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Justin Kerbice

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Everything posted by Justin Kerbice

  1. I understand. The part I'm working on can become an IR part itself (from the plug-in point of view). another point: there is a new upload of IR on spaceport, what's its purpose ?
  2. Hi modders, do you have already get this issue with your mod/part ? I update a texture, name stay the same, reload all parts in debug menu, go back to VAB, tex still the same as before. I prefer to ask 1st before filling a bug report in relevant forum. Thanks.
  3. Not so much reply maybe because you need to be more specific lowlevellowl911, what actually did you do ? (not what you think you've done, to help, people need facts). Have you hide control windows/display (F2 key) ? In which scene did you do the right click ? (VAB/SPH, space, somewhere else) Did you try with stock fuel tank ? Is your probe/pod have enough power ? (no electricty = no control = no response to anything you will try) Did your mods was installed correctly ? I have ST mod but no modular fuel or real fuel with it and I don't have any issues like this. Maybe try without modular fuel plugin.
  4. Would be great to share them, they're so cute . Good job !
  5. I even didn't notice it ! Aamzing, I just thought of a peaceful Kerbal statue. Solar panels are for hairs
  6. @sirkut (or anyone who have an answer or some clues): could you tell me how I can manage to connect parts on the animated area of a part with your plugin please ? I have a part that is designed to extend and I would like to attach other parts on both side (bottom and top), like the piston for example. For now, it connect well but when extended, it go through the connected parts sadely. Thanks.
  7. Some people may be aware about the mysterious Black Knight "satellite" allegedly orbiting Earth since 13000 years or more. The kerbals have also such a mysterious relic on their orbit... let's see:
  8. Not fully true, as it's depend on how Unity do the job first (and it can be horribly under-efficient under-optimized) then polygons + tex have to be send to gfx card memory to feed GPUs, so performances depend on buses speed/bandwidth (a parameter too many people forgot) so if your buses are not fast enough, GPUs spend their time waiting to receive data and waiting data to be taken out. Which in fact is what happen these days with crazy fast cpu/gpu (advertising effect) but motherboard/memory with performance improvement which don't follow. And polycount matter too, just look at nvidia benchmarks data for example, you just can"t render in realtime an "infinite" polygons scene, there is a limit (which come from memory at least). KSC itself may not be responsible of lags, but big ship + KSC may be (having KSC removed from count may help, even just a bit).
  9. These parts looks good, is there any issues with 0.23 ? I see some comments on spaceport about it.
  10. Look here, there is one post by bluegobln with a great video (quite boring sometimes) of animation and KSP integration, there is everything to start.
  11. I have already post this in space lounge but it may have been unnoticed, the USS Palomino from The Black-Hole movie: It is peacefully orbiting at ~ 1000 km over Kerbin since days. USS Palomino and with its launcher
  12. I just figured out that the quite long loading time before a launch or on a "building switch" (VAB->exit) can be caused by the gigantic and super (over) detailed Space Center buildings. It's not very good most of the time because I just want to launch a rocket far far away from SPC and I'll take a look only at the launchpad, so if all objects around would be far less complex (kind of Kerbin City project buildings), I'm pretty sure loading time will be significantly shorter, the lag at the beginning (just when physics are "stabilized") might be reduced too. I think add a settings INSIDE the game (not in settings main menu), to switch for buildings' LODs could be great, so when I want to drive/fly near the SPC, I set best LOD, when I want to go very far Kerbin (Jeb might have a fight with his boss, again ) I choose the lowest LOD and I don't have to wait many seconds just to see the launchpad AND if I have made a crazy gigantic rocket, performance of the game could be better.
