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Justin Kerbice

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Everything posted by Justin Kerbice

  1. I just read the text and don't think to much of that "solution" before problem 2 text, thanks to the headache
  2. I start thinking to say a big thanks for this good attitude, but after reading, I got an headache too trying to find the so called solution highlighted in your quote above, your post is pretty confuse and unclear. And adding: appears worth than selfish people who just wrote "pb solved, thanks".
  3. Hi everyone, here are some early pictures of things I've made with the updated version by HoneyFox of the Kerbtown plug-in by Razchek. I have started by just putting back on Kerbin the Wayland Tower by Devo just to be sure the thing works as expected, I put it on the last small island near the KSC. I've made a "small" tower for VTOL and chopper on another close island, need to texture it now. And yes, it's looks like a chalice, it may be the famous Holly Grail, so big, than no one seen it . And the first runway, the "crash flying academy", a short one, 600m long, very close to the KSC, as it's a training school for kerbals who dream to become the next Jeb ! The texture used is just a try, to avoid the white flashy color, and the small thing landed is... an Aeris 3. Unfortunately for now, I have a big issue which make plug-in crash, I have to sort this out first before moving on and texture it properly. I have also starting ot work on a small airfield, with a control tower, two big hangars, a parking lot and a landing pad. My plan is to make a few airfield and one or two airport on Kerbin as well as some buildings like kerbals' appartments near KSC, or other things that makes planes more fun to use. And no, there is no release, dev-release, alpha-release, or even pre-alpha-release nor "McFly bring to you" release, available yet. For people who wants to create things like these, I recommend to add foundations below the building, cause flat spot are extremely rare except on both KSC area. You can also put sloping ground which have to be textured with grass/rock/sand or ice textures close to the one used by Squad. 17042014: I've made a new uv mapping + tex for the RPG, look at it. Former Kerbal Space Center launchpad release 1.0 Kerbin City International Airport launch site 1.0 download Rover Proving Ground release 1.0 download texture/template Orbital launchpad pre-alpha 0.1 download Crash Flying Academy runway alpha 0.2 download Bigger launchpad 0.1 download Chalice Tower 1.0 download texture & template Stunt ring/donut 1.0 download See above album for pictures.
  4. I really like t know it too. It's good (?) to have add those potatoids but can they be disabled ? What I can do if I don't want them ? (No, use 0.23 release is not a valid answer !) A small little button 'asteroids enabled' in settings menu would have done it (+ all the logic behind of course, kind of "if spawning_potatoes = true {dospawn ()}" in the main loop).
  5. Career mode is not yet finished as it should be so I don't play career anymore whatever the release (4th option, missing, in your poll).
  6. Warning: propellant used in rocket is very (VERY) toxic, even through a computer, and it seriously damage brain of KSP players (Why do you think kerbals wear a full suit everytime, even in a "safe" area ?)
  7. by creating a runway for KSC2 + a dummy (maybe) launchpad and a dummy runway on island. Could be a funny idea. Why do you think KSP itself spend a long time reloading everything each time ? Nothing is set for sure and it recompile each part, reload each textures. Just for some kind of such issue I guess. Do you think adding a recursive search for assets (on demand/every time) could be done without too much trouble ?
  8. What would be nice is to have two hatches, I have had an outbreak of hatch obstructed because of bad landings (3 times in a row ) An emergency hatch can be located on the top/bottom (mk1 pod, lander can) with kind of explosive nuts, removing any object on top like a chute. To make thing simple, it can be an integrated decoupler to every manned pods.
  9. If only the majority of <something I prefer not to use here> haven't made so much noise with the NASA/ARM pack maybe... I follow you, I always asked for more docs but... in space, no one can hear you !
  10. I've been misunderstood, I didn't mean display the portait of ALL kerbals on EVA everywhere, nor even in a given radius, just the SINGLE ONE EVA'ed kerbal you control at a time. Imagine it like a single seater vessel, but without the vessel . Portrait can also have 2 backgrounds: one with the fellow kerbal strapped on its seat (=in vessel), the other one hewill be free to move (on EVA), like standing on his feet for ex.
  11. It would be great to have kerbals on EVA have their portrait still displayed on the lower right of the screen. Usually switching between many vessels and some kerbals makes hard to recognize what we have the control of when they're close. Also, display an icon with the ship name the same way could be added too (optional for people who don't like the idea).
  12. One thing you can do is lowering the plane to the SPH ground, you'll see which wheels touch the ground first, and some landing gears (the stock one mostly, it might be related to collider) also shows suspension "working" as it supposed to be (they move up before wheel enter the ground), it's quite good enough, for now at least, to have as little as possible height difference between wheels.
