). Regarding efficiency (Isp), they are definitely not OP ! Isp may be increased a little bit unless they have been specifically designed for lander in their very last step (just before touching the ground and nothing else). -
[1.3] Kerbal Joint Reinforcement v3.3.3 7/24/17
Justin Kerbice replied to ferram4's topic in KSP1 Mod Releases
@ferram4: could it be possible your plug-in cause the weird collisions after going out time-warp (physical by default if I'm not mistaken) ? I have collisions with launchpad near Duna orbit (this time I was lucky, only the mechjeb case collide !) and collition with "Oxygentank" and "water pipe" (I don't have any single parts named like this !)- 2,647 replies
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- kerbal joint reinforcement
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