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Justin Kerbice
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Everything posted by Justin Kerbice
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[1.12] Extraplanetary Launchpads v6.99.3
Justin Kerbice replied to taniwha's topic in KSP1 Mod Releases
This mods sounds good but... someone forgot to include documentation on how we are supposed to use it and how parts works together That's might explains some issues people have (improper usage), I suspect a spaceballized kerbal to have dump it onto the recycle bin trying to build a rocket to leave. Example: I add auger to a vehicle but it has no context menu. I can't even know if I'm wrong or not, annoying. Tiny copyright issue: you forgot to add talisar in the short readme (the readme in the archive is even shorter than the one on github project page) for spherical tanks. -
Good idea, it may be fun to have some oldies. But: why no FS ??? it's not a challenge AFAIK, right ? And there is only one other mod which have old engines (IDiCEr1, but there even hard to just start ) And why no pics of your own ? By the way, your mediafire link seems to don't work (I just got to my own files). (such link looks like "http://www./download/j9vu26tyygwgyeg/TouristStar.zip")
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[WIP] Horizontal Situation Indicator - ILS *Update July 5*
Justin Kerbice replied to kujuman's topic in KSP1 Mod Development
Looks good, some suggestions already: make the window movable and hidden (or iconified like SCANsat map) + color selection for almost everything (needles, background and arrows, also transparent background could be useful) EDIT: didn't notice the age of this thread, maybe the author will see this and continue . -
The second one is barely visible, it's the lonely "code" line. According to official wiki (KASModuleGrab module doc): So I think it should be use for all small enough parts (unless we have an Hercule/Superkerbal/Steve Kaustin kerbal ) in order to move them to where we want to assemble the thing unless we do this closely enough to where the parts are. And you're right, I have mixed bay and containers themselves, sorry. The documentation is quite confusing for some points, especially regarding kind of "EVA building" (or just building outside SPH/VAB), I can't imagine how you can attach two parts together from inside a ship , there might be some magic arms or "transformers" magic to assemble them, I'll need to work on this.
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Are you sure of this (1st bold text) ? By default, even without the "A Mechanic Is Jeb" file, container can be taken by Kerbals and attached on EVA too. Second bold text: AFAIK, false means you can't attach them back to something with kerbals. The same thought regarding comment on scaling, but can't access the link, perhaps a typical old issue which is now obsolete but has never been cleaned-up/updated.
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Ingame file browser for ships
Justin Kerbice replied to Hachouma's topic in KSP1 Suggestions & Development Discussion
Good idea, I have a "few" ships and loader takes some seconds to load EVERY time (fair enough, these vessels are not saves in memory at least ), and I don't use all of them always nor I would like to keep things separated (landers, standard rockets, experimental things, and so on). + Already suggested I think: miniature of the vessels (take on the first load maybe), date of creation and sort option. -
DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
I have add the TouristStar, 18 passengers + 2 pilots, not a pretty plane but capable and not too hard to fly, and quite easy to land. Pics on my imgur album above. So for these "greedy" RAPIER/XLR12, could you try at least adding a clone with tuned consumption, I know it's tricky in KSP to do this, I may give it a shot myself. AFAIK, it's done by tuning atmopheric curve. If yourself have some nice planes, it would be nice to share them. I have tried a kind of A-10 inspired design, it's looks like a bird, but I didn't even manage to take-off with it ! -
Career friendly mod list out there?
Justin Kerbice replied to Goatgas's topic in KSP1 Mods Discussions
I think by career-friendly, he means fully integrated in career mode by one way or another (proper technology, location in science tree, ...) and not just "usable in career mode". -
Decoupler model switcheroo
Justin Kerbice replied to The Ideal Gas Lawyer's topic in KSP1 Mods Discussions
If you have n parts in the same folder, KSP is seriously confused and mix everything, even if many different models are specified for each part ! You have to use MODEL { } thing to make it works (be carefull, remove the .mu file extension in it) ex: -
DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
What do you mean ? It was not as easy as the Aeris 3 but it works. The drone is very light as well as engines themselves. In fact it was not a real issue, I wish to make a plane but I create a racing car at the end (wings angle with the landing gear may produce more downforce than lift ). I just was a bit lazy to choose a right place for the right landing gear size. mmm looks like a SSTO desease, it seems to be a deadend in some way as the mass of propellant prevent to make "small" planes, unless you just got enough to rdv with a fuel deposit. It might be great to have an easy on fuel engine, even at the expense of thrust (maybe another RAPIER with low thrust/low consumption). -
[WIP] Escepadie (Systems) Modular Station [EMS] mod
Justin Kerbice replied to Adie123's topic in KSP1 Mod Development
Nice parts, the connecting system is smart . -
Too bad it can be done "easily", Devo and Cpt. Kipard, I know it's looks pretty simple but why not cutting the twin wheels into 2 separate parts which can be merged later (with the welding part thing in config file), it might do the job, or not. You may even have a fixed central part, and 2 moving sets around for the wheels. Cpt. Kipard: your landing gear model is very nice, good job.
