Justin Kerbice
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Everything posted by Justin Kerbice
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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
@frizzank: the link for the mordin86 tank might include the base files here, there is only his update in your post. -
Ok, the easiest way to make seat behave as other command pods/cockpits is to add a dummy node on top somewhere (even 1 m above, we don't care), so it can be use as the first part of a vessel, which may (or not) allow to put these stubborn kerbals into it without the need of a disposable command pod. + iconfig needs to be tweaked a bit regarding crewcapacity and other. This idea worth to dig a bit before playing with KSP internal things. By the way, it's on 0.23 with the 0.4.6 KAS release (the latest compatible), KSP seems to be confuse where the kerbal actually is and his death might let an immortal soul nearby a ghost perhaps which can still do thing in the physical world. In fact I don't think it worth all the time and energy spent on it, for just fill the seat(s)... unless for people preparing an invasion or a massive evacuation.
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I get an issue with your seat filler: - there is a little camera glitch when kerbal is coming from EVA to the seat, - the "hatch" I guess is visible (a white box on the seat), - kerbal can't leave the seat, or they just explode ("... collided into EAS cs") -more funny: - after kerbal was "poofed", we can do things with context menu and "shuntairlock" make the box grow on one axis and move up, - a revert to launch just after kerbal was poofed without shunting airlock make kerbal jump out the seat on each "revert to launch" (not always, weird). - we can grab the seat (KAS) it will disappear + there is a harmless warning when launching craft (regarding the thing has no control at all).
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This is quite irrelevant as archivers allow users to "extract here" or "extract into directory something" so someone who want trouble will surely get them, and nothing can be done against that, even Microsoft tried a lot to make idiot-proof software resulting of dumb-software who "think" they're smarter than you and fail miserably at the end of the day. One intermediate level could be defined by making package kind of thing like Debian ones (or more generally speaking Linux and co), users can only install binary package unless they know what they're doing, and here it's really up to the packager to make it's job properly. As long as KSP will be as it is: open and not hidden (which is a great thing), people will always be able to mess up with it.
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It's weird. My orbital launchpad works a while but when I tried to launch a 400t rocket with a mechjeb case, first I have such input lock due to mechjeb ! (mechjeb_noclick), and without it, no control works anyway except decoupling, which lead to orbiting launch clamps (which mysteriously vanished after switchback back to the petrified rocket) !
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@Talisar: for a first try, it's very good, the texture of the two last versions of your tanks are great, and in fact, I like the v1.6 (06/2013) release better than the next (v3.11 01/2014). I didn't really seen what I've done by chance by installing both on my test install. The new model looks good, I hope you'll keep the "basic gray style" . (Procedural things could be great but looking at issues users found on current release, I even don't want to try it.)
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Just tried it today, I like it more than PartCatalog (what's bother me it's the loooonnnggggg time sub-menu stay on screen, building something became quite annoying when part/menu/mounted part all mixed together ). **** I have not payed enough attention to "mod to hide" just above those buttons **** It's as simple as effective thanks for it, except for... select/deselect filter mod seems to be inverted, "selected" = not displayed on list, deselect = displayed. (not indicated anywhere and there is no readme sadely :/) Maybe it's the way it is and how it has been designed but in my mind "selected" means what it is, I want this, this mod should be included. It's for the v1.1 (according to changelog). And what's the meaning of the version number 0.23.5.1 for 1.2 ? Quite confusing . Is it possible also to add version into the compiled library ? (I guess it's a mono/any_other_dev_app_used option).
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Abilities to make parts
Justin Kerbice replied to Donterrio's topic in KSP1 Suggestions & Development Discussion
A first step to this idea could be the part welding as some people already do (like DoPtOoT). You can choose part category, choose the "root", add another part to it, ... Example: take a big nose cone, merge a quad coupler on its bottom, add 4 engines, resize it (by common part size step: from 2.5m to 1.25 or 0.625 for example), name it, voilà, you got a new quad engines . Such feature can use existing code from SPH/VAB, the resize is also possible (goodspeed's mod use a plug-in to create multiple sizes from one part), welding already exists. -
Thanks for the comments. For now, I've made something which I believe match common landscapes we might encounter on kerbal system bodies. It is 200 m long, 76m wide, high & low are +12.5m, -5m with almost no flat area. Don't forget it's on Kerbin, gravity makes bigger slope too hard I think. Regarding orbital launchpad, if you have any design idea, you're welcome, cause I'm currently run out of idea myself. I haven't choose yet between - a flat cylinder with chamfered edges and a hole on top for rockets, - a orbital space station like the one in Echelon game (a mere cross) see below I have also considered a shape like the 2001 space station (two big rings and a box in the middle with the hangar bay) The nice thing is it's altitude (100 kms for now), which is ideal for interplanetary mission. Finally, if I succeed to make something like the snjo's fuel pump, it will be even more usefull. the Echelon base:
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Maybe you could take a look at this I found it on the forum when I have started. It has a lot of info on Blender -> KSP thing. Especially the part 3.
