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Justin Kerbice
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Everything posted by Justin Kerbice
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you just kill me :D:D:D:D:D:D It could also means only 5/12800 people take 2 sec to add a rating. Be careful, mediafire downloads count is just the number of time download page is displayed, not the actual count of succesfully downloaded files (dumb web devs).
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Not really true. Or it will make any kind of general talks about mods a community "taboo"
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don't see what you have in mind, what you suggest already exists (mk2 fuselage) I just take the stock part, doing a matching model from scratch and adding intakes. Unless you mean a mk2 fuselage with ducts going back into it. Never seen such thing yet . Thanks to both of you, it's my duty and I'll do it . Not sure it's a rescale issue, what I've done is: convert mk2 fuselage with help of blender mu import plug-in, export it in collada import it in 3ds max create a matching shape working with my model export it to collada, import it in unity, playing with parttools. All of these steps without playing with size, and I've checked mk2 fuselage part, there is no rescale statement in it (so I'm pretty sure model is 1:1 scale with in-game part), the only step which can really create mess is "mu conversion" (+ special award for 3ds messimax import/export). The "funny" part is nodes are at the right location regarding model's vertices but are inside in game. Modding will never be fun if there was not such stupid issues (how could it be if anything we do work on the first attempt ! ) As it's the first time I work based upon imported model, I have to learn a new lesson. It would be great to have all part's sizes on paper without "guess play" like this. For cylindrical, it's easy, but for all others, it needs more work.
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Hello all plane fans, as some may know, I'm quite a big plane fans and after having fun with CoffeeIndustries modular planes, DoPToOT parts (you really have to try them !) and recent WIP space plane +, I think it's pay back time for me, so this is my tribute to KSP plane: A dual inline air intakes like the very popular US F-15/F-14 (mostly) and russian's Mig-29 and Su-27. It will avoid the air intakes spamming (a bit) and as you can see on pic, there is no need to put some stock intakes which looks like "mushrooms" on your "super smooth design". I've made them very efficient, the current settings are: to compare with stock parts. They come in three separated parts: A. the intakes themselves (on the middle of the pic) B. air ducts (bottom) C. air duct to engines (top) A & B in two types: air plane = only liquid fuel SSTO = liquid fuel + oxydizer all with a small tank of IntakeAir (but my experiment show turbojet engines need a lot's of IntakeAir to breath, it's just shows me the Oxydizer amount sucked by rocket engines is not so huge after all) I'll have to decide how bigger the fuel tanks are and adjust amount of LF/Ox. I already plan two colour schemes: 1. stock, with heat-shield below (mostly for the SSTO version, as it doesn't make sense for an air plane) 2. full grey Currently there is obviously a size issue I have to sort it out (+ a nodes issue too that's why mk1-mk2 adapter is inside the A part). I you have any idea, please let me know. Some more pics (+ other unrelated projects on 1st pictures): CHANGE: I've took this thread to expose all mk2 shaped parts I'm working on and I'll work on later. There will be 3 sets for now: - inline air intakes (3 + 1 extra part) - various parts (one battery bank, SAS module, stack decoupler and stack separator, maybe a light and/or a docking port) - engine(s) which can be stacked like the rocket ones - nose cones The two last sets will allow creation of MSTO which doesn't look like "madmax made" (assembly of garbages found on the nearby dump)
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Great but... unable to list everything in the vicinity (<2.5 km on Kerbin soil), so pretty useles for now . (KSP 0.23/toolbar 1.7.1/a few mods)
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[1.0.4] SciFi Shipyards [Discontinued]
Justin Kerbice replied to StarVision's topic in KSP1 Mod Releases
That's maybe a problem linked to a "seriously addicted" fans, and as mot humans, they are reluctant to the change, they don't want things to evolve. Quite like wanting KSP stay as it is forever . I like new star trek movies, they are more sync'ed with the movie evolution these past two decades. Even if this made them less trekkie as previous episodes. @StarVision: instead of a "props spamming", why not static jauges/indicators/screens/buttons ? There is even no tape reader/cd player/radio ???? it's totally unacceptable ! (just kidding ) By the way, I tried the Enterprise... crazy speed ! It goes so fast we should be afraid to touch the throttle ! I believe we can really go back in time with it (ST4) -
Throttle Controlled Avionics 1.4.1 [0.90] (5 January '15)
Justin Kerbice replied to qfeys's topic in KSP1 Mod Releases
Just finally (!!) tried it today, do a great job on poor/"spaceballs approved :confused:" designs And I got an exception: Which make GUI "not displayed" (I have only the main button, which is drawn over the small question mark one) by default, using hide control mode (F2), I got the window as expected. KSP 0.23, last toolbar (0.7.1) release, some other mods which may be or not unrelated to the issue. -
so soon ! What about your capital ship ? If you're not afraid by something quite complicated to begin with, there is this wheel.
