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Posts posted by CardBoardBoxProcessor
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haha. yeah.... panels need reworking. all of SSPP needs polygon reduction. It will all get done one day. but one step at a time.
alos, alchemist thanks for supporting KOSMOS
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why isn\'t this locked haha. I loled when i saw it.
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should beable to just right click and hit deploy 0_O
Thanks for using KOSMOS
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unity. they export to .mu so you cannot do as you want besides that would be like 20000 polies. they lag enough as it is.
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currently going on a break. i have been called for the next mech jeb project.
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Thanks a lot! Btw, can you dock 2 spacestations with eachother in space? Almost impossible to get a whole spacestation into space otherwise.
I could have easily made animated node colliders that do that. but since next update will have docking. no real reason for it.
as far as update new. I am experimenting with ways to do things in the future. once i decide what to do Things will move quicker.
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First of all - some thermal insulation. Then... In fact, there are a lot of stuff on the surface of the Russian space stations modules. So I think no matter what else will be added - will not be worse.
pictures would be cool
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current engine powers and fuel consumptions are based on the stock engines. Until the main game engines are balanced there is nothing I can do. otherwise people will use other engines and fuel tanks. as for RCS they are buggy and either use fuel the wrong way. or have no power. both of which require more fuel than is needed to keep people using them.
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So, is it possible to have the folding solar panels actually re-charge something, or are they just for looks? I keep having this crazy idea of adding folding solar panels to a battery, which then powers an engine... but from what I can tell, not one pack or plug-in has combined all three. Folding solar panels that charge a battery, which powers engine. Or at least has done so in a way that uses multiple packs and plug-ins, and the steps for implementing are straightforward and repeatable.
please refer to the second post of this thread. maraz made something that does this using KOSMOS parts.
also, Kreuzung is making something that gives panels a purpose.
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what details wouod you all like to see put into the textures and normal maps of the SSPp guys?
imagine me up some stuff
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struts never hurt. but you really only need one on each side to attach them firmly to their core tbh.
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winglet will be back soon. we forgot it lol.
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I must say, I cant really bring myself to launch without using at least some parts from these packs. thumbs up guys!
thanks
If you\'re going to overhaul radiator and RSC tank with radiator, it seems to me that the best way is to make the surface of the radiators (both individual and on the tank) smooth, without ridges; that is it is not necessary to choose two parts just in the form as they are now - it is better to make them even simpler. If you then add the correct normal maps, the radiators will look almost like the real ones. But still I think in addition it is worth to keep TKS RCS tank.
that is the plan. But I plan for only one
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please talk to the plugin maker not us I am not a programmerKosmos Mumech Autopilot is not working in the new download apparently
Maraz
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Have the decoupler staging issues been/are being fixed? I messed around quickly last night and I remember that I still had to manually stage everything.
they work as well as stock parts do :/ not everything goes to the top of the ship
PLEASE NOTE: VOTE.
I am contemplating removing the various unanimated radiators. like kvant2 radiator and Spektr such. same with the RCS tanks. you figure that would save like 8 parts.
I need to know which style is the most popular to you all to keep. thanks.
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of course it will be getting optimized. but SSPP is first on the list for such things.
welp.. landed this huge base on minmus... landd. deployed panels. hit time warp and it exploded... this is why i only mod the game... no quick reload...
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download the lower rest texture pack.So is it possible to use .DDS? because sadly :\'( my computer only has 1.5 gigs of ram to use (2 gigs in total) and it gets to the 2nd winglet the ncrashes i\'ve tryed this about 6 times and reinstalled everything twice so yeah please working on making it .DDS if possible ? =(
I have nothing to do with .dds. that is squads thing.
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you should probably get the low res thing. i psoted the link back a bit.
also, someone made a mun base ^^
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ask alchemist. your plugin is not working apparently. and he made it. I am jsut the artist 0_O sorryWhy solar panels seems to be deployed at launch?
I used to use .dds for modding Sup com. I like that format :/ saddly they work in Unity in a half and half sort of way haha. but each texture being only 4mb in ram would be nice. 1mb or smaller stuff.\
ANYWAY.VA lockdown is completed a tad late but it is done. it now features an umbilical that stays once ejected. however it makes the RCS thusters about useless (mass figure doesn\'t update. ) so you need to go to space center and back agian and that removes this effect (if needed. during rentry it should not be a problem anyway so hardly a major issue ^^ ) it also fis the first part to feature the new KBS (Kosmos Berthing System) which will be the door between each station part (not docking)
New door is 6 polies with normal texture. so this will drastically reduce kosmos part poly counts.
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Quick check of the new version showed that radiator panels turn to the star, not away from it, and RD-0124 still has only three exhaust jet streams. Also I can not attach one LK fuel or RSC tank to another. How can this be done?
for Lk just keep clicking. eventually it will work. it is a bit of a pain though lol.
RD-0124 effects fixed for next release. thanks.
and radiator should also be solved.
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.dds eh? i could make them those. Wonder if unity supports those.I guess this is because KSP doesn\'t have any optimization in place, and the textures are .PNG, not .DDS . With .DDS, the texture only takes as much in RAM as it does on the disk, but other formats need to be processed in order to be used. This results in enormous RAM requirements. Combine this with an inefficient memory manager, and you\'ll clog up any high-end gaming computer that isn\'t 64 bit.
The lo-res pack seems fine, but could you make a similar one for Angara and the LK? They\'re also quite big packs.
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i hardly see how this is possible since it is not 2.3 gb of content. will someone explain this phenomena?With all 3 packs, KSP takes up 2.3Gb of RAM !!!!
I have a couple of other packs installed, but it didn\'t use that much RAM before...
low res will be an option some time. I could probably make one. but anything using a .mu or .mbm would not have it as i cnanot edit .mbms easily.
anyway. stop whining about ram. I have no idea how t fix it. so oh well. only way that will get fixed is if harv makes it so only parts you are using stay in ram and it pouts parts you arn\'t using to some vitual memory or something like that.
as foir high res and poly counts. one day this will be reduced lol. but no time in the near future.
Edit. I ran a macro and it made low res images. in the future i will try and find a none .mbm that works with the game. Mu says it needs to be 32 bit images. or something to work right with the shader. so i will be trying to those for easy editing of future low res packs.
here is the link to the low res back till Normak hosts it. Copy the folders and paste them over your current kosmos install. it is only images that will replace each other in folder merging.
https://dl.dropbox.com/u/1417259/Parts/SSPP%20Low%20Res%20Option.rar
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too bad the VA lockdown was not finished. I got the model working just now. the new one has an umbilical that stays with the capsule after it is detached lol.
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
in KSP1 Mod Releases
Posted
oh wow really.. that is all the difference in the world. haha thanks I will integrate this now.
Three cheers for Delvar!