Justin Kerbice
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Everything posted by Justin Kerbice
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Kerbin City Community Project - Phase B - New Islands
Justin Kerbice replied to nothke's topic in KSP1 Mod Development
nice work JustinS222, I don't see why there would be any pb making it into the game . @POTKC: it may be just the HQ offices, their labs and R&D building are hidden somewhere, or they use engine testing as air-conditioning/warming system in winter -
This looks like to consider using FAR, right ? Cause the drag model is not very good. Look at the 1st page of this thread, in my album, my last stage of the last thing I made fly at 910.5 m/s (speedometer sucks quite a lot for precision but as vertical speed is close to -60 m/s I guess, even at -100, the last stage move at least at 800 m/s, twice your calculated limit, but with a lot less dV for sure)
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I don't know how can you reach this number of 400 m/s, some people made planes going faster under 1000m altitude. It's a challenge, there possibly one crazy people around who'll made such amazing "flying thing" or not. My 3rd attempt:
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@Anthlon: not a bad idea like it (but should be toggable/cheat enabled to have full map). On start we should know some location (KSC surrounding, other "populated" area and some place where kerbals have gone before) To follow this idea: except Mun, no other bodies should be visible on map first, Minmus is small enough to be mixed with something else, even a distant bright star, building observatory/spatial telescopes would add data to bodies with kind of random number of observations needed to gather enough data (precise location/orbit, colors, shapes, body type and atmosphere, ...) Finally, we may have something to switch between "pretty map" (what it is now with night an shadow), and "precise map" (the idea defined here with grids and data)
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Here are my attempts: as you can see in the flight log, Jeb still alive, despite the Gee force he have to deal with (we might call him now 'jelly Jeb')
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DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
Any news about this mod ? It would be great to have also some short profile LV-N, and maybe other common rocket engines. Even smaller ones. -
FASA Launch tower tutorial
Justin Kerbice replied to frizzank's topic in KSP1 Modelling and Texturing Discussion
Thanks for this documentation frizzank. (Moderators: it's possible to update the links list thread ?) -
It looks good. May I suggest you to change hosting ? Forum rules for addons is to share source code to allow people to know what they add but here, we have not so much choice than downloading something we don't know what's doing for just a text file, and it make harder to use on other OSes than winblows I guess.
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Modded stock cockpit .cfg file help
Justin Kerbice replied to Deceptus's topic in KSP1 Mods Discussions
This doesn't matter for KSP, I work on command pods without hatch yet and there is one or more kerbals inside as expected. It would be great to be able to make one kerbal go to this torture chair without having to force him -
There is also the wheels from the Core Dune Raider (avail on spaceport), they work in 0.23 and they are great, at least on Kerbin. the author wrote:
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Nice, the last stage is very cute and sci-fi style . But the launcher... as ugly as effective. (After the infamous intakes spamming, this is the SAS spamming)
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I just think the same in some way, why not creating invisible wheels, their height define the hovering height (it can also be plug-in tuned), so we just show something going over the ground, the wheels doing the job of terrain following for you. The good thing is wheel don't have to be nice, as they are not shown any ugly model can work, it's make the job easier I guess (no polishing, texturing). The trick is just to avoid to flip the hovercraft on turn and high slope like what could happen with small/narrow wheels. Good job of the wash now it just need chopper to be more easy to control (balance issue are very critical here, more than typical VTOL)
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@Tallinu: good work I'll try this soon. For the fuel line, KSP have its rules Kasuha make a very detailed document about, it's fuel flow rules and coupler, there is a lot of examples of different situation and the issue you got might be due to some less-known specific rule. EDIT: sadely, the fuel is pumped from all toroidal tanks before any other :| Good stuff anyway, it's fun to drop them (a new kind of bombs they can also be turn into drones) (by the way, are you all coming from the same mold ? Tal-something, is the clone war already started ? Or is it the same as The Arrival )
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I got another seriously annoying crash: I try to put my crash academy runway, on save instance => crash, other buildings are ok. This is only this one. Unfortunately, these log data might not be very helpful, so kerbtown should be updated to produce more useful log on demand (what it try to do, what are the args, what are the results of calls, ...) I first thought because I use a 3DSmax dummy object as the spawn point, but doing so with unity seems to be the same. The only difference from others is a path like "\GameData\Kerbice Group\Buildings" One more level in the directories tree than others. Poor kerbtown plug-in...
