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Justin Kerbice
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Everything posted by Justin Kerbice
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Hatch Problem - Obstructed
Justin Kerbice replied to blackheart612's topic in KSP1 Modelling and Texturing Discussion
I guess you may find a clue here as it's quite hard to get an idea of any issue with so few data. -
The surface of red area (unused space) is quite large, isn't it ? (colour are messed-up for some reason tex with alpha are bad on raw import in Gimp , it's also happen with stock tex, but that's not my point anyway) Circles could have been brake into 2 or 4 parts for a better packing leading to a better resolution of some areas. I don't know how blender works and how its export format works but UV seams are not directly related to smoothing/edge split (except in the worth 3D format of all: obsolete 3DS format which messed up a lot model by matching those 2 unrelated things) But this is not really a big deal after all.
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[1.1] Improved Chase Camera v1.6 (Apr 23)
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Releases
Here it is, this attempt didn't show the movements that much, but you get the idea, by the way, it's not keyboard inputs, maybe SAS do this or the velocity vector get sick, don't know. http://www./watch/8dbca8ydjah69t2/aeris4a-2b.mp4 Also you can see the camera switch 180° when plane suffer from some severe control issue, which is quite eyes killing. -
[1.1] Improved Chase Camera v1.6 (Apr 23)
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Releases
What ? Don't know, but it may be linked to the SAS which, by it's action, move the craft or parts of it, so the camera. -
Here is my rating: computer style with these criteria: rules respect (the most important one, see below), model, texture, overall look, function, config file, packaging +1 when rated item is good, -1 otherwise Cpt. Kipard: 3 darkside: 0 StarVision: 0 Robotengineer: 3 Snjo: blackflagged (for those who are familiar with motorsports ) 3 parameters are rules's infringement Special bonus to Robotengineer as a beginner who still achieve a very descent job, despite a poor model and tex, and some missing sounds, but also poor packaging (lot's of "hidden" macos files remain in the archive, the ._ds_store things), choice of targa for tex is wise and there is a readme + config file is stripped for all useless comments common on stock parts. StarVision: the debris-free idea give you a bonus too, but config file which could have been better, the booster stage icon, choice of weird MBM tex cost you valuable points (it make sense if you make "I don't mind about space pollution design" rockets , but if lower stage are supposed to be kept in a way or another, burning it might not be appreciated that's much by engineers because extra-work needed on repairs). darkside: the bottom node is inside the model (too high), part description quite short, config file and packaging are where you loose points. The UV mapping on the other side is very good, very few surface unused. Cpt. Kipard: the tex is, as usual, very good, I like it a lot, perhaps UV may have been a bit better but I know how hard it could be, the short readme also is good, as short as it is. config file + the correct side to use is not very obvious, doing some trials is needed first to use your decoupler well cost you the points. Snjo: the usual "crazy modder" , the stage icon is booster, and quite mere packaging, config file which could have been a bit better and use of PNG which is not really the unity cup of tea cost you some points, anyway, not strictly following rules cost you all. In the other hand, the shape and idea, how your decoupler work, the fun inside, as well as model and quite the texture would have give you a bunch of points. More human style rating now (taking care only of the "player awareness" elements of parts): Cpt. Kipard: 2 darkside: 1 StarVision: 2 robotengineer: 1 Snjo: 2 As you can see, it's very close, which is a good sign for this friendly competition, and my final vote go to StarVision for his decoupler's efficiency. Robotengineer: keep going, learning path is tricky and full of ambushes, despair and disappointment can be on your way but we are all on the same vessel, and only the ones who stay in the fight may succeed. All others failed.