  13. I've tried it but it doesn't does anything, the window is open, no sound, no warning, despite a few crashes and near-crashes. I've (re)downloaded the lastest version (0.31 on 1st page) to be sure, and use two flying machine (the Aeris 3 by putting the nosecode on top ) and an experimental VTOL with 2 mini-jet engines. Some ideas: -keep windows settings (position, size eventually, sub-windows opened) like Mechjeb do -part as nosecone for people who like it, but also more like a pod or an attached device (kindda FS gyro and "info-poper" for example)
  14. I see. Thanks for the details. Sadely for me, and luckily for you, it's not the same case, as I just have concern regarding attaching part to an animated one in the VAB/SPH (and for the record, the attach nodes and probably the collider object don't physically follow the animation, leading the animated part to be merged in the connected parts). Don't know if it's just a design limitation or a Unity 4.3.3 "mysterious" issue, as some claim it's has some without telling anything about this alleged fact.
  15. Not really helpful to people who will face the same problem, could you be more specific, as there is a lot's of way to add a "dummy object which control the whole animation" and more importantly how to deal with it after and the other objects/parts involved and do the job in Unity. Maybe I don't see the trick here but I have some doubts on how to make this works, so thanks to explain a bit more. (I've seen too much people on these forums says "oohh it's ok now I did this and that it's easy" and ? no real added value without some explanations).
  16. Sorry to be a bit off-topic, DaMichel: have you any link or info on how to do this ? I check the release thread as well as the mod + source, no docs and looking at IR parts, there is no clue on what the plug-in need to make this work. It's quite a shame there is no way to attach parts on moving thing with stock KSP.
  17. @Kerba Fett: have you take a look at KSP stock tutorials ? There is one about the Mun, at the end, you can try to land with the provided ship.
  18. ok But IMHO, such mass for an allegedly VTOL assistant... it's a one way ticket to trashcan. Kerbals are smart and have strong and lightweight material, as well as "super nano technology" . Yes for the icon but it's confusing, I saw "crashed" so I think: "it's done for good, go back to VAB and try again." I didn't notice first a right kick do the trick. For the heat dissipation, I didn't understand at all, you wrote this twice but twice is something I can't decypher. heat -> light ? An engine ? A light ? If you produce something and there is no consumer, there is a balance issue (kindda khetane without kethane powered engine). mmm... a 60s computer is not a good reference. All military planes are full of calculators which don't weight tons AFAIK? ok. I think we don't know at all how memory is used here, I guess texture can be fully shared, but using parts means create new instance of them in mem and I'm pretty sure there is some memory leaks here or there (in the chain: KSP-Unity-libraries-OSlib-OSkernel-drivers) I know I have quite a lot of criticisms so I can offer you to create new models like the subassemblies or other look. see above. mmm... ok From my point of view, as I think of such VTOL control system, we have to: - identify/measure speeds (vertical, lateral, horizontal) as Mechjeb dock autopilot do - know a way to "nullify" a given speed - do it on command (hovering at current altitude, be steady where we are now, stop moving forward, ...) Pity you . I strongly advise you to have: - one KSP install you play with, with fully tested mods - one KSP install to play with your dev mod and also test unknow mods (dev testbed) - one KSP clean/stock install to test your incoming release (to be sure mostly to don't forget to include the tiny little useful part of mod XYZ)
  19. Sorry if someone already rise this: the stock Aeris 3 (without FAR, I don't know what it is with it) win the challenge easily. It can glide more than a bird and when I fly with it, I completely turn the engine off a few kms from my landing spot. It may be because an issue with wings used and drag model.
  20. Good idea, and you're right, it's quite "unorthodox" but useful. I always wonder what exactly is KAS part module itself I think I got my answer.
  21. Without jointreinforcement (even with it sometime), when SRB get low on solidfuel, they push so hard that a big weight above them literally crush what's between. I think SRB are not designed to be use like this, and IRL, they are dropped while they still have some "juice" (perhaps for the same reason ). You can try by attaching this 4 SRB group to a radial decoupler, it will be a diamond pattern ( -=- ) which might need two decouplers to stay connected maybe.
  22. Vertical velocity (uploads_2014_02_VertVel151 on spaceport) have a configurable shortcut (default: z)
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