Justin Kerbice
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Everything posted by Justin Kerbice
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Do some testing today: the cargo bay is great but not in the size meaning , it's quite too small, I can't even put a small rover inside (rovermate body + 4 of the smallest wheels), and kerbals slept when trying to move on the ramp. With a kerbal around, I just see the ramp is barely two kerbals wide. Don't mean to be harsh but such "tiny" size for C-130 named parts is kind of a joke . Where Jeb and his friends could put all their luggages ? (Ok, they don't have any ). Maybe it's a big RC plane. EDIT: it looks like space on disks doesn't means space in memory, at least with 1/2 tex size setting + ATM plug-in, memory usage of KSP with even KSOS barely go over 2 GB, knowing I don't have thousands of active flights running using those mods.
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the bodywork is the same but under the hood... thanks for the update, sure the mk3 is a bit "fat" for its single turbojet engine! (imagine what you can do with just a few mods like DoPToOT aerospace )
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I tried some launch clamps today, they're great. @frizzank: do you think it would be possible to add an option, as a LaunchClamp plug-in child class maybe, to automatically clean them upon launch (perhaps when distance become greater than 2.5 kms or a given value) ? I don't see why the clamps remains even if distance > 2.5 kms and they're annoying things we have to clean-up manually when using kerbtown launch site.
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Yes and no, it's depend, rotation control are the same as a plane, think of Pitch/Roll/Yaw and you're almost good. The weird thing is how parts behave with each other, especially plane parts (typically wings vs control surface) and the colliders shape doesn't match parts' shapes like fuel tanks, worth: the lack of useful mark on hubs (only top/bottom nodes can be connected to the same kind of part, ie 2-n rockomax hubs together).
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suspension for the sake of suspension?
Justin Kerbice replied to etopsirhc's topic in KSP1 Modelling and Texturing Discussion
No it's impossible right now, and without any plug-in. Putting node on moving part isn't working, Infernal Robotics may help but it's not a magic solution for that AFAIK, also it doesn't allow free move yet. Texturing is mostly 2D art, but it's not as hard as you may think, you can do good/decent texture without being an artist or using pattern/texture "generator" like mapzone. -
Just because they maybe chose the easiest option to do it and take docking port, perhaps someone can create, if not already done, a docking port extension class as a plug-in to prevent crossfeed and use it on the claw. So "problem solve" if it's just this. You can also consider resource transfer as a forbidden cheat and never use it.
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Hi, it's surely a great idea but most people would tell you that such refined resources as propellant can't be just pump off a piece of rock (kind of getting ready-to-use gazoline for your car by just mining your backyard soil) and you'd better add basic resource from mining featured mods. You may also add some randomness in resources, like some asteroids will be very poor on resources (not just a mere size ratio, as a big one could be mere rocks, a small one could be more or less hollow and full of resources) whereas some others might be very rich, making the game of chasing them more interesting. Mass should also change IMHO as you remove something from the asteroid. And your assembly in the first pic is impressive, good work. Not bad for a first plug-in .
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Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
In order: Of course, such hatch/ladder thing must be done outside unity unless you're crazy , I was more speaking about base shape colliders. It's likely possible unity do some "magic" makes collider smarter then we think (because unity know itself better than us) and sometime "the thing to do is not the best thing to do". A lonely plug-in itself will not contribute that much to memory usage. Yes they are openable fortunately . By the way, anim does not create slowdown now, I tried with 4 bays. the workaround is not a full one, as small things doesn't snap correctly (as I said, a clamp-o-tron is mostly impossible to put in the exact center, unless using stock adapter). Another issue: see last 4 pic of the albums The third cargo arch is put in the wrong height (lower than it should) due to those nodes size/snap mismatch again. -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Not it's cauldron (sorry couldn't resist, Amstrad's era gamers will know what is about ). Take a look here. -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
I'll test these new parts soon, have you seen my last post, doesn't look so. Why not give a try to unity colliders ? You add it without giving any other mesh, and try convex and not convex. -
More solar panels
Justin Kerbice replied to iDan122's topic in KSP1 Suggestions & Development Discussion
