Justin Kerbice
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Everything posted by Justin Kerbice
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Tweakables for fuel ducts
Justin Kerbice replied to LethalDose's topic in KSP1 Suggestions & Development Discussion
@LethalDose: take a look at Goodspeed fuel pump, it does exactly what you need, as you can set priority to tank and choose to pump/balance all/one of the resources (when using "options" in context menu). But it can be also seen as cheat because it breaks fuel cross-feed property of parts (you can magically balance LF through a decoupler for example) -
SQUAD'S Kerbin Cup Add-On Discussion Thread
Justin Kerbice replied to Specialist290's topic in KSP1 Mod Releases
You're not the only one, those "sports" (like every sport now killed by money) still carry their crowds of fools. In fact Squad do the same as any leader: bring some games and the people will stay quiet (here is maybe to buy some time until 0.24 release without forgetting 0.25, 26 27 30 80 90 1000 KSP 2 3 5 6 and so on... ) -
Hello all plane fans, This is a first set of various Mk2 shaped parts: inline air intakes download 0.9 They work on both 0.23 and 0.23.5 KSP releases but not the same way (see below). These parts are not as perfect as I want them to be but they are still no perfectly working. Current known issues: - textures doesn't not match perfectly right now (on A & B parts) - there is no normal/bump map - node_attach need to be tweaked a bit I think - (0.23/0.23.5) The SPH symmetry bug of some couplers occurred with the C part, for some reason, you can't attach two (cylindrical) parts with symmetry on, but one part at a time. It's works well on the VAB ! Squad create so funny issues, unbelievable . It also happened with spaceplane plus bi-coupler for example. -(0.23) Parts (A mostly) have a noticeable gap when using stock parts, especially mk1-mk2 and mk2-mk3 adapters, it's an issue of the stock parts (nodes not located in the right place), ask for Squad for a fix. -0.23.5 rebalance project by stupid_chris with upper nodes location make them completely messy with these parts, unfortunately those "balanced" parts CANNOT BE USE ! Use Spaceplane Plus instead. Taverio's Pizza and Aerospace mod use this rebalanced parts, so this apply too. Planed features: - alternate texture without heat-shield (irrelevant for air planes) - use of Spaceplane Plus textures 4 new nose cones For now, with only a dark grey colour scheme, more to come (stock mk2 colour scheme, and maybe others). download 1.0template FAR/DRE support: NOT AVAILABLE FOR NOW To anyone want to add it, please be my guest, and don't forget to share your work here, so every one could use it. There is a few example of planes on this album Enjoy.
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[WIP] NohArk's Pick and Pull - Space Tug DEV 0.4
Justin Kerbice replied to nli2work's topic in KSP1 Mod Development
lol very crazy thing great job. -
Show + or - on the target speed
Justin Kerbice replied to dryer_lint's topic in KSP1 Suggestions & Development Discussion
@Kasusha: you may have read a bit too fast, it's about speed relative to a target (a ship mostly), as we can go faster than our target (+0.5 m/s) or slower (-1 m/s) but we only have 0.5 or 1.0 on the navball. Our own ship prograde/retrograde vectors may not match the target ones. -
@snjo: I get an idea for improving FSTextureSwitcher (2 ? maybe) module: => link I mean, link FSTS modules of n parts together so changing tex for part A, will change it too for parts B, C, D, ... all the parts making a "chain" with their links. To explain it more and why it could be useful, imagine you have a mod containing 5 parts, named A,B,C,D and E in this example. All 5 parts use FSTS module to allow users to switch from a set of 10 textures, and all 5 are designed to be use more or less together (at least 2-3 of them like fuselage, wings, fuel tanks, command pod), and all 10 paint jobs are consistent which each other, meaning they are not supposed to be mixed (ex: 10 different camo schemes). So, if a user want to use texture 10 with 5 parts at once, he/she will have to switch, one at a time, textures for all parts, leading to 45 clicks (1 click to change from tex 1 to 2, to reach tex 10 = 9 clicks), not less ! This is kind of a "killing switch" , isn't it ? Here is the link feature come to help, all 5 parts are linked together, so if all are in use in the VAB/SPH, changing textures of part A, will change texture of parts B,C,D and E accordingly. The same for changing tex for any of the 5 part, others parts will match the newly chosen texture. I know it may not even be possible to create such feature right now, but if it is, it may be helpful.
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Woah, did the forums just change?
Justin Kerbice replied to KvickFlygarn87's topic in Kerbal Network
thanks (I know why you add so much spaces cheater !!! ) -
Woah, did the forums just change?
Justin Kerbice replied to KvickFlygarn87's topic in Kerbal Network
But the articles links was lost in the process, whereas main page still have articles display on the top right. -
Is it possible to open a texture???