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The Open Part Mod ~Week 5/9 Project Started
Justin Kerbice replied to Ven's topic in KSP1 Mod Development
Is this supposed to be part of the challenge rules ? Or it's just guide free to follow or not ? -
[1.1] Improved Chase Camera v1.6 (Apr 23)
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Releases
I like the sarcastic tone, you're right (except for scroll lock key which might not easy to reach on some laptops/computer). Assuming things when programming is very bad ! GGRREEEEAAAATTT, thank you very much ! And thank for all your work on the updates. ADDON: the camera have hard time using stock Aeris 4A at full throttle with all 3 engines ON, SAS ON, on runway (without KJR) in 0.23, try this and see, the craft disassemble itself and wobble all around liek crazy and camera is completely mad. (how it was possible to play KSP < 0.23.5 without KJR anyway ? ) -
Super Heavy lift tutorial: dead lift >700tons ship to orbit
Justin Kerbice replied to Comwarrior's topic in KSP1 Tutorials
Is it you give me the idea for this: WIP bigger launchpad, 200m wide, inside area "just" 60m wide (even bigger than both launchpads ) I just get to the limit with some big parts I'm working on, so I decide to create one. -
It's in fact the skybox of Kerbin or something like this (a texture use for the sky), I see it all the time by using my own UFO with the reflection plug-in by Starwaster. At least it's an harmless bug ! (+bonus, I also see a UFO-Mun travelling the same way) (is it the UFO season here ?)
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Welcome to the so called "democracy" It could be really great to have some pseudo random solar systems and pitfalls can be avoided more or less easily with some boundaries (to avoiding a gaz giant close to its star for example). An API for that could be great but as they even not really support modding right now (allowing/tolerate it is more appropriate, according to actions taken til now, not words or promesses; don't believe me ? Did they give any API doc upon each releases for plug-in dev ? NO), it's more kind of dream. But devs do what they want even sometimes it's not easy to understand their motivations. Look at pidgin/gaim, they just shot themselves in the foot with audio/video support.
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Great, this mod should not die. And thanks for your work . I remember having an annoying issue sometimes when big map is scaled down, the extend button is hidden by the map itself and can't be use, and after a while, big map was scaled back its default size fortunately (don't know why it's happened). Is this issue fixed (just make the scale button always on top) ? By the way, it may be just me but I don't see clearly the differences in "data indicators" on finding a good altitude in FAQ. The colors and blinking orange/green are not very obvious (low contrast between the two I guess), could it be possible to improve this ? (maybe another indicator after the percentage: ALT [LOW/HIGH/OK])
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Maybe...planes?
Justin Kerbice replied to zedelima's topic in KSP1 Suggestions & Development Discussion
I guess zedelima suggest is Squad add some more stock planes which are replica of popular commercial airliners. But as they seems to be not really fond of such additional content (look the two poors scenarii they have added for the NASA mission) it's not for tomorrow ! -
[1.1] Improved Chase Camera v1.6 (Apr 23)
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Releases
Good. It could be a good idea to create a "map" of used keys by all up-to-date mods to avoid many/all of them use the same (example: Kerbtown and KAS use crtl-k), z is already use by vertical velocity as default key (bad choice by the way, due to common keyboard mappings). Any chance to have also the snap "togglable" ? (weird, was it already there in the initial release ? Camera doesn't allow any movement due to this user-killer snapping, it always go back to the default position, does it sounds to you not a big deal ? Try making a screenshot of your craft from different angles ) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
Here is a craft made mostly with Spaceplane Plus. Enjoy ! -
The Open Part Mod ~Week 5/9 Project Started
Justin Kerbice replied to Ven's topic in KSP1 Mod Development
@frizzank and all winners: may I suggest another rules for this contest: mandatory parts location inside GameData folder in order to gather all submissions in one single place (kind of KSP/GameData/openpartmod_weekX/), so it will be easier for all people who want to test and vote, then cleaning after if they want. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
@Porkjet: thanks for the update . The mk2Cockpit_Standard tex is huge ! Do we hav to choose which plane mod we use ? (by the way, looking at B9 interim archive, I understand why the former mod needs so much memory, all targa files are uncompressed !)