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DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
I'm back with a bit more data. This time, I've finally manage to build two aircrafts which actually fly and also are not to hard to control. I haven't give a real name yet to this plane (RRLGTO for now: Rise Rear Landing Gear to Take-Off), the v1 have only liquid fuel, the v2 have more oxydizer for SSTO duty. Both have a little design issue and in order to take-off, we have to retract rear landing gear when speed reach ~ 100 m/s The small jet engine are very good, and use so few fuel, but the small RAPIER (1/2 scale 0.625) sadely doesn't do the same and in "rocket" mode they use 4-7 units/s, made them not very useful at all, at least for such light plane (~6t at take-off). Decoupler equipped fuel tanks (0.625 Aux. Oxy Tank + Decoupler) doesn't work as expected, decouple action do nothing :/ (I know it's a test release ). There is also the 'BAMA' drone, very fast take-off (be easy on throttle !), fast, slow on turn and tricky in high atmosphere. It's great to have small aircraft parts, but in the other side, big, or even very big, parts could be fun too (gigantic wings and enormous engines, to make crazy big crafts without killing gameplay due to too much parts use). Crafts files -
I also encounter many time these "node running away", but never a faster and faster chase like John FX. But for 1 m/s of dV, does it really matter ? Unless you do a long interplanetary move for which a tiny shift can turn into a enormous disaster, you just have to turn off autopilot as fast as you can and the engine and go for your next move.
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I've tried these parts and what I saw is a lack of polishing (descriptions missing, weird resources consumption, all things are in "utility" category) but no falling apart parts, I might not have tried hard enough. Too bad, making so nice looking parts but let the job unfinished a little bit too early is very sad. Hope you'll complete it EPD.
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@Majiir: I have had today a very similar issue to my previous one with an evil winch (unhandled null exception which lead to block some game control): I have just a rover, with a winch and a magnet connected to it, I have extended it a bit, then retracted but magnet have some angle prevented a fully retract. Left the rover, do something nearby with a kerbal, going back to the rover... boom winch issue. Not sure of the exact actions done, seems these winches need more care :/. I was able fortunately to recover vessel but going back to space center was not working, it's weird.
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Why not instead of arguing "what science should be or not" take a look at other systems designed for other games and copy the best in it and/or just the spirit. I think of Startopia: you get one item (you start each subtree with basic good, like food, in this tree you have various food store), look here in "DIY supply" Also UFO Enemy Unknown (the very 1st of the series), from what I remember, you gather objects from crashed UFO, and you can do some reverse engineering on them. We begin also by some basic studies (weapons, scanning, propulsion) to improve our planes/ships/bases and teams. Both system make sense. Now, it just need a good & intense brainstorming to mix both (and even add some more) to create something which might work in KSP with what we have (surface samples and experiments).
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Releasing parts
Justin Kerbice replied to CaptainKipard's topic in KSP1 Modelling and Texturing Discussion
Regarding current memory management in KSP, many separated groups would be better (at the end) than a big set IMHO. Just an example: you have 20 fuel tanks, 30 structural parts, 15 batteries, 10 solar panels, 5 wheels. If I'm only interested in wheels, I just add these 5 parts, no need for the 75 others. I perfectly know I can achieve the exact same result by doing some work myself (creating main folder, copying only the wheels) but you know how lazy people can be . -
DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
You're welcome I'll try later to make something useful with stock or other parts. ok Squad path might not be followed blindly, as career mode, things have been made drafty for now (look at folders and categories for ex), just common sense and a little time to think, IMHO, fuselage ("dead weight") wings, noses = aero, fuel tanks or whatever hold fuel = propulsion for now, all things with engines = propulsion, and so on. ok. You know, it's not a big deal, just we have to play a bit with rotations in editor, but node snapping works well in this case, so it's ok. mmm NO I would like to have "super-strong" engines too to make more sci-fi style planes/ships, there is plenty enough real/accurate/stick to our human world engines anyway. Maybe some "redbullized" version could be fun. Also, small/tiny/mini part are welcome to make small plane (I have a tiny glider without landing gears cause stock parts are too big). -
Maybe you can spend some time with this. The author need test pilots .
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EAS-1 External Command Seat
Justin Kerbice replied to Kruleworld's topic in KSP1 Suggestions & Development Discussion
Trying to stick to real world is a failure in advance, and what Deathsoul097 wrote (NASA/seat) is so funny ! Real world have drag (which is very very strong, have you try to unfold an arm on a bike at > 250 km/h, try this and you'll know what I mean), heat, cold, (very) deadly radiations, and more than everything and worth, money. Let's have fun in KSP world and if anyone want to play real, don't use parts which might "offend" your need of accuracy, you should even delete them. I really would like to be abe to put a kerbal into the seat without having any other pod, dunno why it has not made this way already :/. -
A Mechanic Is Jeb, or "KAS For Almost Everything"
Justin Kerbice replied to GavinZac's topic in KSP1 Mod Development
ok, thank you .