Justin Kerbice replied to mjy's topic in KSP1 Modelling and Texturing Discussion
No Gimp. But I'm not surprise as PNG was supposed to be a free alternative to GIF format, and Adobe is not really the kind of company to be ok with such open format. -
Great to see you still here and work on your rockets and improve them . Thanks. Any chance to get a fix for the wheels of Dune Raider ? (sorry even with the last release which supposed to have been fixed, wheels still "melt" into the terrain and make the vehicle bounce more or less hardly for a while, it's happen on possibly every bodies, seen it on Kerbin and Mun)
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[WIP][STOCK][TUTORIAL] How to rocket! (and helpful tips)
Justin Kerbice replied to frash23's topic in KSP1 Tutorials
Very good job ! Thanks. Have you considered creating scenario for the game ? Doh ! didn't check the date ! Old and dead it seems... too bad. -
Hi, is this expected that all/many kinds of link doesn't work/are not parsed as they should in a standard post in private message, like simple hypertext link and picture tags (despite they are in the editor !). I've checked settings to be sure it's not a disabled feature, and don't see anything related to it. Thanks.
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developement time
Justin Kerbice replied to ravener's topic in KSP1 Suggestions & Development Discussion
Agree with your list, but is just IMHO a docking port which doesn't looks like a DP (does Squad team have trouble with anim/Unity ? It would be funny, it looks like they doesn't have any choice but use their own DP mechanism to make this claw work, the main drawback comes from the resource sharing AFAIK which seems to trouble some/many people). And you forget: -A new decoupler which add a new big issue -
Is it possible to open a texture???
Justin Kerbice replied to mjy's topic in KSP1 Modelling and Texturing Discussion
Looks like both this conversion tool and unity script does the same mess unfortunately, I remember someone told about (another ?) a tool which doesn't do it, but unable to found it. It was not too far back in time as two threads were about mbm texture format handling was added almost one after another. For anyone interested I found a "workaround" for this transparency issue: convert the PNG file into JPG (which doesn't handle transparency, any other format like this may do the job), so bye bye bad alpha channel. -
[24.2] Deployable Airbags [v0.4.0 - 2014.08.17]
Justin Kerbice replied to RoverDude's topic in KSP1 Mod Releases
Good, have you test them on bigger thing with many (small) parts attached (small batteries for example) ? If so, is everything stay in good condition after some distance travelled ? By the way, on the dev thread video, the deployment is a bit too fast I think. -
I agree. Maybe an integrated window planner tool like the two well know web tools (Launch Window Planner for example), inside a new building: mission control/design (something like R&D building, clikc => new UI similar to the planning tools and perhaps create a manoeuvre node for use when craft is in orbit)
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JoolPlus: Kopernicus Edition [ALPHA RELEASE!]
Justin Kerbice replied to Sylandro's topic in KSP1 Mod Development
@Sylandro: looks good, how did you do to add new bodies to stock star system ? -
That's not really a bug, I already report this but HoneyFox replay it may be too complicated to change how this code work. By the way, I suggest not to use KC spawnpoint 'til Nothke fix them, I have made a dummy one for the airport ("parking" area beside the runway) which work's well. This dummy spawn point can also be use to drop vessels "everywhere" .
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I see. But IMHO, if you want modders to use your plug-ins, which is its only goal, you have to manage all "features" KSP allow, even if it doesn't make any sense at all. Remember the talks about versioning thing, some modders would have some stats about their work but if it means to them to do too much drastic changes (words are relative here , but changing directory structure can be understood as "too much work for too few returns" and not done). I think a config file is the best way, because no code, no matter how smart it is, even HAL9000 , can link files to part sets on the case I told about before. It can be as simple as: modABC=/my dir/modABC to modXYZ=/my dir/parts/structural/A,/my dir/parts/utility/B,/my dir/parts/engines/partA* or any other way to name the parts themselves if needed (wildcards + list) Such config file could also be auto-build by small script (python for ex) used on release directory.
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The hardest thing to achieve would be to be as close as possible to KSP bugs ! For the license, it possible to make a little script thing which load par t & texture and create a 2D pictures of it (based on a unity player) or using symbol like mere circle for FT, with their names inside ( FL-T 100/200/...), this is for the 2D style of course. And it solve any license issue.
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SQUAD'S Kerbin Cup Add-On Discussion Thread
Justin Kerbice replied to Specialist290's topic in KSP1 Mod Releases
The two config file for parts looks quite unprofessional, lot's of blank lines, useless comments (as many/all stock parts), model named "NewModel" (both), and doesn't take care of the known issue with physic significance + decoupler is quite a shame actually. It will be also the time to get rid of the old habits of using low poly, this is no longer the limit and saying "don't forget people with poor computers or tablets" has no value against unity cpu usage which lead to have poor performances even of very high-end computers.