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RoverDude

Parts Hero
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Everything posted by RoverDude

  1. Quick question. I have set up, in Unity, a KSPParticleEffect on a GameObject that is a child of my part. I am using a KSP/Particles/Additive shader. My particle is a simple PNG with transparency that I have included in my part's folder. Everything works fine in unity, but when I go to KSP, no particle effects. When trying to find them programatically (via part.GetComponentsInChildren<KSPParticleEmitter>) I get nada. Any thoughts? I assume there's something small and somewhat silly that I am missing.
  2. no worries. I'll make it a point to warn you when I have a new release ready for test
  3. Hi! Quick heads up there is a new USI_Tools/USI_Converter for 0.25 - you probably want to bundle these
  4. 0.2.2 IS UP! Works on both 0.24.2 as well as 0.25. You can also get an all-in-one release from Dropbox. KSP 0.25 Support DRE/ATM support for the HERP command pod and jumpseat Fixed typo in Jumpseat name/description Minor update to HERP IVA Added in HERP lights New maintenance pod and various crates for resource transfer Bundled KERT for EVA Transfer support
  5. 0.5.2 IS UP! Works on both 0.24.2 as well as 0.25. You can also get an all-in-one release from Dropbox. KSP 0.25 Compatability Added the Crew Hatch! Latch on, stuff with Kerbals! (for phase 1, this will not take away from space - we assume they use existing caves). Crew Hatch automatically expels Kerbals in the event of disconnection CRP and USI DLL refresh
  6. 0.2.2 IS UP! Works on both 0.24.2 as well as 0.25. You can also get an all-in-one release from Dropbox. KSP 0.25 Support Removed LqdHelium from reactor ORSX/CRP/USI DLL refresh
  7. 0.2.2 IS UP! Works on both 0.24.2 as well as 0.25. You can also get an all-in-one release from Dropbox. KSP 0.25 Support Added ability to shut off Karbonite SRBs Corrected issue with node spacing for fusion drives Updated ORSX/USI DLLs
  8. FireSpitter does this (I use it on a lot of the USI mods).
  9. Part has to be activated. Either force activate, or use FixedUpdate
  10. Versions and screenshot please. Bear in mind collection is REALLY slow on Kerbin (It's just there for testing). Also there are two flows... IntakeAtm for flying Karbonite engines, the resource collection flow (after you have swapped the resource to Karbonite).
  11. Beautiful Let me know if you still need a model, I'll donate one.
  12. Would not change things - a 1024x1024 texture does not care if it covers a 0.625m cube or a 5m 10,000 poly engine. The smart way to reduce footprint is to reuse textures, adjust how you pack the map to maximize detail on that same space, etc. - but that's a texture discussion not a model discussion. Reduce textures for *memory* footprint, simplify colliders and reduce part count for your FPS performance. - - - Updated - - - This is 100% correct.
  13. Nope - you still use the engines as thrust if you want - the RCS is separate. Think of a regular engine with RCS blocks attached. Now smash that into one part. Same thing
  14. FYI - polygons are generally not what kills you, it's textures, colliders, and physics. Most of the parts I make weigh in at the 5K-8K tricount range but have very simple colliders and a lot of texture reuse.
  15. Both hydrogens will stick as they are different resources with different uses - also one is used by NFT, the other by US, and in general once a mod is on CRP I'll pretty much do my best not to deprecate their things because part of CRP is to encourage sharing. I'll check and see if nert uses Polytetrafluoroethylene since that will drive whether it sticks or not. Plutonium is pretty much gone. I planned on doing something RE RTGs but if anything I would ressurect Blutonium from the Squad resource list. Wave has expressed wanting to stick with CRP, in which case anything still used by KSPI-Lite will stay. Anything leftover from KSPI will be deprecated. I'll move a bunch to a kind of 'probationary' status and eventually to a legacy pack to help folks with backwards compatability, but at this point will be saving any drastic changes for 0.26 since Wave has said he would support KSPI-Lite through 0.25, and that will give us some time for the dust to settle. On a positive note, SpareParts is on the list as DangIt! is on board, and we're sharing the resource with MKS/OKS and other USI mods, which will help reduce resource clutter.
  16. Yes, turn on RCS. They will make you have one shockingly nimble little ship.
  17. DMagic - when you get a chance we have a new ORSX resource - Uraninite (basically the raw version of uranium, replaces the uranium resource formerly used by KSPI). Already up in CRP, no change to ORSX. Are these still via bitmask or are they becoming configurable? Thanks!
  18. Thanks FYI on the MKS side, we do enrichment via the science lab. This is also compatible with NFT. Resource transfer wise, I will be bundling Marce's KERT module along with KAS-grabbable crates for hand-transfer of these resources via EVA, or via dedicated maintenance pods (you may have seen pics of the new ExpPack maintenance pod floating around), or via the PackRat Rover for ground operations.
  19. Side note, CRP will be getting a serious deprecation pass in the future.
  20. I saw one floating around somewhere Actually something that's on the long term list for this mod - a three-man survival tent that's KAS-ground-attachable and has solar panels and life support supplies
  21. Go to the Beehive folder - that's my GameData with all of the raw files
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