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@Geschosskopf: frankly, most people who'd better not to even go here and post, seriously, I've asked just one serious question in general section and got only useless answers mostly from people who have nothing better to do :/. And watching people asking first before do simple search (worth when adding "don't want/take time/ to search") is pitiful. The same with boring topics (64 bits support and ARM before/while/after release mostly). And finally, people who makes mods mainly for community (and not really for themselves first) would feel under-appreciated, more than others, as you wrote, as community tend to be quite "harsh" sometimes, even by just 2/3 people say thanks even when a mod have billions of downloads. Or just by being focused too much on a "not so great mod after all", but ignoring a little very polished, bug-less mod made with love and passion.
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Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
thanks. But it looks like you mix-up a few things and bay doors create the slow down again in the VAB. -
Alternative tanks for Rockomax X200-16 and 200-32
Justin Kerbice replied to mordin86's topic in KSP1 Mod Development
great, those new tanks looks definitely better than the stock one (which looks more cheap/hand made than anything else). -
D097 Star Industries: -ON HIATUS-
Justin Kerbice replied to Deathsoul097's topic in KSP1 Mod Development
Is there any kind of "big ship illness" around ? Looks good Deathsoul097, I hope we'll not end with something like Devo's Wayland vessels parts (W-51 and Dropship), both were good but seems to be not very used and parts are not so useful for mixing with others unfortunately, except VTOL engines from W-51 which are quite overpowered but very fun to mix. Now we really need an orbital shipyard (not a EL thing but kind of a mix of snjo's VAB/SPH extender + a real shipyard). To end, staying in sci-fi vessels, I really would like to have a shuttle (quite a mere box body with VTOL capabilities + high thrust rear engine which is typically switch on when VTOL have done their job). It could be used as a bus to move Kerbals to the spaceship. -
[1.0.4] SciFi Shipyards [Discontinued]
Justin Kerbice replied to StarVision's topic in KSP1 Mod Releases
Thanks Nodes are better but still a bit big, anyway, put the wheels in the right angle is easier than stock TR-2L one (which is quite hard because of it's low profile suspension). The driver vertical speed display (the one below surface speed on the right, there is another one on the left :/ does it really need two ?) is upside-down in IVA. -
Mods are only essential to someone according to what he/she wants to achieve and the stock game is not offering this feature (yet). Someone who like math/physics and orbits, may say Protractor is essential, in the other way, someone who just want to do some "simple" things like switching from one orbit to another in either an efficient way or not, may say Mechjeb is essential. Someone who is desperate to have some/more accuracy will say TAC/RSS/Realchute/a few more are essentials. No mods are essential by their very own nature, some will may be merged with stock game as C7 aerospace (not sure of the name, I should just call it "plane parts"). And I just hope some mods will not be made stock (so we'll be forced in one way or another to use them) because just some people (a noisy majority) want's them stock. (I see I agree with Vaporized Steel on this point)
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It's always a pain to get to the right thing (ship, debris, kerbal, ...) when switching vessels, your plug-in looks very useful to address that .
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Depending on how you build your craft, KSP get confusing and icon engines are more likely to confuse us, when you mouse over the icon, is it the engine you think it is which is highlighted ? Also, if you mouse over the part, it is the icon you think it is which is highlighted ? Does the engine are actually on ? (sounds very obvious but with low thrust, engine doesn't produce so much "particles", especially jet engines) More pics may be needed as well as the craft file.
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Removing invalid parts from craft files?
Justin Kerbice replied to Pondafarr's topic in KSP1 Mods Discussions
You can try KSP Mod Admin, it gives you which mod is needed for parts in craft. -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
Another idea if you think is good (or many people would have it): a flat area under all fuselage/cockpit parts, in the center, to make landing gears attachment easier. My little contribution: a mini "B-2": download (the craft doesn't include Mechjeb case) -
[Tutorial] Animated Landing Leg w/ Suspension
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
Thank you BahamutoD for taking the the time to do this tutorial appreciated. (What about your anim plug-in ?) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
what can I say ? Really nice Porkjet, and your tex are very good, I like them a lot ! -
Thanks . 1. yes and no. For small rockets and plane (SSTO) also rover (yes, I tried ). But when (maybe) rocket size become serious, something's wrong somewhere and you can't control it except turning on SAS or staging, and launch clamps move on one side very fast through the wall ! I think I found the cause but no (VOID thrown an exception for some reason, removing it makes it work but only once). I tried with the tallest rocket I can build in stock VAB (7 jumbo fuel tanks inline + mainsails on the bottom + a few things like large SAS modules) I got a lot of "ground contact! - error: xxxm" in log, search for this doesn't help with this issue. I have also tried to move spawn point upper without any more luck. Without those buggy launch clamps, it does the same. Also, a quite serious issue is you don't get the orbital speed you should have at the given altitude (here 100 kms), but without the need of the dV to get out of Kerbin's atmosphere, it's a fair deal , as long as you don't go straight, but up. 2. yes, when I get a proper design, eventually. Lucky you, a pre-alpha/testing/buggy-release stand on my launchpad.
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I've add a flat 400m foundation block below (see album in st post) the Mun base, launchpad isn't centered because I'll add more "Moon base style" buildings, a com tower, and some domes. I thought of 4 of them in a cross pattern, connected by tubes. I have also add light poles around the pad. If you have ideas, you're welcome. Sorry for the late reply, I know, just want to release it as-is at least to let people play with it, it's far to be perfect. Anyone wanting to improve it, be my guest.