Justin Kerbice
Members-
Posts
1,476 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Justin Kerbice
-
Mechjeb Rendez Vous from near target orbit
Justin Kerbice replied to milosh's topic in KSP1 Mods Discussions
You can also use MJ with the manoeuver planner (the one below rdv autopilot), you have all the steps and you can do them on your own, with the help of nodes. -
How much do YOU rely on MechJeb?
Justin Kerbice replied to The Flitter's topic in KSP1 Mods Discussions
I would not say I'm a "Mechjeb addict" (is there a meeting today ? ), I use it for orbital physics things, only RDV for now, and docking. And your post is ambiguous The Flitter: are we rely on it or are we depend on it... not the same thing. I don't always trust it as it can be easily fooled (put an engine on top of your ship and it doesn't figured out prograde is retrograde), and it used too much monop on docking IMHO, like we are on a rush of docking (kerbals have some internal tank(s) emergency maybe ), and tried once landing guidance, I'm already good at crashing so I doesn't need any its help. -
They're nice, but centrifugium is quite buggy with its anims (after inflated and rotating, it's impossible to just stop rotating, it has to be deflate then a "stop" option appears and deflating is instant which kill part of the fun :/)
-
There is one called "alchemy technology" which add stock parts in many others sizes and one from DailyFrankPeter which add a single "octopuss" stucture (an hollow circle with 4 arms). All available on spaceport. Also spherical/toroidal fuel tanks by Tals add some nice structure parts too.
-
The wheel sounds of course ! Looks like the best useless mods are related to sounds when you think about it.
-
More fuel in tanks
Justin Kerbice replied to ravener's topic in KSP1 Suggestions & Development Discussion
As it was a suggestion at he first place, you can duplicate part config file, change internal name, and remove oxydizer values, so you'll get a tank with the same look but designed for holding only liquid fuel. The same apply in the opposite way by removing liquid fuel only. -
[WIP Plugin] BDAnimationModules - v0.6.1
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
fair enough . Look at this parts pack there is one rotating dish antenna I've made. -
[0.23] Im a Cupcake Wannabe (Advanced Hover System)
Justin Kerbice replied to mpink's topic in KSP1 Mod Releases
Good stuff mpink but maybe I have missed something: - does Kerbals get back to mainframe era ? 1.5 and 6 t for these devices ? Far too much for just a flight assistant IMHO heat production 50 & 100/s resp, what does they do ??? Is there any KSP game included inside ? Or Have they been designed and made by Acer ? - the "small" one works strange, activated by default on launch, suppose to have nothing to do (all engines off), it overheat and crash, and it has done nothing at all - a gravity sensor may be included inside as it is needed, - the idea of creating a subassembly of parts is nice (also because it's the 1st time I see something like this) EDIT: no cooling device included, how are we suppose to cool it ? Going a bit underwater ? Or it has been made to work in cold deep space (where it is useless) ? I suggest kindda "same player shoot again" if you know what I mean It's not today I'll be able to fly like cupcake... -
Cupcake's Dropship Dealership...
Justin Kerbice replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
oooohhh How can I have miss it !! Thanks a lot, it will surely save lot's of poor Kerbals ! Yes, all the text you typed would be placed with their relative ships, as usually download things, then try few days/weeks later, so if I didn't take the time to copy/paste the text, I just got a ship I don't know how to use (for example I was surprise the 1st time I "launch" the SCARAB, I didn't expect the structure included at all ). Ok, I understand you wish to keep track of downloads. FS have a little part which pop-up a window info (key 'i'), in which snjo have put all action groups used by a vessel (K-17 for example use all 10 AGs, it need some practice to keep all in memory). I never try myself so don't know if it has to be created by hand (and updated on change) or by the plug-in itself by reading AGs set. EDIT: some designs are really amazing, trying to land, with the smoke, it just remind me movies like starwars. And yes it help thanks. Looking forward to your future releases. -
[0.23.x] Coffee Industries Release Thread
Justin Kerbice replied to CoffeeSE's topic in KSP1 Mod Releases
ok . I don't think it will step on B9's toes as you say as B9 is a big big set of parts, here it will "just be" cargo bay module (like the one with the door on the bottom without it) + on door on the tail. Regarding cockpits, passengers components might be the easiest to do (I think of just two lines of seats and windows) for funny IVA, for the "big one", have you considered RasterPropMonitor ? It looks great and full of features. -
[WIP Plugin] BDAnimationModules - v0.6.1
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
I don't mean to push you in a way you don't want. And yes I guess we understand each other on this. -
Jebediah's Tutorials: #2 Landing on the Mün!
