Justin Kerbice
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Everything posted by Justin Kerbice
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mmm as it's looks now, this post doesn't seems to even fit it's own purpose ! Essentials should not include gameplay modifying mod IMHO (RT2 for example, but also FAR), better to have there mods like Kerbal Alarm Clock, Enhanced Navball, KJR, ATM, ... A new category may be added: utilities, not essential, not good for everyone, but helpful, like Goodspeed pump, KER, MJ2. (And KAS/PF are not what I can call "essentials")
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
I just tried to add a mod header picture (PNG), upload progess shown, final result not displayed and "internal server error" temporary error maybe, the 2nd attempt was a success . -
I already have a similar issue, node snap is sometime a bit crazy and we have to really take care decoupler is not snapped "inside" the engine (not visible but the bottom node is snapped to the bottom engine's node, whereas the decoupler top node is move as we think it is). It's also happened with batteries banks, they use to snap badly inside other parts (I can't count how much time I have to remove many parts because of that).
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Fix for the serious flaws in the VAB?
Justin Kerbice replied to Fingal's topic in KSP1 Gameplay Questions and Tutorials
Better to put such thread in bug/support/suggestion sub-forum. For the "transparent controls", it's mostly a lack of layers in buildings facilities that's create this issue. Too bad for us, people want more new features (with new issues as 0.23.5 shown) than less existing issues. We have to make more noise maybe, don't know. For the stagging issue, look at smart stagging plug-in in release addon forum, it may helps. So for now, no fixes avail, both official or third-party, except maybe for the 2nd. The crew thing is also an annoying issue, you fill your vessel, add a part or two, do something, then you have to do it again ! Stupid kerbals, they run away stealthy when you're looking elsewhere ! -
parts [1.2] USI Survivability Pack (Formerly DERP) [v0.6.0]
Justin Kerbice replied to RoverDude's topic in KSP1 Mod Releases
@RoverDude: good job, one "issue": the part is named DERP, seems to be in version 0.1.3, 1st post title state 0.1.2, download link is Lifeboat_0.1.3.zip (unless it's not the good one) No changelog, confusing names, I guess there is a room for little improvements here . -
In the other hand rover have never been to mimic cars, if you look hhhoooww ssslllloooooooooooowwwwwwww space rovers are driven (especially because of radio signal delay + no one can be there to flip it upside-down of course), I guess Squad want to make things similar with a similar way to use them. To make car, we'll need new wheels and probably also a plug-in to change how torque works (far too much on stock wheels as well as add-on like Wayland's wheels) or have lower values. @the_bT: nice work , why not making your track section in a T shape or horizontal H shape so you can "clip" wheels downside to make your "train" stick to the "rail" at any speed (tweaking the wheels/gears you use to give them more strength, so it can go at a jet powered speed )
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All your plug-in looks good, maybe you can improve them a little bit by adding more documentations and examples, for example, reading the BetterPart description wake my interest but I have not a single clue on how I have to use it and most importantly why I should use it instead of stock Part module, it's better and ?
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Some recent things I've built: the umbrella the vacuum cleaner the "thing" the album of most of my crazy things:
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KSP- longest dev time for a game
Justin Kerbice replied to quasarrgames's topic in KSP1 Suggestions & Development Discussion
How do you know there will be 76 more versions ? Devs usually use version number which can suddenly jump on new major release (kind of 0.1, 0.2, 0.3, 0.4, 0.4b, 0.4c, 1.0, 1.1, 2.0, 3.0, ...) Total dev time doesn't mean 24/7 dev time, I'm pretty DNF was put on hold, paused, etc for years, especially if there was some license issues. Netkar Pro have also long dev time, 6 years between 1.2 and final 1.3 release, it doesn't mean Kunos Simulazioni have worked very hard for 6 years. -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
I've been ninja'ed, as I have the same issue: Maybe leaving a blank area below the text (the size of the button) will just do the job. It seems to be that mods list is not complete as each list (features, top, new) only contains 7 items, but there is no full list (pages maybe) at all. -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
Quite a late reply, the idea was not to "promote" worst mods but to avoid mods people don't know too much to disappear deep inside mods catalog. Some example of good stuffes: SurfaceLights which add lights similar to KSPX abandonned lights, or the WIP/unfinished DoPToOT Aerospace, both are good, but how many people are still aware of them ? -
You may be interested by this mod from Ippo. Don't forget engines may failed, but also everything between the switches and buttons and the engines themselves (kind of loose of throttle control, a tiny electric wire melt and engine get an odd behaviour, leak, ...)