The fact that solar panels are the very least parts modded yet may means stock ones are more than enough for the vast majority of people, and Lionhead Aerospace Inc mod contains some circular ones. @Nemrav: not agree with you, they are good as-is and I mostly use these one on my ships. SP are just SP, what can they do more ? -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Sorry, too much focused on anim issue but it's a very bright idea, really, it will make repair/service easier too (just in case failures comes in a distant future). Have you tried with another anim plugin ? Many of them are available now (stock, stupid_chris, BahamutoD) This way you'll be sure if it's only you or the plug-in or a nasty combination of plug-in + anim. Maybe it's another trick from the Kremlins ! EDIT: more issues (sorry ) the cargo bay surface attachment enabled makes impossible to add dock ports (except the senior) inside cargo bay, those damned nodes are stuck to the cargo bay sides and never get "cautgh" by the bottom node. Worth: with the clamp-o-tron, we can put it but uncentered, and we can't put another port docked on the previous one. +one suggestion: let the doors open in VAB/SPH (people are most likely to add something inside 1st ! -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Yes, with last version (0.3.1). 1 cargo bay is more or less ok, 2 is becoming noticeable, 3 is becoming seriously slow, 4 is killing, 5 I'm dead already With many cargo bays, playing one anim only create slowdown, 2 anims at a time is hard, 3 is very hard to even start as after right-clicking, menu appears 3-4 s later. It's a kind of KSP'ish mod I guess (the llooooooooonnngg time between "click launch", and get ready to fire the engines) Regarding collider: you can even make a partial cylinder (EVA kerbals won't be able to go through the frame, it will prevent sabotage ), and maybe provide a more detailed one (just use mesh as collider in unity, without checking "convex" property) as an option for people who really want more. -
[1.0.3] Editor Extensions v2.12 - 23 June
Justin Kerbice replied to MachXXV's topic in KSP1 Mod Releases
@MachXXV: nice extension, two questions: 1. is there any way to make symetry count increase/decrease more user-friendly ? Because clicking to make +1/-1 at a time is just too bad (using X/shift-X is the same, there is not kind of repeat key enabled), and add a key/button to reset count (when you reach 100... you're in trouble). Also, when number is > 50, decrease by one put it to 49 (you can get more than 50 by taking a part and continue clicking on symmetry button). 2. is there any way to add node selection on snapping ? There is serious issues with big nodes and overlapping nodes which confuse the editor, and snapping sensibility is very badly set (a single node can get all "snapping force", the others are one single pixel move sensitive) Thanks. -
D097 Star Industries: -ON HIATUS-
Justin Kerbice replied to Deathsoul097's topic in KSP1 Mod Development
your may write a blog with all your updates, more appropriate, isn't it ? You've plenty of idea and I hope you'll not loose momentum along the way, the longer it is, the harder it will be to keep it. Regarding now the stealth fighter, be careful to have a simple as possible shape or you'll not get the expected result, take a look at my flying saucer, sides are made with "negative extrusion" of polygons and make it not so stealth. -
It's not only for surface mount part (don't know what's wrong but with my testbed 0.23 install, I have plenty of node connection issues either in SPH or VAB. For engines, fuel tanks or batteries for example. Most of the time, the zealous idiot editor/node snap do a real mess and I have often two batteries merged together which are impossible to disassemble. It mostly occurred with large node which have an "OP" gravitational snapping SOI I might say, the big nodes attract everything in sight like a black-hole. We should have a key to switch from every nodes on target part, like the [ ] for switching vessels in view. To go back to your issue, I see what you mean and, from my point of view, it's the same node snap issue as I describe above (maybe I was not clear in the first place). The node select by key may be the easiest feature tu add by plug-in if node already done by editor extension plug-in.
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yes I think so. Every jet fighters (including the recent Sukhoi PAK FA) of this kind have an elongated fuselage part, don't know the exact role of it but I suspect to be in fact a kind of antenna integrated inside the more than 10m long body, makes it is pretty good for emitting/receiving data. I'll have to look a bit more about this. I may add such antenna for transmitting science for people playing career mode (what ? Kerbals are peaceful and don't make war like stupid humans their planes are made for fun and for science only).
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Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Justin Kerbice replied to qfeys's topic in KSP1 Mod Releases
I found quite a funny bug: TCA allow to control ship which has ran out of electriccharge ! Allowing to save it from a deadly crash. Kind of cheating (I see people coming). Also, the toolbar/display issue has gone (maybe some voodoo kraken in play) but window is always displayed even using F2 key.