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Justin Kerbice
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Everything posted by Justin Kerbice
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DoPToOT Aerospace in need of TEST PILOTS
Justin Kerbice replied to little square dot's topic in KSP1 Mod Development
That's funny and I totally agree with you. One thing for your imgur albums, as someone taught me, remove the # and following characters to make them looks as they should (removing the outside with imgur UI) I'll give it a shot, all those parts looks nice and allowing more plane design. One idea maybe, for what it's worth, splitting parts set into smaller, related sets can help in KSP memory management. I mean, all parts as it is now can make the game eat all its avail mem, especially if some others mods included lot's of stuffes, so you may have commands pods set, engine sets, fuselage sets or other themes like this. Because people are also lazy to drop parts they don't use, I do so most of the time I have to admit. I don't have B9 or other memory "eater" kind mod but on my test install, I start having memory issues ! EDIT: didn't notice it was "only" part file without models/textures, and like the "donotreadme" style file (which is badly located by the way, do not put such thing inside GameData please, if people don't read it if it is in the root of extracted directory, they don't read it either when it is located deep into where it is not supposed to be) 1st try: sadely there is no mk1 fuselage/fuel tank whereas there are two mk1 sized "pods", the larged fueled wing (based on swept wing) is in command pod part group, I use PartCatalog autotag so not sure who's made the mystake here, (again partcatalog) many fuselages are in propulsion category (mk3 fus. LFO for ex) and some other go to utility (mk2 crew cabin + vtol for ex), nosecones with viewport are weirdly rotated, the XLR12 engines are... awesome AND too crazy and too strong, my first "plane" reach more than 400 m/s so fast (14t plane badly built) -
A game of chicken (with air ressistance)
Justin Kerbice replied to One-Way Films's topic in KSP1 Challenges & Mission ideas
The challenge is to find the true challenge ! Anyway, as long as you're outside atmosphere, it's will be ok, but when drag came into play, pppffff bye bye kerbals, as their weight will always be lighter than any crew capable parts*, and as we can't play like James Bond (don't remember which one, when the crazy guys move out planes and chase each others), kerbals are doomed to be smashed on the ground. *unless there is one where part drag brakes its fall and make the kerbal faster** ** oups: new rule I guess: no/with FAR, no drag cheats (including add part to pod in order to increase the drag) -
A Mechanic Is Jeb, or "KAS For Almost Everything"
Justin Kerbice replied to GavinZac's topic in KSP1 Mod Development
A few stock docking ports are missing (only dockingPort3 is in the file). And I don't really understand why more parts are not attachable in EVA (parachutes or wheels for example) ? Especially in space where weight is not in the party. -
Texture sharing
Justin Kerbice replied to DoctorFoo's topic in KSP1 Suggestions & Development Discussion
I'm interested too. Please guys, share share and share too. And regarding issues discussed here: one point is KSP is designed and optimized for pure stock mostly (the only issue is part counts, but maybe noone at Squad have ever imagine building a 1000, 2000, 4000 or more parts vessel) as I can figured out. Mods are very welcomed but not so much backuped. @Frank_G: doing so might kill a project, but not doing it early enough can achieve the exact same result ! I think IMHO Squad could do even release for adding features mainly (and some serious bugs fix), and odd releases for fixes & optims ONLY. As with the incoming .24 + NASA pack, the majority of players who don't care enough about reliability and efficiency will be fed enough for quite some time, it might be a good idea to start the "dirty work" (cleaning, fixing & optimizing) -
Just what I need to find those far manoeuver nodes without rolling like this , thanks.
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Navball adjustment
Justin Kerbice replied to Meltafire's topic in KSP1 Suggestions & Development Discussion
Another welcome adjustment: an arrow (small, from the -v- or a dash on the inner circle of the navball container) to point to current manoeuver node, if we need to use RCS to rotate (for one reason or another), better not to waste it rotating randomly to find the right way. I know Mechjeb already know where to move in such case, so it's possible to do it. -
@romfarer: nice tool, but I'm a bit disappointing we can't target a location, in fact, what's the point of having a locations management without this feature ? ( I don't mean target for destroying/killing, but for reaching ). Thanks for your work, I don't understand why Squad put a docking window without anything to aim at (unfinished business ?)
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[WIP Plugin] BDAnimationModules - v0.6.1
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
Great ! I like this "boxed" engines . -
I see I'm not the only bad pilot on Kerbin In order to land safely, you need to slowdown you plane (of course !!), in KSP, you can cut the jet engine(s) off 1-2 kms from your landing spot if you are high enough (>800 m above actual ground level), rise the nose, let the plane moves down, and make the wheel contact (don't forget to lower landing gears !) at 60-70 ms/s max, not too much nose up (or bye bye tail engine(s) !) then use brakes, more or less hard, depending on plane weight, shape and balance. In fact, a big miss is the airbrakes FireSpitter provides, you can always add FS part to other planes, it may help.
