Justin Kerbice
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Everything posted by Justin Kerbice
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It's sad I don't think it's so screwed as you wrote, you, and all people involved in the project, first focus on making just building without thinking of the inside (it's not a GTA clone after all ), it's something great to have buildings to walk around at least, driving in the street, ... For the camera, it looks like you use ONLY the default one (free), have you tried the others ? According to its behaviour on island runway anyway, KSP camera are not really a FPS/GTA style, and they behave weirdly (KSP don't know what to focus one and switch back and forth very fast between two points, one below and one above the hangar) "inside" the two hangars and also when you walk inside the huge control tower (in 0.23). Also, someone made a 1st person view camera which may help here or not, it's worth to try. There is also Hull camera mod which include a few new cameras which can be put on plane/rover and switch to it before going under/inside things. Keep up the good work and don't let an idiot camera drag you down.
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[WIP]D12 Aerotech - A B9 Aerospace Expansion (Beta1)
Justin Kerbice replied to PolecatEZ's topic in KSP1 Mod Development
Looks good, and as you said yourself, be careful on memory usage, but I see you have already work on this . I know it's early then, having more chopper parts + make them easy to control (the choppers) and better balanced than firespitter ones would be great. As for now, they are not the best thing to fly with in KSP. For the wings, could it be possible to have bigger/wider wing without procedural thing ? Cause "stacking" stock wing connectors together makes bird likes wings . -
As expected, the two issues stay the same with the last release. Glad to hear you'll work on them.
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do some search for old threads, what I remember is some mods have normal maps with names which don't follow the naming rule (tex_NRM.format) which makes KSP don't use them properly or something like this.
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Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Thanks for the update As a punishment, you'll locked in one of your cargo bay, with a few tons of propellant + some Mainsail to "motivate" you to give feedback ! (I've tried it with command seat + TT seatfixer but sadely those kerbals were only coward and none of them was on his seat ) -
Link is quite hidden in the middle of all the posts it's an easter game on its own ! @HoneyFox and others: I found the guilty for the orbital launchpad control lock issue => VOID, for one reason or another, there is an uncaught exception with a NaN value and as KSP is not protected enough against plug-in failure, it does weird things. I've remove VOID, test a few times with some rockets, no issue. EDIT: I'm wrong, VOID seems to be not guilty, as I have a flooding of with various error values. I'll try with putting spawn point a bit upper. By the way, is there any way to get orbital speed for a given altitude ? Just to add it by default as for now, at 100 kms, anything "falling" from the launchpad start at 0 m/s, whereas at such altitude, it should be something between 1000-2000 m/s for a perfect circular orbit I guess.
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It looks promising and congratulations if the multi-platform part of the tool works well (working with such GUI toolkit can be a nightmare, and lead to ugly looking apps). One feature idea: filter unnecessary content (source, readme, license inside GameData/*) + check file names as some modders mess up completely with normal maps names (I see some comment in old threads regarding disrespect of naming convention)
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Should KSP have a Delta-V readout?
Justin Kerbice replied to bsalis's topic in KSP1 Suggestions & Development Discussion
IMHO, the best thing to do would be to provide tools (mix of the best from Mechjeb, KER, VOID), users will be free to use them or not. (I can't imagine how to rdv without anything but stock game, do you calculate yourself Hohmann, or other, transfer ?) -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Nice addition (despite it is not really related to cargo ), the auto-shroud is good I guess. For now, the lack of dummy interior (you can use any stock one) prevent Kerbals to be displayed so we can't even try the hatch if there is any yet. And this time I'm agree, tex needs a bit of work . -
Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
Great nothke, this time, please don't let the bridges unfinished -
Sounds too restrictive to me, kind of a judge on a trial with only judges (even Dredd's world judges ). Mods are not limited to modders, poll should not too. Even though, participants may not be allowed to vote as it's irrelevant (each on will vote for him/herself unless...)