  13. It's not, thanks to HoneyFox, what about this Kerbin City project ?
  14. It's looks like KSP torque are far too much, for example, you can do a "trackie" (the wheelie on tracks ) very easily with a 40t vehicle. If you look at some military documentary about battletanks, especially modern ones, we don't see such behaviour. It would be great to be able to throttle up to max without worrying about doing a looping.
  15. Looks good, if only it could make people stop complaining about balance of 0.23.5 parts . It would be great to add some more explanations of what you did stupid_chris, for people like me who have not follow all the talks about balance you were part into. Also, to make your pictures more useful as-is, cutting the irrelevant area (everything around graphs) might be great.
  16. It's quite sad to see some people acting with something which could be described as arrogance and/or selfishness by almost insulting Naten, I'm not fond of the new release too and I just don't play with it and I assume it. Too bad for me maybe, I still have to use crazy big rockets to lift a few tons into space and chewing-gum rockets, I have no super ION engines and no rocks bothering me in Kerbin's orbit.
  17. Not exactly what was asked first but it still real science (structural engineering and a bit of demolition): detonate from wildebeest games. Far less optimized than KSP/Unity, but it's an infinite early beta release.
  18. OK, sorry for my bad issue report. I've tried to go to orbit, without strictly following the SSTO mission profile and didn't make it (kind of a punishment ). Does both Scythe mk2/mk3 and Stratos can be use the exact same way ? Cause you just copy & paste the same text (missing the Stratos name for the Scythe) and they are quite not the same. Stratos T is also nice to fly with. I can only imagine .
  19. I got another uncaugth exception on exit (but it doesn't mess up anything this time): And: when updating a newly created building config file (so not yet put on the ground), reload all parts => makes UI do nothing when clicking on show existing/available buttons) Another one: playing with a building which has an issue, save to persistent file + session, change directory name where the object is located, start the game again and: The plugin window don't show up anymore with ctrl+k. I can only choose a spawn point in SPH (and VAB surely, not tested). Spawn on a KT made building lead to a strange issue: an Aeris 3 appears somewhere (0.0486 °S, 74.7230°W) at 1274m, full black aera, uncontrollable at all, with reentry flames and engine smoke with 0% throttle. camera is frozen too. The map tells me the plane is inside the star, exiting map shows the camera moving up on Kerbin orbit without no vessel.
  20. These launchers looks good and are a nice addition or challenge to the Munshine family . Would you like to create also launchers for a few other target orbits and where it's possible of course ? Kind of: 10t - 100kms - 500 kms - 1Mms - 5 Mms - even more.
  21. I suspect it too, seriously mouse pointer managment DOESN'T NEED so much resources !! In KSP, the same thing would be to have 100000 dV to launch 10000 Kgs into a circular 100 kms orbit. Does it seems really crazy here ? The same with a so big CPU usage.
  22. Thanks for the fix (looks like not so much people use it after all ) ) There is three more issues, sorry. 1. the action group 1 seems to be "air sync" only, but there is too much intakes to see the full list, what I do know for sure is the turbo-jet engine does not start with this key, 2. despite its 110 KN, the turbo-jet engine is unable to lift the craft on its own at runway ground level, but it's good when the craft reach 3-4000 kms altitude. Perhaps it has been designed this way, 3. the staging are not in a meaningful order, the monop tanks are dropped first, BEFORE the additional LF/Ox tanks which are more likely to be useless first. This craft is just the best sci-fi look craft made with stock part yet AFAIK, and I really would like to have the nicest, perhaps the best too, craft of this kind. A variant could be to add engines (jet) in the back, "inside" the RAM intakes, and/or even on the two "arms", just some parts to create a bit of lift (hidden to keep the black look) and it will be the most amazing craft in KSP .
  23. What is your issue ? I have some issue to connect properly two parts basically so this is what I do: align the VAB view to make the node you want to connect to on le left or right side, the part vertical face should be straight, take your part, align it to make sure the node is pointing on the right direction, and now the node stack snapping should work as expected. Really these parts need to be completed, they deserve it !
  24. (first wanted to post this in bug section but I guess how it could be considered this way so it's here, despite it's a bug IMHO) I wonder why when using pause, CPU is still highly used (for "virtually" doing nothing, except playing the music). My CPU is 13-16% in use (on a multi-core CPU like mine, it means almost 100% CPU use, 100% on the core on which the game runs). Is there any way to fix this and/or add a true pause in game ? Most of the game these days seems to have drop the while (1) { ... sleep (a tiny bit of time) } in their main game loop, without this sleep call, even for a very short time like 1 ms, CPU is never "released" by the scheduler for this process, leading to 100% usage + fan throttle close to max speed. In an era full of eco-lies of all kinds, it would be great to be more system-friendly less selfish (I mean, a program is never alone on a system and SHOULD not think it has the right to use all available resources all time), and not when a potential 1.0 release will be done in a few centuries.
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