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there was no offence in what I wrote, sorry if you feel that's way, it's just we are not the final user of our thing and we can't assume anything really cause there will be the people who barely know how to use a computer to the crazy geek who barely live far from his/her keyboard. The "garbage" IMHO are everything that have no business where they are like the example I gave. By the way, my words didn't target you or your mods, it was just generally speaking regarding a lot's of contents I have downloaded so far. Just some people should care a bit more than they do, at least if they want people use their mods more than 5 mins. What is in GameData in the archive should be as clean as possible to be drop as is inside the game folder.
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[0.90] Kerbal Mechanics: Part failures
Justin Kerbice replied to IRnifty's topic in KSP1 Mod Development
One idea of failure if not already suggested: batteries running out of lifetime (something yet to define) are more likely to loose their charge and/or not fully recharge and more slowly than a healthy one (IRL example today, I love that damned lead/acid batteries !). They may have also more failure due to overheating if they are not cooled enough (yet to define too, maybe too much parts around them can create such issue, even more when stacking multiple batteries together) Also for repair, the OX-STAT solar panel (the basic one) can be broken but not repaired yet. -
But you are not the user, right ? As opposite to you, I think providing "GameData" inside the archive just make it very easy for anyone, you just have to take care what is inside ONLY. Believe me or not, a tool like partCatalog is quite confusing the way it was released, with the old directory tree "skeletons" which are still there (Plugins, Plugin_data, ... on the root of KSP folder). What really annoy me is the "garbages" modders put inside like source code, license, readme, readme_again, ... just waste of space and loading time (KSP will recursively go to all dirs to find what it needs like parts, tex, models) + it just shows some people have a poor release process and even don't check their things on a clean install and wrote in readme (if there is one !) nothing is required. @Steven Mading: in addition to extract to temp folder, users should also try the thing on a test install first and for some time, just in case...
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ok, that's why it's better to "target" our answers. Anyway, I can't believe is pure KSP related issue, as for me it's only occurred when messing with Kerbtown, it has never happened before and I have never have such issue with "kerbtownless" install (pure stock or stock + some others mods including plug-in or not). For 23.5 update, we have to wait for HoneyFox to do it, and redo it probably on every KSP update which change something in it's own API.
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Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
There is no 9th april build, the very last one is from 30th march (plugin dated 31h, 00h20), I just checked. On 8th april and later on 10th, there was some talk about allegedly broken download link then people, including HoneyFox himself, give the post of the 30th "release". -
Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
giving just a link might not be so useful, perhaps HoneyFox have to work on versionning unless already done. Spawn point have change since last Razchek release use in Kerbin City, we need the transform name itself for filling "LaunchPadTransform" (it's empty for KC_Eastern) -
Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
Just to let people know, Kerbin City almost works in 0.23, but spawn points need to be fixed, as it is now, they are listed in the launch site menu but doesn't work at all, you're spawn in another dimension (below Kerbin surface) in free fall with reentry heat and can't control the vessel. -
It looks like collider made with mesh themselves doesn't appears like convex colliders (in light green, as well as basic ones like cube or sphere), but they are there in game. Try it with something simple. Despite Unity reference is very unclear about collider (according to it, only convex collider can interact with others collider): The highlighted part doesn't make so much sense, what is hte purpose of a collider otherwise ? Quoted from the doc.
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I have such issue from time to time when a situation occurred with one thing I test, just restart KSP and it's ok. @HoneyFox: do you know if there is any way to put thing into a high altitude (=orbit) ? I tried at 1 Mm , building doesn't appear, and launched vessel can't be controlled at all. I've tried the same building in a lower altitude (2 km as far as I remember) and it's not the fact to be "in the air" than bother Kerbtown.
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I don't understand the fuss behind ARM
Justin Kerbice replied to NASAFanboy's topic in KSP1 Discussion
Maybe a better move would have been to teach majority of people how to build efficient rocket to achieve such goal, but nothing can be done with people who don't want to learn.