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the thing to remember with Kerbtown is to be near the location you want to put a building, I have tried moving a building from KSC to KSC2 location, after 600 kms or so, I got inside Kerbin and seen the white/blue orb. Now, I launch something, land nearby, then fire up kerbtown menu. For the long road, I think it's ok to make 1 km length section (or less), as at any landscape altitude (< 6761 ms to be precise), tangent will make these 1000 m flat enough. For info, the CFA runway is 600m long and straight (and I guess Kerbin City airport runway is flat too, and 2 kms or so long). There is also the choice of pre-assembling section into the 3D program (rotating them a little bit each time) and import one single piece ready to drop.
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Before writing this, you may take a look at this article.
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
@SirCmpwn: a random feature idea I just got => get some kind of counters of mods popularity (main page display count, downloads, followers, others all together, maybe in a weighted average), and display the least popular mods. Kind of the opposite of the former spaceport feature. Why you may ask ? Because when there is thousands of mods, some may be ignored for a while and can disappear far "below the ground" before someone finally dig and found them. I lost the count on how many times I've discovered here an "old mod" which is as great as hidden ! I guess I'm not the only one in such situation. -
In fact, It's me who ask HoneyFox for lat/long coordinates as according to the formula given here by voneiden, it might be useful for people taking directly Mechjeb (or any other coordinates finder) coordinates into Kerbtown, I don't use coordinates at all myself, I always put a vessel nearby the location I want to add a buildings, then fire up kerbtown. Perhaps not displaying coordinates at all (by default, hidden textfields maybe) would be better. The bad thing is the lack of a textfield for orientation, slider is not precise enough. And thanks snjo for the explanation, I have more imagined a body in a planar projection form (Mercator for example), mostly because it's not obvious which axis move a building on which way.
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Maybe you could take a look at the sticky thread of add-on dev sub-forum, which hold a lot of useful informations to start modding and if you are not good at modelling, check for your software dedicated tutorials (better than absolutely wanting a "modelling for KSP tutorial" as the basics are the same for everything).
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Good idea, there is kind of a mismatch in your draft models: the three small cylinder/holes (3rd pic) looks like to be over detailled compared to the bottom cylinder of the last pic. Perhaps because you have stock parts in mind which could be a bit more smooth, if not, this cylinder (a tube strictly speaking) deserve almost 30-50% more polygons as it has now.
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Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
No need, I got it, thanks. Any plan to add tags/categories ? (propulsion, command pod, electricity, rocket, plane, etc, and also plug-in, utility, tools) -
Kerbal Stuff, an open-source Space Port replacement
Justin Kerbice replied to SirCmpwn's topic in KSP1 Mods Discussions
I'm not aware of email sent (as the 502 error occured I did't get any "you'll receive a confirmation email soon ..." page), get it. AAAhhh my bad, sorry, I understood 24 as KSP 0.24, as the next release is quite a hot topic since a few weeks. (also "bumped to" sometime means postponed/delayed) Thanks. Of course but looking at user's nicknames here, it's not so rare to see more than 12 chars used. And 12 chars was one of the shortest limit I ever seen for an account name on a website as far as I remember (many use mail address as login which is far more than 12 chars unless you got tiny domain names).