Justin Kerbice
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Everything posted by Justin Kerbice
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Hi, I just encounter a strange issue with KSP, when I use vehicle like the AV-40B (a amphibious bulldozer made of rockets parts, avail here) for example, or made some rocket base vehicle (fuel tank + engine) + vertical design, the game run very very slow on the runway. So slow that it's just unplayabale at all ! I discover this might happens if we have some (amount still to define) debris around and/or flights in progress. A fresh new game doesn't have this issue at all. Can someone confirm that please ?
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thanks for the info bigalqld, IMHO, I think it will be even better if parachutes or other self-managing-part just do their assigned job wherever they are and unless you do launch after launch after launch all the day long, there will be not so much debris to managed or they can implement the "max permanent debris" config item (it doesn't appear in config file for now). I have some kind of "gift" for you: a buggy rocket which have a completely random behavior (like MS windows ) and most of the time, it ends in a very expensive firework. I notice that when big boosters are close to run out of fuel, they move up to hit the other part of the rocket ! Note: no mod installed at all. Note2: I don't think it's a smart/good/efficient/amazing design EDIT: I believe the joint weakness (the lonely decoupler) can cause this. This is a unity bug (seen in another post) the ship To end, if you are interested this is a video on youtube showing boosters recovery by NASA boat, just amazing !
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Stock anti gravity device.
Justin Kerbice replied to Comrade Jenkens's topic in KSP1 The Spacecraft Exchange
@theend3r : one word => AMAZING ! -
Stock anti gravity device.
Justin Kerbice replied to Comrade Jenkens's topic in KSP1 The Spacecraft Exchange
it's quite a bug if such "accidental" discovery is possible with stock part, right ? I'll try this strange piece of technology . -
New ideas for next release: 1. allow to mix what we want to display in space center map (unless already done and I'm a fool ignoring it), it's not easy to show if debris or spaceships may have a "date" (a deadly one surely), 2. making kerbals easier to control, now it's looks like a crappy arcade plateform game when we get mad in 2 s trying to control a bad character. ("grab" command may appear 0.1s when a kerbal is jumping near a ladder) 3. with money there, making recovering of debris more or less valuable (at least make parts + 1 count in inventory but they have first to be checked for service, maybe) 4. why not include alongside the game a pack of the best mod (rated/used/anything) in form of a free "DLC" allowing people who buy the game with steam for example to notice there is a lot's of stuffes close to the game (I bet many people didn't notice the "space port" and community link just in front of their eyes on the game main menu) 5. allowing popup window on part to be moved like the one of toolbar plugin (most of the time, the navball hide some info on engine) 6. finally: change the spirit of vehicule builder, it's a pain to just align two parts most of the time when not attached with the nodes
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@DeepSpaceDutch: nice design for your carrier, mind sharing it ? It looks very effective considering the fuel tank (I think its the stock big fuel tank, am I right ?) is full. KAS can be a great help in building such structure, especially in space, as the mod allow us to attach parts with more than docks. I just start myself putting stuffes on Kerbin's orbit, space station are so far...
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@bigalqld: thanks a lot for your reply, appreciated. I take time to conduct some experiments without getting usefull results. Starting from a clean install of KSP, it seems to be ok. I have use mission6 rocket and an even more big and quite less stable wihtout any trouble. I should call Fox Mulkerbder to investigate on this case . And, parachutes on "debris" (in fact anything you don't control) are useless as the game ignore the deploy altitude. Two heroics kerbals died in this experiment sadely (one of a pod should have land on water with deploy alt. set to 1500m but the pod has vanished).
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Get-Vector script ?
Justin Kerbice replied to Justin Kerbice's topic in KSP1 Modelling and Texturing Discussion
thanks both for reply, I just found the script it earlier in the deprecated KSP SDK available on official wiki. @Tiberion: it sounds easy in your mind I guess with your experience, but without a bit of practice and knowledge, it doesn't looks like so easy reading you . I'm just begin to make parts and I have to make my way in, so I'll be happy to discover as much methods as possible to get the one which fit me the best. -
Hi, I saw this script which might be usefull in this closed old post, anyone know where to get it ? Or is there any other way to get similar results ? Thanks.
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The "Kerbal way": "what ?? I did it after all !"
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part loading optimization
Justin Kerbice posted a topic in KSP1 Suggestions & Development Discussion
Hi, AFAIK in 0.23, all parts are read and loaded on startup, make the game slower and slower to start as people install more mods. But, does anyone here really use all the parts from all the mods everytime ? I don't think so. I think create an effective cache one single time, and force people to flush it everytime they add a new mod (auto detect might be great here) which could hold part name, pic and internal ref for display, then when we click on one part, it is actually loaded (loading 1 might not be such a big issue with modern harddrive or even SSD). Regards. -
101+ Impossible/stupid requests
Justin Kerbice replied to Richy teh space man's topic in KSP1 Discussion
687. add the ability to make a great chain of Kerbals to go to Mun or farther without any rocket at all 688. add the force, the dark star, Kerb Vador & Luke Kerbwalker and Karb Karb Bins -
I'm dreaming of a better vehicle builder (try to build a rover which looks like a common vehicle, it's... mmm not so funny, unless I'm really not good at building), being less alone in Kerbal Universe (why we have to do EVERYTHING there ? Does kerbals are lazy ? Where are all those "engineers" ? we have to build, to drive, to fly, to pilot, to hover, to recover, ... some autopilot (for hovering for ex.) and some kerbals who actually work might be great (kindda "hey Bob Kerman, take this spaceship and go to the Mun orbit") and I hope also devs don't do what "pro" devs usually do = assuming what hardware players have and use hard limits in the game like 2 GB memory max period (and playing in ten years you think : "ggrrrrrhhh ddooh ddooohhh I have 2 TB of mem and this damned game don't use it at all and lag like hell").