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Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
I have made another experiment on a cleaner 0.23 install, still a node is abducted on the way, same album as above, last 5 pics (not cropped). 3 frames parts are ok, node is there, one side only + one circular frame => no top node. To try to get that, just use 2 or 3 different frames and mix the order you add them. -
[0.90] Kerbal Mechanics: Part failures
Justin Kerbice replied to IRnifty's topic in KSP1 Mod Development
Just another random idea I got: making a config item for "difficulty" (or how much Murphy likes to bother you ) from "no failure/murphy's busy" to "engineers are on holly-days the past few weeks before the launch/Murphy makes his home here" (I let you guess what it's means ) (the 2nd level might be 1 failure for one mission) In addition to this you may add the type of failure from "easy to fix/duct tape is enough" (a wheel/solar panel) to "a mission's ender" (engine critical failure, fuel tank exploding) -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Not only with one part with attachment hub, two frames v1 together create the issue, and detaching the "parent" then reattaching it does nothing (add 1 frame v1 = the parent, add another rotated twice to make it oriented the right way, try to attach something else on top => no node, detach the parent then rettach it to where it was => still no node). The node issues is if more than two nodes exists on a part, ONLY top/bottom nodes can be attached together on multiple instance of the same part (try stock small cube or the octo hub, you can also check with my structural cube from advertizing panels mod, I've add two stickers on top/bottom face to make it easy to see). -
DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
I think I've got the virus (DoPToOT addiction syndrome): -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
OK thanks for the info. Here they are (don't mind other unrelated pic, it's a generic issue album ): Hope it's explicit enough, all is done in sequence without any kind of jump, I took a part, attach it and/or detach it, look at the stack nodes. -
@Absolution: I perfectly know what you mean with such an ineffective project management, I pretty much do the same way Keep up the good work ! I totally in love with your Dune Raider, the best of its kind ever made, the wheels are just great (not too much torque, wide arms, made them perfect). It's work great as-is in 0.23 (I just expect some issues at the first place, gladly surprised there was none).
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Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
@Talisar: not sure as I tried only once in space, but I think it was the same as you and the 0.1.1 do the job great. (What was the issue for the record?) Also, the stock node system mess up with assembly of frames (side + 1 arched structural = top/bottom node no more available :/ ) -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
There are some tips here, it may help you. (especially size of the hatch box, orientation and location) -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
Just notice a serious slowdown when cargo doors anim is played (0.23/win 7) And please, could you put templates somewhere else in the final release ? Thanks. -
If you say so, but as it is now (in 2011 at least) array in not easy to use and not very intuitive (and reference doc is not a great help). This script is a lot more easier: pick a dummy object as center, pick your object, select type (copy/inst./...) and number, and you're done. No need to try, retry, retry again, .. with stock array.
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The Open Part Mod - Week of 4/11 project started
Justin Kerbice replied to frizzank's topic in KSP1 Mod Development
One thought regarding the poll and the part: looking at poll result shows people tend to vote mostly IMHO on part appeal more than usefulness/polishing/overall quality, as snjo deserve without any doubt the innovation prize with a part which can be very nice on a steampunk style mod (with a bit more work on texture), and curiousepic the "kerbal fun" prize as we can easily imagine kerbals dare to use balloons, duck tape and pipes to use as small tanks (filled with hydrogen and oxygen gaz). It's like stock LV-1/LV-1R, if you get these in a contest, what will you think of them ? Does anyone already use them ? Except on low gravity bodies and space-stations (both are not really promoted in stock KSP). The potential usage of parts could really be added to the heart of the contest. -
Cargo Transportation Solutions (WIP)
Justin Kerbice replied to Talisar's topic in KSP1 Mod Development
It already looks great, and... I'm not really convinced by the highlighted sentence . -
[0.23] Stockalike parts for useful esthetics
Justin Kerbice replied to TurboNisu's topic in KSP1 Mod Releases
This set of part is very good, and they really looks like stock parts. Great job TurboNisu, hope you'll find some time to work on it again.