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(another title I thought to use are: "Why KSP is a so good sandbox game ?" or "Is KSP really good for you ?") After seeing what's happened before and after the 0.23.5, staying far from the "heat", I saw all the posts written as something which have turned from enthusiasm to selfish stupidity. Watching everyday new bunch of threads about pure fantasies of people who think about what it will be for them, already creating missions around the incoming update, asking already for parts following the new size(s), crafts using those parts, and so on... just make me feel very disgusted by this attitude which seems to have put an incredible amount of pressure upon Squad team shoulders, make them released an unfinished product. I know it's again an early alpha/beta/whatever release but it's appear to be less polished than 0.23, with what was appear to be some/many balance issues (from many of those users perspective) and some/many bugs. The funny thing is that is mostly the same people whose asked (not directly) for the 0.23.5 to be released ASAP, when they have it, they complain about engine balance and tons of bugs ! Shoot me if you wish but I truly believe if you are one of those people who was absolutely shaking out of patience to get this ARM "patch", KSP is not for you. There are people doing the unfinished/drafty career mode in 2 missions, what was the goal here ? You complete it, you have everything available and so what ? You get bored, you have no aim, no purpose, nothing to do with the game, you are just waiting for your new shot of things to do, again and again, like any addicts. Unfortunately, players have been fed those past years with almost only GTA style sandbox game, which are in fact quite poorly designed overall because apart from the missions and some repetitive activities, you have nothing fun to do in the long run, and while you have the narrative to support you, it's ok, you can play. But when you complete the story, it's game over, you get bored, you need the next release to start over the exact same thing. (it's the same with all title from GTA3, Saints Row serie, Red Faction Guerilla, and others). By the way, I really hope KSP will never become something like that, the sandbox mode, at least, need to remain as it is. I don't claim to know every single game released since Pong, but IMHO, I've only seen one similar sandbox game in video game history, strangely, it's in space too: Echelon. Briefly, in this 3D wireframe "simulation" game you have to decypher a code with the help of clues you find in many places around the Isis planet, you can activate fighting on demand, to explore peacefully or fight like hell, there is also shooting range to practice and many things to discover. The same angle is used in KSP as I understand it, you can do whatever you want, however you want, at your own pace. But people who need a guideline, a storyline or just one or more campaigns or many scenarii will get sooner or later lost in the Kerbal universe. Without someone/something telling them "do this, do that" like in GTA style game, they're stuck like a powerless robot or a frozen terminator. This lack of guideline is greatly increased by the tiny number or scenarii included by default. (to have more in a relatively short time, it might be a matter of releasing some good docs about how to create a proper scenario then launching a contest, at least, some people get something to do instead of complaining about new parts or creating fantasy about future release of KSP). Last thought, I just think Squad team is a bit too far/too separated from the KSP community, like they are in an unreachable ivory tower, we may feel they don't listen to the smartest/more relevant criticism and are just fooled by the noisy people who don't really care about KSP and have no loyalty in it (=these people will play other games for a while and may forget about KSP at all). (In fact, It looks like public disclosure of new visual/graphic features (too) early is not as good as it first appears to be.) Example of recent people fantasy: some people seems to already know how the currency system will be. Thanks for reading.
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For the record, the thread former title was: "Kerbin (and other bodies) map night area -> add light (with a switch)" It would be great to be able to switch light on on dark side of bodies to see the map (it's a map at the first place, not supposed to be cute but useful, isn't it ?). It's pretty hard sometime to set a target on the dark.
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Maybe it could be related to graphics settings in game (I use half-res tex, poor quality shadows, ... I will give my config later just for you to check if it's relevant or not to this issue) or the gfx driver/hardware. Like the bad old serious lag I have with clouds/smoke in GTA3 for example with a nv 9600M GT. For a new/old instance, the way might be to follow the workflow when using "create" button for available assets, here you can be sure it's a new instance, I guess. The tricky part is when an existing building is modified (never did that, but also there is a dedicated action for that). I think also using the classic boolean flag for each building may help. @snjo: you're quite nostalgic , have you tried the IDiCEr1 mod (two "good old" internal combustion engines for planes, you have to be careful here with the speed to start the engine and keep it running)
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You're completely crazy !! funny video, so much fun !
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KSC textures.
Justin Kerbice replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
AFAIK they are part of "forbidden" territory in KSP_Data folder, and no (according to KSP license). It's very bad, from a memory management point of view, maybe we should also ask Squad for it. -
I don't understand the fuss behind ARM
Justin Kerbice replied to NASAFanboy's topic in KSP1 Discussion
Why one thing should or shouldn't be possible in Kerbal's universe ? Is it really possible that such elongated brainy humanoids with tiny body and legs/arms can go to space either ? KSP IS NOT a strict simulation after all, fortunately for us (I don't think having to plan carefully every tiny piece of detail of a mission, staying weeks behind the computer, in real time, without any saving features would be so fun !)