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Same issue here, I use 0.20 parttools packages (it includes unity package), don't know yet if it will work or not, at least I have expected things in unity.
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@katateochi: no I have a single one (in an Asus laptop in fact). I have start with an Amstrad CPC 464 for which we don't know the word driver at all Don't forget other related drivers like motherboard (for memory and gfx bus stuffes), cause it can be the combination of more than one single item that create the issue but I wish you this is not the case . In fact those artefacts looks like satellite com issue, ask one of your kerbal ingeneer or fix the com device you use ! (wwaoo KSP is not reallistic !!)
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The weird thing happened to me is an Ariane 501 style failure to many of my rockets (not a symetry issue at all :/) but with no consistency at all, and planes are also hard to use (I have FAR installed).
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Hi, I use the nv tool too and nothing to worry about or to complaint at all, I have a quite recent hardware, a GTX 780M, and it's always ok, it even never ask to reboot after driver upgrade. Have you check to install beta drivers (with the rush) ? (not enabled by default) It might explain your issue. It's not help I know, and frankly, I like, or don't dislike , the geforce experience tool (it check and update the driver for me and give optimal settings to know games).
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carreer and science
Justin Kerbice replied to Justin Kerbice's topic in KSP1 Suggestions & Development Discussion
@RSwordman: I'm not myself involved in any space/air related activities, it's just 75% of common sense and 25% of knowledge, I just read a few books or magazines and watching a few documentaries and movies about history of aircrafts, spacecrafts and related technologies and engineering. common sense here is just stated science points come mainly from science studies, science points avail on Kerbin and it's orbit is limited whatever we do => science have to be improved first and may be less expensive. @regex: of course I believe there will never ONE single tree wich can match all users expectations, so instead of falling in the trap of satisfying the most numbers of "bankable players" (the one who will be willing to buy the game, play and complaint a few days/weeks then get away and forget about it), devs should try to satisfy everyone by providing many science trees, probably in many carreer mode (one "complete" from walking on Kerbin to conquer the farest planet, one "light" with space stuffes only allowing players to build base on other planets quite soon, one between the two, ...). I myself would like to take time, discover Kerbin, space, Kerbin's satellites, do research, explore new uncharted territory, find some interresting stuffes (kind of artefact), create bases, get ressources from these land, ... -
Hi, just would like to add my own point of view and idea on this feature. As designed now, science is a failure, as many KSP users see it and use it, and I have to agree, sorry guys. Because, in addition to everything that have already been written on it, we have to do manned missions even before launching a single working probe in order to get enough science points without mentionning working satellite can only be achieved after lot's of research . I know kerbals look as stupid as lemmings but not that much. I think IMHO science should be made such a way that we first discover upper atmosphere then space and survivability in it. For example, how kerbal scientists can design a proper shield for manned cockpits if they really ignore how deadly radiations are outside Kerbin atmosphere ? They can obviously put tons of steel outside but... it will be hard to put such weight in space. So we should first study survivability as well as science itself, materials/living organisms study, probe design, rocket engine design and aero and finally the important energy area. So with that, we should be able to design our first probes which can survive months and years in orbit, studying effect on them in long term by downloading data in a constant basis for example. Then, learn about orbiting stuffes and manoeuvers, launching probe even farer, then start to send kerbals in space, on Mun and other bodies. Leading to get more parts related to advances rocketry, rovers, landers, and so on. To do so, it needs to have something designed smarter than it is acutally (not a fixed amount of points between each step like 45 then 90 then 160, ...). An even more "realistic" way is to first start with basic aircrafts as its happened in real world, then learned about jet engine then finally rockets. This of course can be an optionnal mode (as no space flights will be allowed initially), but gathering data about flying, efficient design, atmosphere, and some Kerbin's biome can start the "science engine". Along with this, some proper scenarii and tutorials may be very helpfull for newcomers (better than discover basic things in a wiki). It's quite sad because career is a great idea as it allow to discover parts gradually and be familiar with them, knowing their bests and weaknesses, instead of staying stunned by hundreds of them in spaceport and don't know how and where to start. Thank you for reading .
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Hi, @bigalqld: thanks a lot for this valuable tutorials serie (it might be a good idea to include it with KSP as training scenarii) @anyone: whatever I've tried to do, my rockets always go sideway (I've tried multiple time the one from the tutorial 2) on full throttle. By sideway I mean at a given altitude (near 5000 m at 100% throttle), rocket suddenly point itself to the ground, no input, just SAS enabled. But, with only 75% throttle, it works fine. with 75 % + 2 graduations on throtle scale, it's happen near 10000 m altitude. So I'm unable to use boosters at all, even a single one (no symetry/wrong weight distribution issue) it's happen. Note I have Ferram Aerospace Research mod and texture compressor (easy mode). but it also happened before I add FAR mod. Any help will be appreciated. Regards