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Justin Kerbice
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Everything posted by Justin Kerbice
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Hi, I have two issues (0.23 SPO v1.1): - mod with space in their names have buton with only the first word (ex: "The DoPToOT" => "The") - filter last change are not saved: deselect one mod, launch the vessel, revert to VAB/SPH, the mod is selected back.
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Not sure it'll be so useful at the end, cause you just have to go to the runway and try to steer left/right at increasing speed until it fail. Anyway, watching NASA, or other, rover, don't forget they are not racecars If you want one, try the Duna Rover, it works very well on 0.23, suspension arms are longer than stock wheels and torque curves seems to be better, it goes slower, but safer and funnier than any other wheels I tried (stock, Wayland and Rollkage). Glad you like it. To achieve this, I need to know where are most of the flat spots, but people replying to my post in "general discussion" doesn't take it seriously and are not helpful unfortunately. Or I'll have to create a flat foundation as wide as the chosen crater and with a grey tex looks like Mun surface (bad: memory used) to make it works. For Mun bases, I think domes are the best thing to use as they are the most common shape, as well as flat cylinder (search for picture of moon bases, you'll see an early preview of a NASA game !) or usually domes connected by cylinders.
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Hi, it would be great to have a flag inside each part like so using "reload all" from debug menu will in fact reload only parts for which the flag is true, just to avoid reloading 1000 parts when only one is modified. (default value false if flag not there, modders have to remove it/set it to false for release). Maybe there could be two buttons in fact: "reload all" as it is now, and "reload" which take the flag into account. (or "reload marked", "reload modded", "reload <something>") Regards.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
Of course, but my superfast jet plane have to waste more than 500 m/s to land safely, to do so, engine off, I glide for 10-20 kms and it make quite hard to land on a precise spot like a runway. It's maybe partially linked to some kind of infinite glide bug (delta wing might create too much lift), as it's weight about 7 tons but can glide like a paper plane, with not so much wide wings . -
PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
@Captain Sierra: what about airbrakes ? It's good to have some sometimes, FS have one, I know B9 have too, it can saves distance on landing . I really would like to have good looking air brakes (maybe one could be a combo with liquid fuel tank or air intake in the shape of a short mk2 fuselage). -
Hi everyone, not kind of easter find eggs play but close, could you post pictures here and location (from Mechjeb, VOID or other) of any flat spot you have found on Kerbin and also all others bodies (when it's relevant). I'm playing with Kerbtown plug-in and want to add some runways/airfields here or there but flatness of the area is very critical to avoid to make big foundations to build thing on with either straight walls or big slope like the stock runway. Flat doesn't mean low altitude, it could be on a 4000m high plateau too if it's wide/long enough. For example, the "hand shaped" island near the south pole is (I guess as I've just explored a small part of it after flying over) perfectly flat yet. I'm also looking for good spots on Mun for a (few) launchpad(s). Thank you.
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PorkWorks dev thread [Habitat Pack] [SpaceplanePlus]
Justin Kerbice replied to Porkjet's topic in KSP1 Mod Development
Nice set of plane parts, good work Porkjet. Don't know if it's the plane part themselves or the turbojet engine but with this cockpit, a "basic" plane turn to a SR-71 like superman (fastest speed 2151 m/s near 21000 m). I beat character played by Clint Eastwood in Firefox I guess by achieving a bit more than 1 Mm in 12 minutes sharp. Does anyone else have fuel issue with mk2 bicoupler ? Using it alone + two turbojet engines (with part clipping enabled to do so), it doesn't work :| engines flame-out with "liquid fuel deprived" reason. -
Animating textures?
Justin Kerbice replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
I think the anim you want may need use of FXModuleAnimateThrottle (see stock Ion engine, in 0.23, dunno if it has changed in 0.23.5), but as emissive anim, I'm pretty sure unity 4.2.2 will be needed to do the job. And is an unity tutorial about animated texture which may help you.I thought of something similar myself a while ago, for kind of monitor display with some data displayed in a loop, but I haven't dig into this matter yet. -
Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
I see there is no even map for this downtown island. Beware with a single model, it is possible at some point your modelling software create two objects in a single collada file (I have this with 3dsmax 2011 and a quite high poly object, don't know exactly what happened there). Your way is better at least there is no set of kerbtown buildings in menu . -
Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
By the way nothke: could you make a list of abandoned plots (all of them including not started and unfinished) ? I also notice that all buildings seems to be included in one single model, is this some resource usage consideration behind this choice ? Or it's just for ease ? (Of course, it looks like everyone have to submit their creation(s) to you which allow some quality checks which is a good thing ) -
[Spoiler] Easter Egg Stocktake 1.1.3 Done
Justin Kerbice replied to MalfunctionM1Ke's topic in KSP1 Discussion
There is a Nazca style line on Kerbin you don't mention: it's located near south pole before reaching the ice -
@HoneyFox (or anyone who want to help with this): do you think it'll be possible to tweak/fix launch site code cause in fact as it is now Kerbtown inherit its name not from kerbal but from Kerbin, cause anything set anywhere (my assumption) else than Kerbin is doom to failed (including low orbit, fortunately or not). I try to set a launch site on Mun, building is there, but vessel is sent directly to Kraken-Stomac-Town . EDIT: it works after restarting KSP, I made the first launch (I guess) from Mun ! @Greys: good idea ! By the way, HoneyFox: any plan to share your work on the plug-in (no update except license on Github Razchek's repository) ?
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Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
Looks great nothke, we really need those streets (especially the one currently missing between airport and city center) -
Dunno... the red line between "just enough" and "too much" is not obvious and only visible when crossed, but I just wanted to make it simple. And it was before I experiment with "polygons count vs textures" thing. My next parts will be more detailed most of the time. (if any forum admin see this, subscription seems work only from time to time, I didn't have been noticed on update on this thread).
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IMHO, those volume calculations may be meaningless as there is first the shell width, the sealed tank inside, some stuffes to (re)fill it, valves, etc so fuel volume might be x % of the external volume, x depending of what is inside (how safe has to be to be stored and use in all kind of temperatures/pressure encountered) as we have to remember material's temperature greatly change between low & high values.