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Justin Kerbice

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Everything posted by Justin Kerbice

  1. @Porkjet: nice seat right but does it really matter regarding the plane parts memory footprint ? (quite too high-res tex, the price to pay for the gorgeous tex)
  2. Good point IMHO, and a bad thing to original concept, here is an example: I have installed Kethane (took on purpose ), NovaPunch, Spaceplane+, modA, mod B, mod C, mod Z I play only with the brand new mod A which is awesome, but my play time will be counted on all mods, right ? So after spending 1000h with this mod A, 1000 h will be added to all mods ? What if I use a single Kethane tank with stock part for a long range mission ? All mods gets time ? Or you get only all parts use on the current vessel (tricky when it comes to docking with a vessel containing other parts) ?
  3. My guess: thre, should be "Base" not just B And the unity screenshot doesn't help that's much, as Base & Piston component are not show separately.
  4. What modelling program did you use ? If it's 3dsmax or some other low-level style programs, it looks like vertices on the "front line" need to be welded together. Better to show also the raw object without texture at all, as texture can hide issues (sometimes on purpose ).
  5. ok, another way to do it is a "separate directory": Thor, putting all related parts together, so with tools like Simple Part Organizer, user can choose "Thor" and have all parts of the Thor lander and nothing else. The drawback is NP will be split into two parts set . Or not really if you have NP archive holding GameData/NP and GameData/Thor. (As plug-in can do serious changes to lot's of things (Editor Extension, AG extender, bigger VAB/SPH, ... , is there any way to add these subcat right now ?) By the way, your landing gears are static, even folded one(s). Is this because they are WIP and you'll do them later ?
  6. One workaround coming to my mind is to add a tank which can hold a big amount of IntakeAir resource (even if it's small ), kind of 100-1000 units, so it will serve as a buffer during such hard time.
  7. here is a pic at least (launcher is Lopac 24) I haven't keep the craft but I have persistent file if it could help (I can extract the craft from there to retrieve the full payload).
  8. @Tiberion: Good set of new parts, but I don't really understand what I can call "the lack of proper sorting" of some of them, example why Thor landing decoupler , LM-01 cage decoupler (and there is more decouplers in structural group) or the LM-0 support structure are in control group ?
  9. It's depend on what you can do and what you want to do (generally speaking). On Unix* systems, a script can be scheduled each day/week/month to read files, aggregate them, and send data, then dispose the files (can be run at night if computer is 24/7 up). On windows system, you can add a shortcut or something (a little batch script) which launch KSP, wait it to end, then launch the second program. Or use also the scheduler way but windows is windows . On macos... mmm... ok. Why not reading GameData contents and at least get folders'names, matching them with an internal list (I understand what you means here by privacy leaks), it may depend of list and matching implementation as list/tree in KSP tend to become slow to process (big craft, big number of crafts in a folder, having more than ~10 saves for example)
  10. Interesting, but the idea of doing (always) some tweaking first each time I want to build a rover is more than boring, it could be great to have a bunch of plug-and-play settings ready to go. For the reluctant fuel, Goodspeed pump does it on its own (it can move fuel "magically" even without crossfeed). Engine which needs air/oxygen may be not too hard, as jet engines work more or less the same way. mmm not really an issue, as a internal combustion engine will use a given amount of fuel/s according to its own speed.
  11. One question not in FAQ: how do the plug-in accurately recognize a mod ? If a "mod" is just a parts set lie in GD: KPS/GD/somepart, and the folder name is not related to the mod itself (/GD/afunnyname) For the slow submission: why not split the job in two part: one plug-in which count and do the maths, a separated program which do the sending (not writing in C# and/or not using KSP/Unity things which make it slow and prevent KSP from closing), it makes use of HTTPS protocol easier also.
  12. Funny, no-one seems to have noticed this obvious statement ! Even millions of °K have been measured and created, the lowest temp is still 0°K with actual knowledge.
  13. @Porkjet: I saw in the config of the mk2 fuselage parts you have changed node_attach, unfortunately it makes them probably impossible to attach to a radial decoupler as the stock C7 parts. (useful to build kind of shuttle+launcher, or just spaceplane with LV-N only engines + its launcher)
  14. nice idea, and yes your lenovo microphone is really "NASA/KSP approved" and "chatterer ready" ! (hidden feature ? ) And for altitude calculation: there are a few posts already on this subject.