Justin Kerbice replied to Callisto's topic in KSP1 Tutorials
Nice tutorial and video. -
[WIP Plugin] BDAnimationModules - v0.6.1
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
As far as I have understood your plan, creating THE ultimate animation plugin for everyone and every use, I think something that can manage loop anims independently to any other anims added to the part or as you have already made in a given sequence. Perhaps it can be possible to add an optional index as arg to the module, to let it know it have to play anim A before anim B before anim C and A is "open doors", B is "extend something" and C is "turn forever or until user ask to stop" (then stop = reversed order sequence, -> B -> A). Max index should be minimum between: max number of anims which can be added to an object (format dependant ? I don't know) and max from Unity (max animator components). By making things comprehensive and fully modular, your plug-in could be THE one for animated part I think. -
[WIP Plugin] BDAnimationModules - v0.6.1
Justin Kerbice replied to BahamutoD's topic in KSP1 Mod Development
Added loop was promising but as it is now, it's too much tied to Kethane and I don't think an "all-in-one" package/very specific was good, I mean it would be better to have one loopanim module which only deal with loop (start/stop loop), and another for deploy/retract. For now and as-is, loop anim are just what they are and are always activated (both in VAB/SPH and outside). -
Cupcake's Dropship Dealership...
Justin Kerbice replied to Cupcake...'s topic in KSP1 The Spacecraft Exchange
Nice crafts set Cupcake, a shame I'm not such a good pilot as you, I'm really sucks in VTOL flying Can we have a "cupcake auto-pilot for dummies" ? It just would be great ! (and no Mechjeb is not really good yet with kerbin atmosphere vessels sadely) Addition: it would be super-great to have manual with the craft file for each, and ideally a super-mega pack of all. Another great thing would be using FS info popup or providing the files for it as optional feature. -
[0.23.x] Coffee Industries Release Thread
Justin Kerbice replied to CoffeeSE's topic in KSP1 Mod Releases
Great mod ! I like airplanes and just thought of something to have such big ones. It will be really great to have also (unless I miss it) a cargo door/bay like classic cargo plane (C-130 or C-5) in which we can put rovers/vehicles, tied them with KAS maybe or other animated hooks which can hold them during the flight. Those parts are really nice and provided planes are nicer, thanks CoffeeSE. -
As long as there will be not enough docs (unity screenshot is not really what we could call a doc) regarding tricky/non obvious things, there will be no choice than doing our own RE. Of course there is a few things here or there, maybe quite a lot is lost in one or two useful reply in a middle of a 100 pages thread, but looking at "FAQ" about wheels/hatch/suspension/wings/engines/... and plugin in add-on subforums, it's clear community need more docs.
-
[0.23] Mods/Addons Everyone Should Know About!
Justin Kerbice replied to TheOfficialStorm's topic in KSP1 Mods Discussions
I like these: Modular plane 2.1.1 by Coffee Industries, maybe one of the most forgotten mod, it adds bigger airplane parts like wings which hold fuel, big bomb bay, ... Spherical Toroidal tanks, which allow funny and useful design for space station/refuelling station and a lot more -
I understand. I forgot: rear landing gears are a bit too ahead to the engine, I "cut" them on my 1st take-off (I know, I was a bit too aggressive on the pitch).
-
Thanks for sharing, it looks like this Eagle is one of the hardest to create with only stock parts, according to the many version available. This one is a bit SAS-killer (it bounce very fast on pitch) and wings doesn't generate enough lift IMHO. Quite a pain to fly but easy to land .
-
Looks like there is an outbreak of download link issues today...
-
The Falcon III K-Drive Spaceplane
Justin Kerbice replied to mythic_fci's topic in KSP1 The Spacecraft Exchange
DL link for the falcon III is (already) dead/doesnt work :/. Could you fix it please ? -
Easiest rendezvous guide. Watch now, dock in 10 minutes.
Justin Kerbice replied to llegar's topic in KSP1 Tutorials
As said: easy rdv (far less complicated that the optimal approach ), the only bad things in this video is the fast camera travelling/moving... without mentioning the "music" at the end