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Texture not shown (beginner)
Justin Kerbice replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
There is no way to do exactly what you want with Unity/KSP (only one uv channel I guess, maybe you can look at that in Unity doc), what you can do to have 2 different resolutions on same texture is to put the main mesh's UV map on a rectangular shape, then another mesh (cylinder cut) move it a little away, when you'll see no "clipping" in 3D program, map this small piece on the remaining room of your UVmap, in order to use the biggest avail space as possible. So you'll get low-res metal tex, "high-res" text/flag. Summary: cylinder map: smallest piece of tex piece of cylinder: biggest piece of tex Hope it's clear. -
[0.25] PartCatalog 3.0 RC8 (2014-10-08)
Justin Kerbice replied to BlackNecro's topic in KSP1 Mod Releases
@BlackNecro: thanks for this plugin, it's helpful with even just a few mods. two things (v2.41 with KSP 0.23): - installation instructions (on spaceport) could be confusing as there is no GameData folder in released archive, - most of the time, when I add a new part, it's very very hard to make it visible in VAB (SPH too I guess), I have to click multiple times on group (where it supposed to be)/all to finally make it there. As it's my own part, it's really confusing as it could be also some issues with the model/part file itself. Thanks. -
Unity Export Model
Justin Kerbice replied to blackheart612's topic in KSP1 Modelling and Texturing Discussion
No. AFAIK KSP didn't support "smoothing groups" (or whatever the name is in any 3D program) anyway. Using 3dsmax, which automatically smooth primitives, I even uncheck the smoothing while or after modelling, doing so, I have a good idea how it'll look in game and decide how many faces I decide to use (I don't think blindly following guidelines about size/faces numbers was a good thing to do). Hope this help. -
Boring to write maybe (unless kind of people who like such job), but as it is now, we're just closer and closer to the point of no return as there is not really official doc of the game itself, as well as modding docs so... I admit I'm pessimistic but looking at the facts says we'll never get docs. The huge advantage, for Squad itself, of creating docs on-the-fly (or after) is allowing new devs to dive into coding faster and more efficiently.
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n-body physics? We don't even have 2-body physics!
Justin Kerbice replied to Whirligig Girl's topic in KSP1 Discussion
I think IMHO physics are already a serious bottleneck in KSP, no need FOR NOW to add more "weight" to the physics engine resource needs as the balance is far more over already broken. Unless you only play with 10 parts vessels. -
Texture not shown (beginner)
Justin Kerbice replied to kotysoft's topic in KSP1 Modelling and Texturing Discussion
For people who have such issue and for the record, I suggest you to take a look at KSP_Data/output_log.txt and search for your model. I have had some targa format issue with Unity which lead to the same result: pure white color on object. -
[0.23.x] Coffee Industries Release Thread
Justin Kerbice replied to CoffeeSE's topic in KSP1 Mod Releases
nice work. -
I know we can think that's way, maybe someone need to study more carefully how it's done and what the GPU do in this case. Anyway, one concern is more regarding the loading time on the launch scene (runway or launchpad) and the size of assets files in KSP_Data which are likely to hold all meshes and textures which are most of the time loaded mostly for nothing at all. In fact there are only a few cases, on a descent hardware, where slowdown and/or lags can be witnessed, like osmetime when we're close to the shores or when there is some changes in Kerbin display (another model+texs ?) after a given altitude.
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Mareczex333 please, stop make so great and amazing replica, other players can't challenge you at all ! Very nice "bike", love it. Where my kerbals can buy it ? They all want their own ! They refuse to work now It's looks like Akira style bike, isn't it ? (By the way, any interest in modular planes ? It might allow you to make good looking commercial airliners replica).
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Launching a crazy beast on orbit today (just 495 parts for the final stage) with "only" 16 small landers docked, I have a steady 5-7 fps, which is very low, it was even better with launcher, 8 fps, and I just thought: why not considering sub-assemblies as a whole in term of physics ? It might save some precious CPU resources for what really matter. I think it would be also possible to group parts into small unique physic entities like collider for a bunch of small parts (ie: flat solar panels, lights, ladders, ... are not supposed yet to be ripped of where they are placed, even in reentry). Waiting for Unity team to move in the right way (if they will do that one day !)
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tweak the ladder stats (mass)
Justin Kerbice replied to vger's topic in KSP1 Suggestions & Development Discussion
I didn't ever notice this, but we have to remember KSP is still a beta and many features have been added in a raw/rough/draft state yet (as career mode) I guess. Ladders may be a part of this. Of course, materials can be taken into accounts, but retractable ladders needs more stuffes (motors, batteries <= they didn't use energy right now AFAIK) and they should be weaker as if its like a piston, the two side bars are hollow. -
Collision mesh
Justin Kerbice replied to Vertibirdo's topic in KSP1 Modelling and Texturing Discussion
Look nice (but seems very weak near the pads), an easy way to set such axial nodes coordinates is to look at one vertex z coordinate of the bottom, this will be the node -y value, the same apply for the top node. Vertices coordinates are displayed in the bottom left status window of max. -
and also boring when travelling, but the author thanksfully put some funny text in the empty spaces. Thanks for the link TimH07.
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Collision mesh
Justin Kerbice replied to Vertibirdo's topic in KSP1 Modelling and Texturing Discussion
Your model itself looks over detailed (too many polygon, too smooth cylinder) than may explain convex colliders nightmare you have. I not yet did it myself but use four simple cylinders (1 height segment, 10-14 faces max) that mach location and size of your object, save at a separate object and import it in unity then use it as collider (by adding a physics/mseh collider component then select this object, by clicking on small circle next to collider mesh box)/ -
[RELEASE] Kerbice Marketing advertizing display v0.9
Justin Kerbice replied to Justin Kerbice's topic in KSP1 Mod Releases
glad you like it. And maybe... I like Carpenter's movies and especially his musics. great. Don't understand this label thing and what do you mean exactly by in-game editable ? I'll probably make an example with FireSpitter texchanger module.