  15. There is also "Filter->map->bump map", this filter allow you very precise control as well as target a single layer, which is useful when you make one layer for some details like doors, handles, buttons, another for rust/scratch/..., another for some decals like "TURN TO OPEN" or similar, which will be resp. average, high, no bump for example. @darkside: your tank is very "kerbal style" and good looking.
  16. @gmbigg: you forgot Dune Raider also from Absolution but not included in his Anvil rocket mod and also missing. Maybe you could ask him to upload his mods somewhere else.
  17. It's sad it have to end this way hope someone will take over and finish it/improve it. Thanks both for your work 6.forty & electronicfox. But it's better than just left it unfinished forever.
  18. Good explanation sirkut . Is there any way to make a stack node on a moving piece of a part "solid" ? (I have made a while ago an "extending corridor", which could be seen as a piston, with two stack nodes, and no surprise, the moving area of the part go through the attached part(s), ignoring the collider :/)
  19. Working on these parts let me goes a bit sideways as I have add also: a battery bank, a SAS module, a stack decoupler, and a stack separator All models are almost ok, maybe some more work will be needed on UV, the big part is texture (only stock style for now, Porkjet's SP+ style is planned). All 4 in the mk2 shape, see album on first post. Example here: I also thinking of adding a SFB and at least one engine, maybe kind of futuristic one, making SSTO or MSTO would have never been so much fun !
  20. What is this suppose to means ? Linux kernel used to be a great project, but with more devs adding stuffes into it, it became messy. Did DevFS (in 2.4 version) troubles ring any bells ? Anyway, it's not because one project, whatever it is, use a license, that's this license is automatically "tainted" as good as the project. GPL has rised a lot of very hot discussions on many projects related to Linux (distributions for example) due to its inheritance part.
  21. @stupid_chris and contributors: what about lowering maxTemp parameters of parts ? Cause as it is now, it's really weird, do you know so much material which are able to sustain a temperature as high as 3200 °C (or worth K) like the stock Z-1k Rechargeable Battery Bank ? Most metal and rock melt long before that ! Even more weird: why engines can self-destruct from over-heating ? Are they made of weaker material ? It's non-sense.
  22. Hi, with the last version (2.2.1.0 downloaded today, the same thing happened with 2.2.1.0-238 build) on 0.23.5, any plane matching/Hohmann transfert from Kerbin orbit (210 kms circular) to Duna makes the manoeuver planner module refuse to work claiming "target must be in the same SOI". It's too bad as such manoeuver can be done as explained here for example. What am I doing wrong ? Or is there any other way to make Mechjeb do a part of the job in such cases ? Thanks.
  23. Donkeys always need some proper motivation (either carrot or stick) . Look at license thing, many modders add it because THEY HAVE TO, but they don't really know what they're doing (GNU licenses especially are not that's good) and many are too restrictive, and at the end, when author have gone away for good, license random choice could make life harder for all people because it may not allow to continue working on the mod, even if the author would agree with it. As Majiir said too, plug-in have to include at least a version number, it help a lot for compatibility checking and bug reporting too. (easy case: plug-in X come in mod 1.0, in mod 1.1 it is updated but have the exact same size, and author don't add any version in a readme or anything, archive name is the same: "mod X". A player install mod X 1.0, another mod X 1.1, both have too different issues, when they report them, which version they'll use ? Especially when a bunch of mods are installed at the same time.) When new rules will be added to allow mod to be posted there, modders will follow them, 'til that day they still continue to carry their own bad habits. (by the way rules should make a minimal documentation/readme mandatory, many mods are just files in an archive with a license users don't care about. If forum post vanished for a reason or another, ... what happened then ? No more doc on that's mod !) Finally, there exist one good and long time validated model: the Debian package sytem, all tools can also be used for anything other thing as such a package is just a gzip'ed tarball. It's quite complex but it's robust, only when packager do their job well sadly (no error free system exists yet, even the ADA language with all it's crazy tight checks, and ultra rigid syntax, remember Ariane 501)
  24. IHEP was not a so long name ! And you know, IMHO it's better to have 2 parts made with passion and love (kind of good handcrafting thing) than 100 parts half made, with poor settings, bad description or no description at all, bad textures, and almost not tested.
  25. As you compile your plug-in with some precise KSP files (Assembly-CSharp.dll and UnityEngine.dll), if KSP version B use a different UnityEngine.dll than version A, A older than B (and further, KSP version A or plug-in version A means using the old UnityEngine.dll, version B is the one using the newest UnityEngine.dll), it may have issues if you have used version A without specifying it, and people try your plug-in with version B.
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